3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 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)"};
103 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
104 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
106 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
107 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
109 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
110 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
111 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
112 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
113 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
116 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
117 qboolean v_flipped_state = false;
119 r_viewport_t gl_viewport;
120 matrix4x4_t gl_modelmatrix;
121 matrix4x4_t gl_viewmatrix;
122 matrix4x4_t gl_modelviewmatrix;
123 matrix4x4_t gl_projectionmatrix;
124 matrix4x4_t gl_modelviewprojectionmatrix;
125 float gl_modelview16f[16];
126 float gl_modelviewprojection16f[16];
127 qboolean gl_modelmatrixchanged;
129 int gl_maxdrawrangeelementsvertices;
130 int gl_maxdrawrangeelementsindices;
133 int gl_errornumber = 0;
135 void GL_PrintError(int errornumber, const char *filename, int linenumber)
139 #ifdef GL_INVALID_ENUM
140 case GL_INVALID_ENUM:
141 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
144 #ifdef GL_INVALID_VALUE
145 case GL_INVALID_VALUE:
146 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
149 #ifdef GL_INVALID_OPERATION
150 case GL_INVALID_OPERATION:
151 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
154 #ifdef GL_STACK_OVERFLOW
155 case GL_STACK_OVERFLOW:
156 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
159 #ifdef GL_STACK_UNDERFLOW
160 case GL_STACK_UNDERFLOW:
161 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
164 #ifdef GL_OUT_OF_MEMORY
165 case GL_OUT_OF_MEMORY:
166 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
169 #ifdef GL_TABLE_TOO_LARGE
170 case GL_TABLE_TOO_LARGE:
171 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
174 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
175 case GL_INVALID_FRAMEBUFFER_OPERATION:
176 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
180 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
186 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188 void SCR_ScreenShot_f (void);
190 typedef struct gltextureunit_s
192 int pointer_texcoord_components;
193 int pointer_texcoord_gltype;
194 size_t pointer_texcoord_stride;
195 const void *pointer_texcoord_pointer;
196 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
197 size_t pointer_texcoord_offset;
200 int t2d, t3d, tcubemap;
202 int rgbscale, alphascale;
204 int combinergb, combinealpha;
205 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
206 int texmatrixenabled;
211 typedef struct gl_state_s
219 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
223 float polygonoffset[2];
226 float alphafuncvalue;
227 qboolean alphatocoverage;
230 unsigned int clientunit;
231 gltextureunit_t units[MAX_TEXTUREUNITS];
235 int vertexbufferobject;
236 int elementbufferobject;
237 int uniformbufferobject;
238 int framebufferobject;
239 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240 qboolean pointer_color_enabled;
242 int pointer_vertex_components;
243 int pointer_vertex_gltype;
244 size_t pointer_vertex_stride;
245 const void *pointer_vertex_pointer;
246 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247 size_t pointer_vertex_offset;
249 int pointer_color_components;
250 int pointer_color_gltype;
251 size_t pointer_color_stride;
252 const void *pointer_color_pointer;
253 const r_meshbuffer_t *pointer_color_vertexbuffer;
254 size_t pointer_color_offset;
256 void *preparevertices_tempdata;
257 size_t preparevertices_tempdatamaxsize;
258 r_vertexgeneric_t *preparevertices_vertexgeneric;
259 r_vertexmesh_t *preparevertices_vertexmesh;
260 int preparevertices_numvertices;
262 qboolean usevbo_staticvertex;
263 qboolean usevbo_staticindex;
264 qboolean usevbo_dynamicvertex;
265 qboolean usevbo_dynamicindex;
267 memexpandablearray_t meshbufferarray;
272 // rtexture_t *d3drt_depthtexture;
273 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
274 IDirect3DSurface9 *d3drt_depthsurface;
275 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
276 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
277 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
278 void *d3dvertexbuffer;
285 static gl_state_t gl_state;
289 note: here's strip order for a terrain row:
296 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
298 *elements++ = i + row;
300 *elements++ = i + row + 1;
303 *elements++ = i + row + 1;
306 for (y = 0;y < rows - 1;y++)
308 for (x = 0;x < columns - 1;x++)
311 *elements++ = i + columns;
313 *elements++ = i + columns + 1;
316 *elements++ = i + columns + 1;
327 for (y = 0;y < rows - 1;y++)
329 for (x = 0;x < columns - 1;x++)
333 *elements++ = i + columns;
334 *elements++ = i + columns + 1;
335 *elements++ = i + columns;
336 *elements++ = i + columns + 1;
342 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
343 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
345 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
347 static void GL_VBOStats_f(void)
349 GL_Mesh_ListVBOs(true);
352 static void GL_Backend_ResetState(void);
354 static void R_Mesh_InitVertexDeclarations(void);
355 static void R_Mesh_DestroyVertexDeclarations(void);
357 static void R_Mesh_SetUseVBO(void)
359 switch(vid.renderpath)
361 case RENDERPATH_GL11:
362 case RENDERPATH_GL13:
363 case RENDERPATH_GL20:
364 case RENDERPATH_GLES1:
365 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
366 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
367 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
368 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
370 case RENDERPATH_D3D9:
371 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
372 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
374 case RENDERPATH_D3D10:
375 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
377 case RENDERPATH_D3D11:
378 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
380 case RENDERPATH_SOFT:
381 gl_state.usevbo_staticvertex = false;
382 gl_state.usevbo_staticindex = false;
383 gl_state.usevbo_dynamicvertex = false;
384 gl_state.usevbo_dynamicindex = false;
386 case RENDERPATH_GLES2:
387 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
388 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
390 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
395 static void gl_backend_start(void)
397 memset(&gl_state, 0, sizeof(gl_state));
399 R_Mesh_InitVertexDeclarations();
402 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
404 Con_DPrintf("OpenGL backend started.\n");
408 GL_Backend_ResetState();
410 switch(vid.renderpath)
412 case RENDERPATH_GL11:
413 case RENDERPATH_GL13:
414 case RENDERPATH_GL20:
415 case RENDERPATH_GLES1:
416 case RENDERPATH_GLES2:
417 // fetch current fbo here (default fbo is not 0 on some GLES devices)
418 if (vid.support.ext_framebuffer_object)
419 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
421 case RENDERPATH_D3D9:
423 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
424 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
427 case RENDERPATH_D3D10:
428 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
430 case RENDERPATH_D3D11:
431 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
433 case RENDERPATH_SOFT:
438 static void gl_backend_shutdown(void)
440 Con_DPrint("OpenGL Backend shutting down\n");
442 switch(vid.renderpath)
444 case RENDERPATH_GL11:
445 case RENDERPATH_GL13:
446 case RENDERPATH_GL20:
447 case RENDERPATH_SOFT:
448 case RENDERPATH_GLES1:
449 case RENDERPATH_GLES2:
451 case RENDERPATH_D3D9:
453 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
454 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
457 case RENDERPATH_D3D10:
458 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
460 case RENDERPATH_D3D11:
461 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
465 if (gl_state.preparevertices_tempdata)
466 Mem_Free(gl_state.preparevertices_tempdata);
468 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
470 R_Mesh_DestroyVertexDeclarations();
472 memset(&gl_state, 0, sizeof(gl_state));
475 static void gl_backend_newmap(void)
479 static void gl_backend_devicelost(void)
482 r_meshbuffer_t *buffer;
484 gl_state.d3dvertexbuffer = NULL;
486 switch(vid.renderpath)
488 case RENDERPATH_GL11:
489 case RENDERPATH_GL13:
490 case RENDERPATH_GL20:
491 case RENDERPATH_SOFT:
492 case RENDERPATH_GLES1:
493 case RENDERPATH_GLES2:
495 case RENDERPATH_D3D9:
497 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
498 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
501 case RENDERPATH_D3D10:
502 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
504 case RENDERPATH_D3D11:
505 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
508 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
509 for (i = 0;i < endindex;i++)
511 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
512 if (!buffer || !buffer->isdynamic)
514 switch(vid.renderpath)
516 case RENDERPATH_GL11:
517 case RENDERPATH_GL13:
518 case RENDERPATH_GL20:
519 case RENDERPATH_SOFT:
520 case RENDERPATH_GLES1:
521 case RENDERPATH_GLES2:
523 case RENDERPATH_D3D9:
525 if (buffer->devicebuffer)
527 if (buffer->isindexbuffer)
528 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
530 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
531 buffer->devicebuffer = NULL;
535 case RENDERPATH_D3D10:
536 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
538 case RENDERPATH_D3D11:
539 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
545 static void gl_backend_devicerestored(void)
547 switch(vid.renderpath)
549 case RENDERPATH_GL11:
550 case RENDERPATH_GL13:
551 case RENDERPATH_GL20:
552 case RENDERPATH_SOFT:
553 case RENDERPATH_GLES1:
554 case RENDERPATH_GLES2:
556 case RENDERPATH_D3D9:
558 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
559 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
562 case RENDERPATH_D3D10:
563 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
565 case RENDERPATH_D3D11:
566 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
571 void gl_backend_init(void)
575 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
577 polygonelement3s[i * 3 + 0] = 0;
578 polygonelement3s[i * 3 + 1] = i + 1;
579 polygonelement3s[i * 3 + 2] = i + 2;
581 // elements for rendering a series of quads as triangles
582 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
584 quadelement3s[i * 6 + 0] = i * 4;
585 quadelement3s[i * 6 + 1] = i * 4 + 1;
586 quadelement3s[i * 6 + 2] = i * 4 + 2;
587 quadelement3s[i * 6 + 3] = i * 4;
588 quadelement3s[i * 6 + 4] = i * 4 + 2;
589 quadelement3s[i * 6 + 5] = i * 4 + 3;
592 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
593 polygonelement3i[i] = polygonelement3s[i];
594 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
595 quadelement3i[i] = quadelement3s[i];
597 Cvar_RegisterVariable(&r_render);
598 Cvar_RegisterVariable(&r_renderview);
599 Cvar_RegisterVariable(&r_waterwarp);
600 Cvar_RegisterVariable(&gl_polyblend);
601 Cvar_RegisterVariable(&v_flipped);
602 Cvar_RegisterVariable(&gl_dither);
603 Cvar_RegisterVariable(&gl_vbo);
604 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
605 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
606 Cvar_RegisterVariable(&gl_paranoid);
607 Cvar_RegisterVariable(&gl_printcheckerror);
609 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
610 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
612 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");
614 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
617 void GL_SetMirrorState(qboolean state);
619 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
623 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
624 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
626 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
628 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
629 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
630 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
632 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
637 switch(vid.renderpath)
639 case RENDERPATH_GL11:
640 case RENDERPATH_GL13:
641 case RENDERPATH_GL20:
642 case RENDERPATH_GLES1:
643 case RENDERPATH_GLES2:
646 case RENDERPATH_D3D9:
647 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
649 case RENDERPATH_D3D10:
650 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
652 case RENDERPATH_D3D11:
653 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
655 case RENDERPATH_SOFT:
661 static int bboxedges[12][2] =
680 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
682 int i, ix1, iy1, ix2, iy2;
683 float x1, y1, x2, y2;
694 scissor[0] = r_refdef.view.viewport.x;
695 scissor[1] = r_refdef.view.viewport.y;
696 scissor[2] = r_refdef.view.viewport.width;
697 scissor[3] = r_refdef.view.viewport.height;
699 // if view is inside the box, just say yes it's visible
700 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
703 // transform all corners that are infront of the nearclip plane
704 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
705 plane4f[3] = r_refdef.view.frustum[4].dist;
707 for (i = 0;i < 8;i++)
709 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
710 dist[i] = DotProduct4(corner[i], plane4f);
711 sign[i] = dist[i] > 0;
714 VectorCopy(corner[i], vertex[numvertices]);
718 // if some points are behind the nearclip, add clipped edge points to make
719 // sure that the scissor boundary is complete
720 if (numvertices > 0 && numvertices < 8)
722 // add clipped edge points
723 for (i = 0;i < 12;i++)
727 if (sign[j] != sign[k])
729 f = dist[j] / (dist[j] - dist[k]);
730 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
736 // if we have no points to check, it is behind the view plane
740 // if we have some points to transform, check what screen area is covered
741 x1 = y1 = x2 = y2 = 0;
743 //Con_Printf("%i vertices to transform...\n", numvertices);
744 for (i = 0;i < numvertices;i++)
746 VectorCopy(vertex[i], v);
747 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
748 //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]);
751 if (x1 > v2[0]) x1 = v2[0];
752 if (x2 < v2[0]) x2 = v2[0];
753 if (y1 > v2[1]) y1 = v2[1];
754 if (y2 < v2[1]) y2 = v2[1];
763 // now convert the scissor rectangle to integer screen coordinates
764 ix1 = (int)(x1 - 1.0f);
765 //iy1 = vid.height - (int)(y2 - 1.0f);
766 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
767 iy1 = (int)(y1 - 1.0f);
768 ix2 = (int)(x2 + 1.0f);
769 //iy2 = vid.height - (int)(y1 + 1.0f);
770 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
771 iy2 = (int)(y2 + 1.0f);
772 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
774 // clamp it to the screen
775 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
776 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
777 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
778 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
780 // if it is inside out, it's not visible
781 if (ix2 <= ix1 || iy2 <= iy1)
784 // the light area is visible, set up the scissor rectangle
787 scissor[2] = ix2 - ix1;
788 scissor[3] = iy2 - iy1;
790 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
791 switch(vid.renderpath)
793 case RENDERPATH_D3D9:
794 case RENDERPATH_D3D10:
795 case RENDERPATH_D3D11:
796 scissor[1] = vid.height - scissor[1] - scissor[3];
798 case RENDERPATH_GL11:
799 case RENDERPATH_GL13:
800 case RENDERPATH_GL20:
801 case RENDERPATH_SOFT:
802 case RENDERPATH_GLES1:
803 case RENDERPATH_GLES2:
811 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
815 float clipPlane[4], v3[3], v4[3];
818 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
820 VectorSet(normal, normalx, normaly, normalz);
821 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
822 VectorScale(normal, -dist, v3);
823 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
824 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
825 clipPlane[3] = -DotProduct(v4, clipPlane);
829 // testing code for comparing results
831 VectorCopy4(clipPlane, clipPlane2);
832 R_EntityMatrix(&identitymatrix);
833 VectorSet(q, normal[0], normal[1], normal[2], -dist);
834 qglClipPlane(GL_CLIP_PLANE0, q);
835 qglGetClipPlane(GL_CLIP_PLANE0, q);
836 VectorCopy4(q, clipPlane);
840 // Calculate the clip-space corner point opposite the clipping plane
841 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
842 // transform it into camera space by multiplying it
843 // by the inverse of the projection matrix
844 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
845 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
847 q[3] = (1.0f + m[10]) / m[14];
849 // Calculate the scaled plane vector
850 d = 2.0f / DotProduct4(clipPlane, q);
852 // Replace the third row of the projection matrix
853 m[2] = clipPlane[0] * d;
854 m[6] = clipPlane[1] * d;
855 m[10] = clipPlane[2] * d + 1.0f;
856 m[14] = clipPlane[3] * d;
859 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
861 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
863 memset(v, 0, sizeof(*v));
864 v->type = R_VIEWPORTTYPE_ORTHO;
865 v->cameramatrix = *cameramatrix;
872 memset(m, 0, sizeof(m));
873 m[0] = 2/(right - left);
874 m[5] = 2/(top - bottom);
875 m[10] = -2/(zFar - zNear);
876 m[12] = - (right + left)/(right - left);
877 m[13] = - (top + bottom)/(top - bottom);
878 m[14] = - (zFar + zNear)/(zFar - zNear);
880 switch(vid.renderpath)
882 case RENDERPATH_GL11:
883 case RENDERPATH_GL13:
884 case RENDERPATH_GL20:
885 case RENDERPATH_SOFT:
886 case RENDERPATH_GLES1:
887 case RENDERPATH_GLES2:
889 case RENDERPATH_D3D9:
890 case RENDERPATH_D3D10:
891 case RENDERPATH_D3D11:
892 m[10] = -1/(zFar - zNear);
893 m[14] = -zNear/(zFar-zNear);
896 v->screentodepth[0] = -farclip / (farclip - nearclip);
897 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
899 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
902 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
904 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
910 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
911 R_Viewport_TransformToScreen(v, test1, test2);
912 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
917 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
919 matrix4x4_t tempmatrix, basematrix;
921 memset(v, 0, sizeof(*v));
923 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
924 v->cameramatrix = *cameramatrix;
931 memset(m, 0, sizeof(m));
932 m[0] = 1.0 / frustumx;
933 m[5] = 1.0 / frustumy;
934 m[10] = -2 / (farclip - nearclip);
935 m[14] = -(farclip + nearclip) / (farclip - nearclip);
937 v->screentodepth[0] = -farclip / (farclip - nearclip);
938 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
940 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
941 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
942 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
943 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
946 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
948 if(v_flipped.integer)
956 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
959 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
961 matrix4x4_t tempmatrix, basematrix;
963 memset(v, 0, sizeof(*v));
965 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
966 v->cameramatrix = *cameramatrix;
973 memset(m, 0, sizeof(m));
974 m[0] = 1.0 / frustumx;
975 m[5] = 1.0 / frustumy;
976 m[10] = -(farclip + nearclip) / (farclip - nearclip);
978 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
979 v->screentodepth[0] = -farclip / (farclip - nearclip);
980 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
982 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
983 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
984 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
985 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
988 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
990 if(v_flipped.integer)
998 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1001 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
1003 matrix4x4_t tempmatrix, basematrix;
1004 const float nudge = 1.0 - 1.0 / (1<<23);
1006 memset(v, 0, sizeof(*v));
1008 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
1009 v->cameramatrix = *cameramatrix;
1016 memset(m, 0, sizeof(m));
1017 m[ 0] = 1.0 / frustumx;
1018 m[ 5] = 1.0 / frustumy;
1021 m[14] = -2 * nearclip * nudge;
1022 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
1023 v->screentodepth[1] = m[14] * -0.5;
1025 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
1026 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
1027 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
1028 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1031 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1033 if(v_flipped.integer)
1041 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1044 float cubeviewmatrix[6][16] =
1046 // standard cubemap projections
1084 float rectviewmatrix[6][16] =
1086 // sign-preserving cubemap projections
1125 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1127 matrix4x4_t tempmatrix, basematrix;
1129 memset(v, 0, sizeof(*v));
1130 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1131 v->cameramatrix = *cameramatrix;
1135 memset(m, 0, sizeof(m));
1137 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1139 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1141 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1142 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
1143 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1146 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1148 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1151 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
1153 matrix4x4_t tempmatrix, basematrix;
1155 memset(v, 0, sizeof(*v));
1156 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1157 v->cameramatrix = *cameramatrix;
1158 v->x = offsetx + (side & 1) * size;
1159 v->y = offsety + (side >> 1) * size;
1163 memset(m, 0, sizeof(m));
1164 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1165 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1167 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1169 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1170 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
1171 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1173 switch(vid.renderpath)
1175 case RENDERPATH_GL20:
1176 case RENDERPATH_GL13:
1177 case RENDERPATH_GL11:
1178 case RENDERPATH_SOFT:
1179 case RENDERPATH_GLES1:
1180 case RENDERPATH_GLES2:
1182 case RENDERPATH_D3D9:
1185 case RENDERPATH_D3D10:
1186 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1188 case RENDERPATH_D3D11:
1189 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1194 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1196 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1199 void R_SetViewport(const r_viewport_t *v)
1203 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1204 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1206 // copy over the matrices to our state
1207 gl_viewmatrix = v->viewmatrix;
1208 gl_projectionmatrix = v->projectmatrix;
1210 switch(vid.renderpath)
1212 case RENDERPATH_GL13:
1213 case RENDERPATH_GL11:
1214 case RENDERPATH_GLES1:
1219 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1220 // Load the projection matrix into OpenGL
1221 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1222 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1223 qglLoadMatrixf(m);CHECKGLERROR
1224 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1228 case RENDERPATH_D3D9:
1231 D3DVIEWPORT9 d3dviewport;
1232 d3dviewport.X = gl_viewport.x;
1233 d3dviewport.Y = gl_viewport.y;
1234 d3dviewport.Width = gl_viewport.width;
1235 d3dviewport.Height = gl_viewport.height;
1236 d3dviewport.MinZ = gl_state.depthrange[0];
1237 d3dviewport.MaxZ = gl_state.depthrange[1];
1238 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1242 case RENDERPATH_D3D10:
1243 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1245 case RENDERPATH_D3D11:
1246 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1248 case RENDERPATH_SOFT:
1249 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1251 case RENDERPATH_GL20:
1252 case RENDERPATH_GLES2:
1254 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1258 // force an update of the derived matrices
1259 gl_modelmatrixchanged = true;
1260 R_EntityMatrix(&gl_modelmatrix);
1263 void R_GetViewport(r_viewport_t *v)
1268 static void GL_BindVBO(int bufferobject)
1270 if (gl_state.vertexbufferobject != bufferobject)
1272 gl_state.vertexbufferobject = bufferobject;
1274 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1278 static void GL_BindEBO(int bufferobject)
1280 if (gl_state.elementbufferobject != bufferobject)
1282 gl_state.elementbufferobject = bufferobject;
1284 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1288 static void GL_BindUBO(int bufferobject)
1290 if (gl_state.uniformbufferobject != bufferobject)
1292 gl_state.uniformbufferobject = bufferobject;
1293 #ifdef GL_UNIFORM_BUFFER
1295 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1300 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1301 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1303 switch(vid.renderpath)
1305 case RENDERPATH_GL11:
1306 case RENDERPATH_GL13:
1307 case RENDERPATH_GL20:
1308 case RENDERPATH_GLES1:
1309 case RENDERPATH_GLES2:
1310 if (vid.support.arb_framebuffer_object)
1314 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1315 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1316 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1318 // FIXME: separate stencil attachment on GLES
1319 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1320 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1322 if (depthtexture && depthtexture->texnum )
1324 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1325 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1327 if (depthtexture && depthtexture->renderbuffernum )
1329 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1330 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1333 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1334 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1335 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1336 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1337 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1338 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1339 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1340 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1343 if (colortexture4 && qglDrawBuffersARB)
1345 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1346 qglReadBuffer(GL_NONE);CHECKGLERROR
1348 else if (colortexture3 && qglDrawBuffersARB)
1350 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1351 qglReadBuffer(GL_NONE);CHECKGLERROR
1353 else if (colortexture2 && qglDrawBuffersARB)
1355 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1356 qglReadBuffer(GL_NONE);CHECKGLERROR
1358 else if (colortexture && qglDrawBuffer)
1360 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1361 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1363 else if (qglDrawBuffer)
1365 qglDrawBuffer(GL_NONE);CHECKGLERROR
1366 qglReadBuffer(GL_NONE);CHECKGLERROR
1369 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1370 if (status != GL_FRAMEBUFFER_COMPLETE)
1372 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1373 gl_state.framebufferobject = 0; // GL unbinds it for us
1374 qglDeleteFramebuffers(1, (GLuint*)&temp);
1379 else if (vid.support.ext_framebuffer_object)
1383 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1384 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1385 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1386 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1387 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1388 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1389 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1390 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1391 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1392 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1393 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1394 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1395 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1398 if (colortexture4 && qglDrawBuffersARB)
1400 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1401 qglReadBuffer(GL_NONE);CHECKGLERROR
1403 else if (colortexture3 && qglDrawBuffersARB)
1405 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1406 qglReadBuffer(GL_NONE);CHECKGLERROR
1408 else if (colortexture2 && qglDrawBuffersARB)
1410 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1411 qglReadBuffer(GL_NONE);CHECKGLERROR
1413 else if (colortexture && qglDrawBuffer)
1415 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1416 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1418 else if (qglDrawBuffer)
1420 qglDrawBuffer(GL_NONE);CHECKGLERROR
1421 qglReadBuffer(GL_NONE);CHECKGLERROR
1424 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1425 if (status != GL_FRAMEBUFFER_COMPLETE)
1427 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1428 gl_state.framebufferobject = 0; // GL unbinds it for us
1429 qglDeleteFramebuffers(1, (GLuint*)&temp);
1435 case RENDERPATH_D3D9:
1436 case RENDERPATH_D3D10:
1437 case RENDERPATH_D3D11:
1439 case RENDERPATH_SOFT:
1445 void R_Mesh_DestroyFramebufferObject(int fbo)
1447 switch(vid.renderpath)
1449 case RENDERPATH_GL11:
1450 case RENDERPATH_GL13:
1451 case RENDERPATH_GL20:
1452 case RENDERPATH_GLES1:
1453 case RENDERPATH_GLES2:
1456 // GL clears the binding if we delete something bound
1457 if (gl_state.framebufferobject == fbo)
1458 gl_state.framebufferobject = 0;
1459 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1462 case RENDERPATH_D3D9:
1463 case RENDERPATH_D3D10:
1464 case RENDERPATH_D3D11:
1466 case RENDERPATH_SOFT:
1472 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1474 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1475 if (gl_state.d3drt_depthsurface != depthsurface)
1477 gl_state.d3drt_depthsurface = depthsurface;
1478 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1480 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1482 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1483 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1485 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1487 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1488 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1490 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1492 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1493 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1495 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1497 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1498 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1503 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1507 rtexture_t *textures[5];
1508 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1509 textures[4] = depthtexture;
1510 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1511 for (j = 0;j < 5;j++)
1513 for (i = 0;i < vid.teximageunits;i++)
1514 if (gl_state.units[i].texture == textures[j])
1515 R_Mesh_TexBind(i, NULL);
1516 // set up framebuffer object or render targets for the active rendering API
1517 switch(vid.renderpath)
1519 case RENDERPATH_GL11:
1520 case RENDERPATH_GL13:
1521 case RENDERPATH_GL20:
1522 case RENDERPATH_GLES1:
1523 case RENDERPATH_GLES2:
1524 if (gl_state.framebufferobject != fbo)
1526 gl_state.framebufferobject = fbo;
1527 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1530 case RENDERPATH_D3D9:
1532 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1533 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1536 IDirect3DSurface9 *surfaces[5];
1537 for (i = 0;i < 5;i++)
1542 if (textures[i]->d3dsurface)
1543 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1545 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1548 // set the render targets for real
1549 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1550 // release the texture surface levels (they won't be lost while bound...)
1551 for (i = 0;i < 5;i++)
1552 if (textures[i] && !textures[i]->d3dsurface)
1553 IDirect3DSurface9_Release(surfaces[i]);
1556 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1559 case RENDERPATH_D3D10:
1560 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1562 case RENDERPATH_D3D11:
1563 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1565 case RENDERPATH_SOFT:
1569 unsigned int *pointers[5];
1570 memset(pointers, 0, sizeof(pointers));
1571 for (i = 0;i < 5;i++)
1572 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1573 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1574 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1575 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1578 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1584 static int d3dcmpforglfunc(int f)
1588 case GL_NEVER: return D3DCMP_NEVER;
1589 case GL_LESS: return D3DCMP_LESS;
1590 case GL_EQUAL: return D3DCMP_EQUAL;
1591 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1592 case GL_GREATER: return D3DCMP_GREATER;
1593 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1594 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1595 case GL_ALWAYS: return D3DCMP_ALWAYS;
1596 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1600 static int d3dstencilopforglfunc(int f)
1604 case GL_KEEP: return D3DSTENCILOP_KEEP;
1605 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1606 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1607 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1612 static void GL_Backend_ResetState(void)
1615 gl_state.active = true;
1616 gl_state.depthtest = true;
1617 gl_state.alphatest = false;
1618 gl_state.alphafunc = GL_GEQUAL;
1619 gl_state.alphafuncvalue = 0.5f;
1620 gl_state.alphatocoverage = false;
1621 gl_state.blendfunc1 = GL_ONE;
1622 gl_state.blendfunc2 = GL_ZERO;
1623 gl_state.blend = false;
1624 gl_state.depthmask = GL_TRUE;
1625 gl_state.colormask = 15;
1626 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1627 gl_state.lockrange_first = 0;
1628 gl_state.lockrange_count = 0;
1629 gl_state.cullface = GL_FRONT;
1630 gl_state.cullfaceenable = false;
1631 gl_state.polygonoffset[0] = 0;
1632 gl_state.polygonoffset[1] = 0;
1633 gl_state.framebufferobject = 0;
1634 gl_state.depthfunc = GL_LEQUAL;
1636 switch(vid.renderpath)
1638 case RENDERPATH_D3D9:
1641 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1642 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1643 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1644 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1645 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1646 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1647 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1651 case RENDERPATH_D3D10:
1652 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1654 case RENDERPATH_D3D11:
1655 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1657 case RENDERPATH_GL11:
1658 case RENDERPATH_GL13:
1659 case RENDERPATH_GLES1:
1663 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1664 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1665 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1666 if (qglBlendFuncSeparate)
1668 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1672 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1674 qglDisable(GL_BLEND);CHECKGLERROR
1675 qglCullFace(gl_state.cullface);CHECKGLERROR
1676 qglDisable(GL_CULL_FACE);CHECKGLERROR
1677 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1678 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1679 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1680 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1682 if (vid.support.arb_vertex_buffer_object)
1684 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1685 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1688 if (vid.support.ext_framebuffer_object)
1690 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1691 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1694 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1695 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1697 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1698 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1699 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1701 if (vid.support.ext_framebuffer_object)
1702 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1704 gl_state.unit = MAX_TEXTUREUNITS;
1705 gl_state.clientunit = MAX_TEXTUREUNITS;
1706 for (i = 0;i < vid.texunits;i++)
1708 GL_ActiveTexture(i);
1709 GL_ClientActiveTexture(i);
1710 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1711 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1712 if (vid.support.ext_texture_3d)
1714 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1715 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1717 if (vid.support.arb_texture_cube_map)
1719 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1720 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1723 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1724 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1725 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1726 qglLoadIdentity();CHECKGLERROR
1727 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1728 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1733 case RENDERPATH_SOFT:
1734 DPSOFTRAST_ColorMask(1,1,1,1);
1735 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1736 DPSOFTRAST_CullFace(gl_state.cullface);
1737 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1738 DPSOFTRAST_DepthMask(gl_state.depthmask);
1739 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1740 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1741 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1743 case RENDERPATH_GL20:
1744 case RENDERPATH_GLES2:
1746 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1747 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1748 qglDisable(GL_BLEND);CHECKGLERROR
1749 qglCullFace(gl_state.cullface);CHECKGLERROR
1750 qglDisable(GL_CULL_FACE);CHECKGLERROR
1751 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1752 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1753 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1754 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1755 if (vid.support.arb_vertex_buffer_object)
1757 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1758 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1760 if (vid.support.ext_framebuffer_object)
1761 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1762 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1763 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1764 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1765 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1766 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1767 gl_state.unit = MAX_TEXTUREUNITS;
1768 gl_state.clientunit = MAX_TEXTUREUNITS;
1769 for (i = 0;i < vid.teximageunits;i++)
1771 GL_ActiveTexture(i);
1772 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1773 if (vid.support.ext_texture_3d)
1775 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1777 if (vid.support.arb_texture_cube_map)
1779 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1782 for (i = 0;i < vid.texarrayunits;i++)
1785 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1786 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1793 void GL_ActiveTexture(unsigned int num)
1795 if (gl_state.unit != num)
1797 gl_state.unit = num;
1798 switch(vid.renderpath)
1800 case RENDERPATH_GL11:
1801 case RENDERPATH_GL13:
1802 case RENDERPATH_GL20:
1803 case RENDERPATH_GLES1:
1804 case RENDERPATH_GLES2:
1805 if (qglActiveTexture)
1808 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1812 case RENDERPATH_D3D9:
1813 case RENDERPATH_D3D10:
1814 case RENDERPATH_D3D11:
1816 case RENDERPATH_SOFT:
1822 void GL_ClientActiveTexture(unsigned int num)
1824 if (gl_state.clientunit != num)
1826 gl_state.clientunit = num;
1827 switch(vid.renderpath)
1829 case RENDERPATH_GL11:
1830 case RENDERPATH_GL13:
1831 case RENDERPATH_GLES1:
1833 if (qglActiveTexture)
1836 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1841 case RENDERPATH_D3D9:
1842 case RENDERPATH_D3D10:
1843 case RENDERPATH_D3D11:
1845 case RENDERPATH_SOFT:
1847 case RENDERPATH_GL20:
1848 case RENDERPATH_GLES2:
1854 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1856 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1858 qboolean blendenable;
1859 gl_state.blendfunc1 = blendfunc1;
1860 gl_state.blendfunc2 = blendfunc2;
1861 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1862 switch(vid.renderpath)
1864 case RENDERPATH_GL11:
1865 case RENDERPATH_GL13:
1866 case RENDERPATH_GL20:
1867 case RENDERPATH_GLES1:
1868 case RENDERPATH_GLES2:
1870 if (qglBlendFuncSeparate)
1872 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1876 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1878 if (gl_state.blend != blendenable)
1880 gl_state.blend = blendenable;
1881 if (!gl_state.blend)
1883 qglDisable(GL_BLEND);CHECKGLERROR
1887 qglEnable(GL_BLEND);CHECKGLERROR
1891 case RENDERPATH_D3D9:
1896 D3DBLEND d3dblendfunc[2];
1897 glblendfunc[0] = gl_state.blendfunc1;
1898 glblendfunc[1] = gl_state.blendfunc2;
1899 for (i = 0;i < 2;i++)
1901 switch(glblendfunc[i])
1903 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1904 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1905 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1906 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1907 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1908 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1909 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1910 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1911 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1912 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1915 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1916 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1917 if (gl_state.blend != blendenable)
1919 gl_state.blend = blendenable;
1920 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1925 case RENDERPATH_D3D10:
1926 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1928 case RENDERPATH_D3D11:
1929 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_SOFT:
1932 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1938 void GL_DepthMask(int state)
1940 if (gl_state.depthmask != state)
1942 gl_state.depthmask = state;
1943 switch(vid.renderpath)
1945 case RENDERPATH_GL11:
1946 case RENDERPATH_GL13:
1947 case RENDERPATH_GL20:
1948 case RENDERPATH_GLES1:
1949 case RENDERPATH_GLES2:
1951 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1953 case RENDERPATH_D3D9:
1955 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1958 case RENDERPATH_D3D10:
1959 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1961 case RENDERPATH_D3D11:
1962 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1964 case RENDERPATH_SOFT:
1965 DPSOFTRAST_DepthMask(gl_state.depthmask);
1971 void GL_DepthTest(int state)
1973 if (gl_state.depthtest != state)
1975 gl_state.depthtest = state;
1976 switch(vid.renderpath)
1978 case RENDERPATH_GL11:
1979 case RENDERPATH_GL13:
1980 case RENDERPATH_GL20:
1981 case RENDERPATH_GLES1:
1982 case RENDERPATH_GLES2:
1984 if (gl_state.depthtest)
1986 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1990 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1993 case RENDERPATH_D3D9:
1995 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1998 case RENDERPATH_D3D10:
1999 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2001 case RENDERPATH_D3D11:
2002 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2004 case RENDERPATH_SOFT:
2005 DPSOFTRAST_DepthTest(gl_state.depthtest);
2011 void GL_DepthFunc(int state)
2013 if (gl_state.depthfunc != state)
2015 gl_state.depthfunc = state;
2016 switch(vid.renderpath)
2018 case RENDERPATH_GL11:
2019 case RENDERPATH_GL13:
2020 case RENDERPATH_GL20:
2021 case RENDERPATH_GLES1:
2022 case RENDERPATH_GLES2:
2024 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
2026 case RENDERPATH_D3D9:
2028 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
2031 case RENDERPATH_D3D10:
2032 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2034 case RENDERPATH_D3D11:
2035 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2037 case RENDERPATH_SOFT:
2038 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
2044 void GL_DepthRange(float nearfrac, float farfrac)
2046 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
2048 gl_state.depthrange[0] = nearfrac;
2049 gl_state.depthrange[1] = farfrac;
2050 switch(vid.renderpath)
2052 case RENDERPATH_GL11:
2053 case RENDERPATH_GL13:
2054 case RENDERPATH_GL20:
2055 case RENDERPATH_GLES1:
2056 case RENDERPATH_GLES2:
2058 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
2060 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2063 case RENDERPATH_D3D9:
2066 D3DVIEWPORT9 d3dviewport;
2067 d3dviewport.X = gl_viewport.x;
2068 d3dviewport.Y = gl_viewport.y;
2069 d3dviewport.Width = gl_viewport.width;
2070 d3dviewport.Height = gl_viewport.height;
2071 d3dviewport.MinZ = gl_state.depthrange[0];
2072 d3dviewport.MaxZ = gl_state.depthrange[1];
2073 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2077 case RENDERPATH_D3D10:
2078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2080 case RENDERPATH_D3D11:
2081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2083 case RENDERPATH_SOFT:
2084 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2090 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
2092 switch (vid.renderpath)
2094 case RENDERPATH_GL11:
2095 case RENDERPATH_GL13:
2096 case RENDERPATH_GL20:
2097 case RENDERPATH_GLES1:
2098 case RENDERPATH_GLES2:
2102 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2106 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2108 if (vid.support.ati_separate_stencil)
2110 qglStencilMask(writemask);CHECKGLERROR
2111 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2112 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2113 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2114 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2116 else if (vid.support.ext_stencil_two_side)
2118 #if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
2119 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2120 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2121 qglStencilMask(writemask);CHECKGLERROR
2122 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2123 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2124 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2125 qglStencilMask(writemask);CHECKGLERROR
2126 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2127 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2131 case RENDERPATH_D3D9:
2133 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2134 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2135 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2136 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2137 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2138 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2139 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2140 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2141 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2142 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2143 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2144 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2145 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2148 case RENDERPATH_D3D10:
2149 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2151 case RENDERPATH_D3D11:
2152 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2154 case RENDERPATH_SOFT:
2155 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2160 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2162 switch (vid.renderpath)
2164 case RENDERPATH_GL11:
2165 case RENDERPATH_GL13:
2166 case RENDERPATH_GL20:
2167 case RENDERPATH_GLES1:
2168 case RENDERPATH_GLES2:
2172 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2176 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2178 if (vid.support.ext_stencil_two_side)
2180 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2181 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2184 qglStencilMask(writemask);CHECKGLERROR
2185 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2186 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2189 case RENDERPATH_D3D9:
2191 if (vid.support.ati_separate_stencil)
2192 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2193 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2194 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2195 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2196 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2197 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2198 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2199 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2200 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2203 case RENDERPATH_D3D10:
2204 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2206 case RENDERPATH_D3D11:
2207 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2209 case RENDERPATH_SOFT:
2210 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2215 void GL_PolygonOffset(float planeoffset, float depthoffset)
2217 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2219 gl_state.polygonoffset[0] = planeoffset;
2220 gl_state.polygonoffset[1] = depthoffset;
2221 switch(vid.renderpath)
2223 case RENDERPATH_GL11:
2224 case RENDERPATH_GL13:
2225 case RENDERPATH_GL20:
2226 case RENDERPATH_GLES1:
2227 case RENDERPATH_GLES2:
2228 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2230 case RENDERPATH_D3D9:
2232 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2233 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2236 case RENDERPATH_D3D10:
2237 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2239 case RENDERPATH_D3D11:
2240 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2242 case RENDERPATH_SOFT:
2243 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2249 void GL_SetMirrorState(qboolean state)
2251 if (v_flipped_state != state)
2253 v_flipped_state = state;
2254 if (gl_state.cullface == GL_BACK)
2255 gl_state.cullface = GL_FRONT;
2256 else if (gl_state.cullface == GL_FRONT)
2257 gl_state.cullface = GL_BACK;
2260 switch(vid.renderpath)
2262 case RENDERPATH_GL11:
2263 case RENDERPATH_GL13:
2264 case RENDERPATH_GL20:
2265 case RENDERPATH_GLES1:
2266 case RENDERPATH_GLES2:
2267 qglCullFace(gl_state.cullface);CHECKGLERROR
2269 case RENDERPATH_D3D9:
2271 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2274 case RENDERPATH_D3D10:
2275 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2277 case RENDERPATH_D3D11:
2278 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2280 case RENDERPATH_SOFT:
2281 DPSOFTRAST_CullFace(gl_state.cullface);
2287 void GL_CullFace(int state)
2291 if(state == GL_FRONT)
2293 else if(state == GL_BACK)
2297 switch(vid.renderpath)
2299 case RENDERPATH_GL11:
2300 case RENDERPATH_GL13:
2301 case RENDERPATH_GL20:
2302 case RENDERPATH_GLES1:
2303 case RENDERPATH_GLES2:
2306 if (state != GL_NONE)
2308 if (!gl_state.cullfaceenable)
2310 gl_state.cullfaceenable = true;
2311 qglEnable(GL_CULL_FACE);CHECKGLERROR
2313 if (gl_state.cullface != state)
2315 gl_state.cullface = state;
2316 qglCullFace(gl_state.cullface);CHECKGLERROR
2321 if (gl_state.cullfaceenable)
2323 gl_state.cullfaceenable = false;
2324 qglDisable(GL_CULL_FACE);CHECKGLERROR
2328 case RENDERPATH_D3D9:
2330 if (gl_state.cullface != state)
2332 gl_state.cullface = state;
2333 switch(gl_state.cullface)
2336 gl_state.cullfaceenable = false;
2337 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2340 gl_state.cullfaceenable = true;
2341 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2344 gl_state.cullfaceenable = true;
2345 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2351 case RENDERPATH_D3D10:
2352 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2354 case RENDERPATH_D3D11:
2355 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2357 case RENDERPATH_SOFT:
2358 if (gl_state.cullface != state)
2360 gl_state.cullface = state;
2361 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2362 DPSOFTRAST_CullFace(gl_state.cullface);
2368 void GL_AlphaTest(int state)
2370 if (gl_state.alphatest != state)
2372 gl_state.alphatest = state;
2373 switch(vid.renderpath)
2375 case RENDERPATH_GL11:
2376 case RENDERPATH_GL13:
2377 case RENDERPATH_GLES1:
2378 #ifdef GL_ALPHA_TEST
2379 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2381 if (gl_state.alphatest)
2383 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2387 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2391 case RENDERPATH_D3D9:
2392 case RENDERPATH_D3D10:
2393 case RENDERPATH_D3D11:
2394 case RENDERPATH_SOFT:
2395 case RENDERPATH_GL20:
2396 case RENDERPATH_GLES2:
2402 void GL_AlphaToCoverage(qboolean state)
2404 if (gl_state.alphatocoverage != state)
2406 gl_state.alphatocoverage = state;
2407 switch(vid.renderpath)
2409 case RENDERPATH_GL11:
2410 case RENDERPATH_GL13:
2411 case RENDERPATH_GLES1:
2412 case RENDERPATH_GLES2:
2413 case RENDERPATH_D3D9:
2414 case RENDERPATH_D3D10:
2415 case RENDERPATH_D3D11:
2416 case RENDERPATH_SOFT:
2418 case RENDERPATH_GL20:
2419 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2420 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2422 if (gl_state.alphatocoverage)
2424 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2425 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2429 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2430 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2438 void GL_ColorMask(int r, int g, int b, int a)
2440 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2441 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2442 if (gl_state.colormask != state)
2444 gl_state.colormask = state;
2445 switch(vid.renderpath)
2447 case RENDERPATH_GL11:
2448 case RENDERPATH_GL13:
2449 case RENDERPATH_GL20:
2450 case RENDERPATH_GLES1:
2451 case RENDERPATH_GLES2:
2453 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2455 case RENDERPATH_D3D9:
2457 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2460 case RENDERPATH_D3D10:
2461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2463 case RENDERPATH_D3D11:
2464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2466 case RENDERPATH_SOFT:
2467 DPSOFTRAST_ColorMask(r, g, b, a);
2473 void GL_Color(float cr, float cg, float cb, float ca)
2475 if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
2477 gl_state.color4f[0] = cr;
2478 gl_state.color4f[1] = cg;
2479 gl_state.color4f[2] = cb;
2480 gl_state.color4f[3] = ca;
2481 switch(vid.renderpath)
2483 case RENDERPATH_GL11:
2484 case RENDERPATH_GL13:
2485 case RENDERPATH_GLES1:
2488 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2492 case RENDERPATH_D3D9:
2493 case RENDERPATH_D3D10:
2494 case RENDERPATH_D3D11:
2495 // no equivalent in D3D
2497 case RENDERPATH_SOFT:
2498 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2500 case RENDERPATH_GL20:
2501 case RENDERPATH_GLES2:
2502 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2508 void GL_Scissor (int x, int y, int width, int height)
2510 switch(vid.renderpath)
2512 case RENDERPATH_GL11:
2513 case RENDERPATH_GL13:
2514 case RENDERPATH_GL20:
2515 case RENDERPATH_GLES1:
2516 case RENDERPATH_GLES2:
2518 qglScissor(x, y,width,height);
2521 case RENDERPATH_D3D9:
2527 d3drect.right = x + width;
2528 d3drect.bottom = y + height;
2529 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2533 case RENDERPATH_D3D10:
2534 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2536 case RENDERPATH_D3D11:
2537 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2539 case RENDERPATH_SOFT:
2540 DPSOFTRAST_Scissor(x, y, width, height);
2545 void GL_ScissorTest(int state)
2547 if (gl_state.scissortest != state)
2549 gl_state.scissortest = state;
2550 switch(vid.renderpath)
2552 case RENDERPATH_GL11:
2553 case RENDERPATH_GL13:
2554 case RENDERPATH_GL20:
2555 case RENDERPATH_GLES1:
2556 case RENDERPATH_GLES2:
2558 if(gl_state.scissortest)
2559 qglEnable(GL_SCISSOR_TEST);
2561 qglDisable(GL_SCISSOR_TEST);
2564 case RENDERPATH_D3D9:
2566 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2569 case RENDERPATH_D3D10:
2570 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2572 case RENDERPATH_D3D11:
2573 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2575 case RENDERPATH_SOFT:
2576 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2582 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2584 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
2585 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
2586 // prevent warnings when trying to clear a buffer that does not exist
2588 colorvalue = blackcolor;
2591 mask &= ~GL_STENCIL_BUFFER_BIT;
2594 switch(vid.renderpath)
2596 case RENDERPATH_GL11:
2597 case RENDERPATH_GL13:
2598 case RENDERPATH_GL20:
2599 case RENDERPATH_GLES1:
2600 case RENDERPATH_GLES2:
2602 if (mask & GL_COLOR_BUFFER_BIT)
2604 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2606 if (mask & GL_DEPTH_BUFFER_BIT)
2609 qglClearDepthf(depthvalue);CHECKGLERROR
2611 qglClearDepth(depthvalue);CHECKGLERROR
2614 if (mask & GL_STENCIL_BUFFER_BIT)
2616 qglClearStencil(stencilvalue);CHECKGLERROR
2618 qglClear(mask);CHECKGLERROR
2620 case RENDERPATH_D3D9:
2622 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2625 case RENDERPATH_D3D10:
2626 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2628 case RENDERPATH_D3D11:
2629 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2631 case RENDERPATH_SOFT:
2632 if (mask & GL_COLOR_BUFFER_BIT)
2633 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2634 if (mask & GL_DEPTH_BUFFER_BIT)
2635 DPSOFTRAST_ClearDepth(depthvalue);
2640 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2642 switch(vid.renderpath)
2644 case RENDERPATH_GL11:
2645 case RENDERPATH_GL13:
2646 case RENDERPATH_GL20:
2647 case RENDERPATH_GLES1:
2648 case RENDERPATH_GLES2:
2657 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2658 for (i = 0;i < width * height * 4;i += 4)
2661 // g = outpixels[i+1];
2663 // a = outpixels[i+3];
2665 // outpixels[i+1] = g;
2667 // outpixels[i+3] = a;
2671 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2674 case RENDERPATH_D3D9:
2677 // LordHavoc: we can't directly download the backbuffer because it may be
2678 // multisampled, and it may not be lockable, so we blit it to a lockable
2679 // surface of the same dimensions (but without multisample) to resolve the
2680 // multisample buffer to a normal image, and then lock that...
2681 IDirect3DSurface9 *stretchsurface = NULL;
2682 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2684 D3DLOCKED_RECT lockedrect;
2685 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2687 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2690 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2691 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2692 memcpy(outpixels + line * width * 4, row, width * 4);
2693 IDirect3DSurface9_UnlockRect(stretchsurface);
2696 IDirect3DSurface9_Release(stretchsurface);
2699 //IDirect3DSurface9 *syssurface = NULL;
2700 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2701 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2702 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2703 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2704 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2705 //IDirect3DSurface9_UnlockRect(syssurface);
2706 //IDirect3DSurface9_Release(syssurface);
2710 case RENDERPATH_D3D10:
2711 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2713 case RENDERPATH_D3D11:
2714 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2716 case RENDERPATH_SOFT:
2717 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2722 // called at beginning of frame
2723 void R_Mesh_Start(void)
2726 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2728 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2730 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2731 Cvar_SetValueQuick(&gl_paranoid, 1);
2735 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2739 char compilelog[MAX_INPUTLINE];
2740 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2743 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2744 qglCompileShader(shaderobject);CHECKGLERROR
2745 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2746 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2747 if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
2749 int i, j, pretextlines = 0;
2750 for (i = 0;i < numstrings - 1;i++)
2751 for (j = 0;strings[i][j];j++)
2752 if (strings[i][j] == '\n')
2754 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2756 if (!shadercompiled)
2758 qglDeleteShader(shaderobject);CHECKGLERROR
2761 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2762 qglDeleteShader(shaderobject);CHECKGLERROR
2766 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
2768 GLint programlinked;
2769 GLuint programobject = 0;
2770 char linklog[MAX_INPUTLINE];
2773 programobject = qglCreateProgram();CHECKGLERROR
2777 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2778 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2779 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2780 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2781 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2782 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2783 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2784 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2785 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2786 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2788 if(vid.support.gl20shaders130)
2789 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2792 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2795 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
2796 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2800 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2803 qglLinkProgram(programobject);CHECKGLERROR
2804 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2805 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2810 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2811 Con_DPrintf("program link log:\n%s\n", linklog);
2813 // software vertex shader is ok but software fragment shader is WAY
2814 // too slow, fail program if so.
2815 // NOTE: this string might be ATI specific, but that's ok because the
2816 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2817 // software fragment shader due to low instruction and dependent
2819 if (strstr(linklog, "fragment shader will run in software"))
2820 programlinked = false;
2826 return programobject;
2828 qglDeleteProgram(programobject);CHECKGLERROR
2832 void GL_Backend_FreeProgram(unsigned int prog)
2835 qglDeleteProgram(prog);
2839 // renders triangles using vertices from the active arrays
2840 int paranoidblah = 0;
2841 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
2843 unsigned int numelements = numtriangles * 3;
2845 size_t bufferoffset3i;
2847 size_t bufferoffset3s;
2848 if (numvertices < 3 || numtriangles < 1)
2850 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2851 Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
2854 // adjust the pointers for firsttriangle
2856 element3i += firsttriangle * 3;
2857 if (element3i_indexbuffer)
2858 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2860 element3s += firsttriangle * 3;
2861 if (element3s_indexbuffer)
2862 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2863 switch(vid.renderpath)
2865 case RENDERPATH_GL11:
2866 case RENDERPATH_GL13:
2867 case RENDERPATH_GL20:
2868 case RENDERPATH_GLES1:
2869 case RENDERPATH_GLES2:
2870 // check if the user specified to ignore static index buffers
2871 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2873 element3i_indexbuffer = NULL;
2874 element3s_indexbuffer = NULL;
2877 case RENDERPATH_D3D9:
2878 case RENDERPATH_D3D10:
2879 case RENDERPATH_D3D11:
2881 case RENDERPATH_SOFT:
2884 // upload a dynamic index buffer if needed
2887 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2888 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2892 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2893 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2895 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2896 bufferoffset3i = element3i_bufferoffset;
2897 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2898 bufferoffset3s = element3s_bufferoffset;
2899 r_refdef.stats[r_stat_draws]++;
2900 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2901 r_refdef.stats[r_stat_draws_elements] += numelements;
2902 if (gl_paranoid.integer)
2905 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2907 unsigned int j, size;
2909 // note: there's no validation done here on buffer objects because it
2910 // is somewhat difficult to get at the data, and gl_paranoid can be
2911 // used without buffer objects if the need arises
2912 // (the data could be gotten using glMapBuffer but it would be very
2913 // slow due to uncachable video memory reads)
2914 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2915 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2917 if (gl_state.pointer_vertex_pointer)
2918 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2920 if (gl_state.pointer_color_enabled)
2922 if (!qglIsEnabled(GL_COLOR_ARRAY))
2923 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2925 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2926 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2929 for (i = 0;i < vid.texarrayunits;i++)
2931 if (gl_state.units[i].arrayenabled)
2933 GL_ClientActiveTexture(i);
2934 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2935 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2937 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2938 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2945 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2947 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2949 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2956 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2958 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2960 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2966 if (r_render.integer || r_refdef.draw2dstage)
2968 switch(vid.renderpath)
2970 case RENDERPATH_GL11:
2971 case RENDERPATH_GL13:
2972 case RENDERPATH_GL20:
2974 if (gl_mesh_testmanualfeeding.integer)
2977 unsigned int i, j, element;
2979 qglBegin(GL_TRIANGLES);
2980 if(vid.renderpath == RENDERPATH_GL20)
2982 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2985 element = element3i[i];
2987 element = element3s[i];
2989 element = firstvertex + i;
2990 for (j = 0;j < vid.texarrayunits;j++)
2992 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2994 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2996 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2997 if (gl_state.units[j].pointer_texcoord_components == 4)
2998 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2999 else if (gl_state.units[j].pointer_texcoord_components == 3)
3000 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
3001 else if (gl_state.units[j].pointer_texcoord_components == 2)
3002 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
3004 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
3006 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
3008 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3009 if (gl_state.units[j].pointer_texcoord_components == 4)
3010 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
3011 else if (gl_state.units[j].pointer_texcoord_components == 3)
3012 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
3013 else if (gl_state.units[j].pointer_texcoord_components == 2)
3014 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
3015 else if (gl_state.units[j].pointer_texcoord_components == 1)
3016 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
3018 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3020 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3021 if (gl_state.units[j].pointer_texcoord_components == 4)
3022 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
3023 else if (gl_state.units[j].pointer_texcoord_components == 3)
3024 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
3025 else if (gl_state.units[j].pointer_texcoord_components == 2)
3026 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
3027 else if (gl_state.units[j].pointer_texcoord_components == 1)
3028 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
3030 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
3032 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3033 if (gl_state.units[j].pointer_texcoord_components == 4)
3034 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
3035 else if (gl_state.units[j].pointer_texcoord_components == 3)
3036 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
3037 else if (gl_state.units[j].pointer_texcoord_components == 2)
3038 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
3039 else if (gl_state.units[j].pointer_texcoord_components == 1)
3040 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
3042 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
3044 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3045 if (gl_state.units[j].pointer_texcoord_components == 4)
3046 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
3047 else if (gl_state.units[j].pointer_texcoord_components == 3)
3048 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
3049 else if (gl_state.units[j].pointer_texcoord_components == 2)
3050 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
3051 else if (gl_state.units[j].pointer_texcoord_components == 1)
3052 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
3056 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3058 if (gl_state.pointer_color_gltype == GL_FLOAT)
3060 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3061 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
3063 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3065 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3066 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
3069 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3071 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3072 if (gl_state.pointer_vertex_components == 4)
3073 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
3074 else if (gl_state.pointer_vertex_components == 3)
3075 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
3077 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3083 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3086 element = element3i[i];
3088 element = element3s[i];
3090 element = firstvertex + i;
3091 for (j = 0;j < vid.texarrayunits;j++)
3093 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3095 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3097 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3098 if (vid.texarrayunits > 1)
3100 if (gl_state.units[j].pointer_texcoord_components == 4)
3101 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3102 else if (gl_state.units[j].pointer_texcoord_components == 3)
3103 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3104 else if (gl_state.units[j].pointer_texcoord_components == 2)
3105 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3107 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3111 if (gl_state.units[j].pointer_texcoord_components == 4)
3112 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3113 else if (gl_state.units[j].pointer_texcoord_components == 3)
3114 qglTexCoord3f(p[0], p[1], p[2]);
3115 else if (gl_state.units[j].pointer_texcoord_components == 2)
3116 qglTexCoord2f(p[0], p[1]);
3118 qglTexCoord1f(p[0]);
3121 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3123 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3124 if (vid.texarrayunits > 1)
3126 if (gl_state.units[j].pointer_texcoord_components == 4)
3127 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3128 else if (gl_state.units[j].pointer_texcoord_components == 3)
3129 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3130 else if (gl_state.units[j].pointer_texcoord_components == 2)
3131 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3132 else if (gl_state.units[j].pointer_texcoord_components == 1)
3133 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3137 if (gl_state.units[j].pointer_texcoord_components == 4)
3138 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3139 else if (gl_state.units[j].pointer_texcoord_components == 3)
3140 qglTexCoord3f(s[0], s[1], s[2]);
3141 else if (gl_state.units[j].pointer_texcoord_components == 2)
3142 qglTexCoord2f(s[0], s[1]);
3143 else if (gl_state.units[j].pointer_texcoord_components == 1)
3144 qglTexCoord1f(s[0]);
3147 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3149 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3150 if (vid.texarrayunits > 1)
3152 if (gl_state.units[j].pointer_texcoord_components == 4)
3153 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3154 else if (gl_state.units[j].pointer_texcoord_components == 3)
3155 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3156 else if (gl_state.units[j].pointer_texcoord_components == 2)
3157 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3158 else if (gl_state.units[j].pointer_texcoord_components == 1)
3159 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3163 if (gl_state.units[j].pointer_texcoord_components == 4)
3164 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3165 else if (gl_state.units[j].pointer_texcoord_components == 3)
3166 qglTexCoord3f(sb[0], sb[1], sb[2]);
3167 else if (gl_state.units[j].pointer_texcoord_components == 2)
3168 qglTexCoord2f(sb[0], sb[1]);
3169 else if (gl_state.units[j].pointer_texcoord_components == 1)
3170 qglTexCoord1f(sb[0]);
3175 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3177 if (gl_state.pointer_color_gltype == GL_FLOAT)
3179 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3180 qglColor4f(p[0], p[1], p[2], p[3]);
3182 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3184 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3185 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3188 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3190 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3191 if (gl_state.pointer_vertex_components == 4)
3192 qglVertex4f(p[0], p[1], p[2], p[3]);
3193 else if (gl_state.pointer_vertex_components == 3)
3194 qglVertex3f(p[0], p[1], p[2]);
3196 qglVertex2f(p[0], p[1]);
3204 else if (bufferobject3s)
3206 GL_BindEBO(bufferobject3s);
3208 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3210 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3216 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3220 else if (bufferobject3i)
3222 GL_BindEBO(bufferobject3i);
3224 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3226 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3232 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3240 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3242 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3248 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3256 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3258 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3264 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3270 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3274 case RENDERPATH_D3D9:
3276 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3278 if (element3s_indexbuffer)
3280 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3281 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3283 else if (element3i_indexbuffer)
3285 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3286 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3289 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3294 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3296 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3298 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3302 case RENDERPATH_D3D10:
3303 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3305 case RENDERPATH_D3D11:
3306 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3308 case RENDERPATH_SOFT:
3309 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3311 case RENDERPATH_GLES1:
3312 case RENDERPATH_GLES2:
3313 // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
3316 GL_BindEBO(bufferobject3s);
3317 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3320 else if (bufferobject3i)
3322 GL_BindEBO(bufferobject3i);
3323 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3329 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3335 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3340 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3348 // restores backend state, used when done with 3D rendering
3349 void R_Mesh_Finish(void)
3351 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3354 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3356 r_meshbuffer_t *buffer;
3357 if (isuniformbuffer)
3359 if (!vid.support.arb_uniform_buffer_object)
3364 if (!vid.support.arb_vertex_buffer_object)
3366 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3369 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3370 memset(buffer, 0, sizeof(*buffer));
3371 buffer->bufferobject = 0;
3372 buffer->devicebuffer = NULL;
3373 buffer->size = size;
3374 buffer->isindexbuffer = isindexbuffer;
3375 buffer->isuniformbuffer = isuniformbuffer;
3376 buffer->isdynamic = isdynamic;
3377 buffer->isindex16 = isindex16;
3378 strlcpy(buffer->name, name, sizeof(buffer->name));
3379 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3383 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3387 if (buffer->isindexbuffer)
3389 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3390 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
3394 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3395 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
3398 buffer->size = size;
3399 switch(vid.renderpath)
3401 case RENDERPATH_GL11:
3402 case RENDERPATH_GL13:
3403 case RENDERPATH_GL20:
3404 case RENDERPATH_GLES1:
3405 case RENDERPATH_GLES2:
3406 if (!buffer->bufferobject)
3407 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3408 if (buffer->isuniformbuffer)
3409 GL_BindUBO(buffer->bufferobject);
3410 else if (buffer->isindexbuffer)
3411 GL_BindEBO(buffer->bufferobject);
3413 GL_BindVBO(buffer->bufferobject);
3417 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
3418 #ifdef GL_UNIFORM_BUFFER
3419 if (buffer->isuniformbuffer)
3420 buffertype = GL_UNIFORM_BUFFER;
3423 qglBufferSubDataARB(buffertype, offset, size, data);
3425 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3427 if (buffer->isuniformbuffer)
3430 case RENDERPATH_D3D9:
3434 void *datapointer = NULL;
3435 if (buffer->isindexbuffer)
3437 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3438 if (offset+size > buffer->size || !buffer->devicebuffer)
3440 if (buffer->devicebuffer)
3441 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3442 buffer->devicebuffer = NULL;
3443 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3444 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);
3445 buffer->devicebuffer = (void *)d3d9indexbuffer;
3446 buffer->size = offset+size;
3448 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3451 memcpy(datapointer, data, size);
3453 memset(datapointer, 0, size);
3454 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3459 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3460 if (offset+size > buffer->size || !buffer->devicebuffer)
3462 if (buffer->devicebuffer)
3463 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3464 buffer->devicebuffer = NULL;
3465 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3466 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);
3467 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3468 buffer->size = offset+size;
3470 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3473 memcpy(datapointer, data, size);
3475 memset(datapointer, 0, size);
3476 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3482 case RENDERPATH_D3D10:
3483 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3485 case RENDERPATH_D3D11:
3486 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3488 case RENDERPATH_SOFT:
3493 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3497 switch(vid.renderpath)
3499 case RENDERPATH_GL11:
3500 case RENDERPATH_GL13:
3501 case RENDERPATH_GL20:
3502 case RENDERPATH_GLES1:
3503 case RENDERPATH_GLES2:
3504 // GL clears the binding if we delete something bound
3505 if (gl_state.uniformbufferobject == buffer->bufferobject)
3506 gl_state.uniformbufferobject = 0;
3507 if (gl_state.vertexbufferobject == buffer->bufferobject)
3508 gl_state.vertexbufferobject = 0;
3509 if (gl_state.elementbufferobject == buffer->bufferobject)
3510 gl_state.elementbufferobject = 0;
3511 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3513 case RENDERPATH_D3D9:
3515 if (gl_state.d3dvertexbuffer == (void *)buffer)
3516 gl_state.d3dvertexbuffer = NULL;
3517 if (buffer->devicebuffer)
3519 if (buffer->isindexbuffer)
3520 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3522 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3523 buffer->devicebuffer = NULL;
3527 case RENDERPATH_D3D10:
3528 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3530 case RENDERPATH_D3D11:
3531 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3533 case RENDERPATH_SOFT:
3536 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3539 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3540 void GL_Mesh_ListVBOs(qboolean printeach)
3545 int index16count, index16mem;
3546 int index32count, index32mem;
3547 int vertexcount, vertexmem;
3548 int uniformcount, uniformmem;
3549 int totalcount, totalmem;
3550 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3551 r_meshbuffer_t *buffer;
3552 memset(bufferstat, 0, sizeof(bufferstat));
3553 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3554 for (i = 0;i < endindex;i++)
3556 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3559 if (buffer->isuniformbuffer)
3560 type = R_BUFFERDATA_UNIFORM;
3561 else if (buffer->isindexbuffer && buffer->isindex16)
3562 type = R_BUFFERDATA_INDEX16;
3563 else if (buffer->isindexbuffer)
3564 type = R_BUFFERDATA_INDEX32;
3566 type = R_BUFFERDATA_VERTEX;
3567 isdynamic = buffer->isdynamic;
3568 bufferstat[type][isdynamic][0]++;
3569 bufferstat[type][isdynamic][1] += buffer->size;
3571 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3573 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3574 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3575 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3576 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3577 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3578 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3579 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3580 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3581 totalcount = index16count + index32count + vertexcount + uniformcount;
3582 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3583 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
3588 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3590 switch(vid.renderpath)
3592 case RENDERPATH_GL11:
3593 case RENDERPATH_GL13:
3594 case RENDERPATH_GLES1:
3596 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)
3598 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3599 gl_state.pointer_vertex_components = components;
3600 gl_state.pointer_vertex_gltype = gltype;
3601 gl_state.pointer_vertex_stride = stride;
3602 gl_state.pointer_vertex_pointer = pointer;
3603 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3604 gl_state.pointer_vertex_offset = bufferoffset;
3606 GL_BindVBO(bufferobject);
3607 qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3611 case RENDERPATH_GL20:
3612 case RENDERPATH_GLES2:
3613 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)
3615 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3616 gl_state.pointer_vertex_components = components;
3617 gl_state.pointer_vertex_gltype = gltype;
3618 gl_state.pointer_vertex_stride = stride;
3619 gl_state.pointer_vertex_pointer = pointer;
3620 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3621 gl_state.pointer_vertex_offset = bufferoffset;
3623 GL_BindVBO(bufferobject);
3624 // LordHavoc: special flag added to gltype for unnormalized types
3625 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3628 case RENDERPATH_D3D9:
3629 case RENDERPATH_D3D10:
3630 case RENDERPATH_D3D11:
3631 case RENDERPATH_SOFT:
3636 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3638 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3639 // the pointer only.
3640 switch(vid.renderpath)
3642 case RENDERPATH_GL11:
3643 case RENDERPATH_GL13:
3644 case RENDERPATH_GLES1:
3649 // caller wants color array enabled
3650 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3651 if (!gl_state.pointer_color_enabled)
3653 gl_state.pointer_color_enabled = true;
3655 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3657 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)
3659 gl_state.pointer_color_components = components;
3660 gl_state.pointer_color_gltype = gltype;
3661 gl_state.pointer_color_stride = stride;
3662 gl_state.pointer_color_pointer = pointer;
3663 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3664 gl_state.pointer_color_offset = bufferoffset;
3666 GL_BindVBO(bufferobject);
3667 qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3672 // caller wants color array disabled
3673 if (gl_state.pointer_color_enabled)
3675 gl_state.pointer_color_enabled = false;
3677 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3678 // when color array is on the glColor gets trashed, set it again
3679 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3684 case RENDERPATH_GL20:
3685 case RENDERPATH_GLES2:
3689 // caller wants color array enabled
3690 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3691 if (!gl_state.pointer_color_enabled)
3693 gl_state.pointer_color_enabled = true;
3695 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3697 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)
3699 gl_state.pointer_color_components = components;
3700 gl_state.pointer_color_gltype = gltype;
3701 gl_state.pointer_color_stride = stride;
3702 gl_state.pointer_color_pointer = pointer;
3703 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3704 gl_state.pointer_color_offset = bufferoffset;
3706 GL_BindVBO(bufferobject);
3707 // LordHavoc: special flag added to gltype for unnormalized types
3708 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3713 // caller wants color array disabled
3714 if (gl_state.pointer_color_enabled)
3716 gl_state.pointer_color_enabled = false;
3718 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3719 // when color array is on the glColor gets trashed, set it again
3720 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3724 case RENDERPATH_D3D9:
3725 case RENDERPATH_D3D10:
3726 case RENDERPATH_D3D11:
3727 case RENDERPATH_SOFT:
3732 void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3734 gltextureunit_t *unit = gl_state.units + unitnum;
3735 // update array settings
3736 // note: there is no need to check bufferobject here because all cases
3737 // that involve a valid bufferobject also supply a texcoord array
3738 switch(vid.renderpath)
3740 case RENDERPATH_GL11:
3741 case RENDERPATH_GL13:
3742 case RENDERPATH_GLES1:
3747 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3748 // texture array unit is enabled, enable the array
3749 if (!unit->arrayenabled)
3751 unit->arrayenabled = true;
3752 GL_ClientActiveTexture(unitnum);
3753 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3756 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)
3758 unit->pointer_texcoord_components = components;
3759 unit->pointer_texcoord_gltype = gltype;
3760 unit->pointer_texcoord_stride = stride;
3761 unit->pointer_texcoord_pointer = pointer;
3762 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3763 unit->pointer_texcoord_offset = bufferoffset;
3764 GL_ClientActiveTexture(unitnum);
3765 GL_BindVBO(bufferobject);
3766 qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3771 // texture array unit is disabled, disable the array
3772 if (unit->arrayenabled)
3774 unit->arrayenabled = false;
3775 GL_ClientActiveTexture(unitnum);
3776 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3781 case RENDERPATH_GL20:
3782 case RENDERPATH_GLES2:
3786 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3787 // texture array unit is enabled, enable the array
3788 if (!unit->arrayenabled)
3790 unit->arrayenabled = true;
3791 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3794 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)
3796 unit->pointer_texcoord_components = components;
3797 unit->pointer_texcoord_gltype = gltype;
3798 unit->pointer_texcoord_stride = stride;
3799 unit->pointer_texcoord_pointer = pointer;
3800 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3801 unit->pointer_texcoord_offset = bufferoffset;
3802 GL_BindVBO(bufferobject);
3803 // LordHavoc: special flag added to gltype for unnormalized types
3804 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3809 // texture array unit is disabled, disable the array
3810 if (unit->arrayenabled)
3812 unit->arrayenabled = false;
3813 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3817 case RENDERPATH_D3D9:
3818 case RENDERPATH_D3D10:
3819 case RENDERPATH_D3D11:
3820 case RENDERPATH_SOFT:
3825 int R_Mesh_TexBound(unsigned int unitnum, int id)
3827 gltextureunit_t *unit = gl_state.units + unitnum;
3828 if (unitnum >= vid.teximageunits)
3830 if (id == GL_TEXTURE_2D)
3832 if (id == GL_TEXTURE_3D)
3834 if (id == GL_TEXTURE_CUBE_MAP)
3835 return unit->tcubemap;
3839 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3841 switch(vid.renderpath)
3843 case RENDERPATH_GL11:
3844 case RENDERPATH_GL13:
3845 case RENDERPATH_GL20:
3846 case RENDERPATH_GLES1:
3847 case RENDERPATH_GLES2:
3848 R_Mesh_TexBind(0, tex);
3849 GL_ActiveTexture(0);CHECKGLERROR
3850 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3852 case RENDERPATH_D3D9:
3855 IDirect3DSurface9 *currentsurface = NULL;
3856 IDirect3DSurface9 *texturesurface = NULL;
3859 sourcerect.left = sx;
3860 sourcerect.top = sy;
3861 sourcerect.right = sx + width;
3862 sourcerect.bottom = sy + height;
3865 destrect.right = tx + width;
3866 destrect.bottom = ty + height;
3867 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3869 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3871 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3872 IDirect3DSurface9_Release(currentsurface);
3874 IDirect3DSurface9_Release(texturesurface);
3879 case RENDERPATH_D3D10:
3880 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3882 case RENDERPATH_D3D11:
3883 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3885 case RENDERPATH_SOFT:
3886 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3892 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};
3895 void R_Mesh_ClearBindingsForTexture(int texnum)
3897 gltextureunit_t *unit;
3898 unsigned int unitnum;
3899 // 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)
3900 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3902 unit = gl_state.units + unitnum;
3903 if (unit->t2d == texnum)
3905 if (unit->t3d == texnum)
3907 if (unit->tcubemap == texnum)
3908 unit->tcubemap = -1;
3912 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3914 gltextureunit_t *unit = gl_state.units + unitnum;
3915 int tex2d, tex3d, texcubemap, texnum;
3916 if (unitnum >= vid.teximageunits)
3918 if (unit->texture == tex)
3920 switch(vid.renderpath)
3922 case RENDERPATH_GL20:
3923 case RENDERPATH_GLES2:
3926 tex = r_texture_white;
3927 // not initialized enough yet...
3931 unit->texture = tex;
3932 texnum = R_GetTexture(tex);
3933 switch(tex->gltexturetypeenum)
3935 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3936 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3937 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3940 case RENDERPATH_GL11:
3941 case RENDERPATH_GL13:
3942 case RENDERPATH_GLES1:
3943 unit->texture = tex;
3949 texnum = R_GetTexture(tex);
3950 switch(tex->gltexturetypeenum)
3958 case GL_TEXTURE_CUBE_MAP:
3959 texcubemap = texnum;
3963 // update 2d texture binding
3964 if (unit->t2d != tex2d)
3966 GL_ActiveTexture(unitnum);
3971 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3978 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3982 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3984 // update 3d texture binding
3985 if (unit->t3d != tex3d)
3987 GL_ActiveTexture(unitnum);
3992 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3999 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
4003 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
4005 // update cubemap texture binding
4006 if (unit->tcubemap != texcubemap)
4008 GL_ActiveTexture(unitnum);
4011 if (unit->tcubemap == 0)
4013 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
4020 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
4023 unit->tcubemap = texcubemap;
4024 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
4027 case RENDERPATH_D3D9:
4030 extern cvar_t gl_texture_anisotropy;
4033 tex = r_texture_white;
4034 // not initialized enough yet...
4038 // upload texture if needed
4040 if (unit->texture == tex)
4042 unit->texture = tex;
4043 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
4044 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
4045 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
4046 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
4047 if (tex->d3daddressw)
4048 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
4049 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
4050 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
4051 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
4052 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
4053 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
4054 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
4058 case RENDERPATH_D3D10:
4059 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4061 case RENDERPATH_D3D11:
4062 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4064 case RENDERPATH_SOFT:
4067 tex = r_texture_white;
4068 // not initialized enough yet...
4072 texnum = R_GetTexture(tex);
4073 if (unit->texture == tex)
4075 unit->texture = tex;
4076 DPSOFTRAST_SetTexture(unitnum, texnum);
4081 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
4083 switch(vid.renderpath)
4085 case RENDERPATH_GL11:
4086 case RENDERPATH_GL13:
4087 case RENDERPATH_GL20:
4088 case RENDERPATH_GLES1:
4089 case RENDERPATH_GLES2:
4091 if (matrix && matrix->m[3][3])
4093 gltextureunit_t *unit = gl_state.units + unitnum;
4094 // texmatrix specified, check if it is different
4095 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4098 unit->texmatrixenabled = true;
4099 unit->matrix = *matrix;
4101 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4102 GL_ActiveTexture(unitnum);
4103 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4104 qglLoadMatrixf(glmatrix);CHECKGLERROR
4105 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4110 // no texmatrix specified, revert to identity
4111 gltextureunit_t *unit = gl_state.units + unitnum;
4112 if (unit->texmatrixenabled)
4114 unit->texmatrixenabled = false;
4115 unit->matrix = identitymatrix;
4117 GL_ActiveTexture(unitnum);
4118 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4119 qglLoadIdentity();CHECKGLERROR
4120 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4125 case RENDERPATH_D3D9:
4126 case RENDERPATH_D3D10:
4127 case RENDERPATH_D3D11:
4129 case RENDERPATH_SOFT:
4134 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4136 #if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
4137 gltextureunit_t *unit = gl_state.units + unitnum;
4139 switch(vid.renderpath)
4141 case RENDERPATH_GL20:
4142 case RENDERPATH_GLES2:
4145 case RENDERPATH_GL13:
4146 case RENDERPATH_GLES1:
4147 // GL_ARB_texture_env_combine
4149 combinergb = GL_MODULATE;
4151 combinealpha = GL_MODULATE;
4156 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4158 if (combinergb == GL_DECAL)
4159 combinergb = GL_INTERPOLATE;
4160 if (unit->combine != GL_COMBINE)
4162 unit->combine = GL_COMBINE;
4163 GL_ActiveTexture(unitnum);
4164 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4165 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4167 if (unit->combinergb != combinergb)
4169 unit->combinergb = combinergb;
4170 GL_ActiveTexture(unitnum);
4171 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4173 if (unit->combinealpha != combinealpha)
4175 unit->combinealpha = combinealpha;
4176 GL_ActiveTexture(unitnum);
4177 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4179 if (unit->rgbscale != rgbscale)
4181 unit->rgbscale = rgbscale;
4182 GL_ActiveTexture(unitnum);
4183 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4185 if (unit->alphascale != alphascale)
4187 unit->alphascale = alphascale;
4188 GL_ActiveTexture(unitnum);
4189 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4194 if (unit->combine != combinergb)
4196 unit->combine = combinergb;
4197 GL_ActiveTexture(unitnum);
4198 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4202 case RENDERPATH_GL11:
4205 combinergb = GL_MODULATE;
4206 if (unit->combine != combinergb)
4208 unit->combine = combinergb;
4209 GL_ActiveTexture(unitnum);
4210 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4213 case RENDERPATH_D3D9:
4214 case RENDERPATH_D3D10:
4215 case RENDERPATH_D3D11:
4217 case RENDERPATH_SOFT:
4223 void R_Mesh_ResetTextureState(void)
4225 unsigned int unitnum;
4229 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4230 R_Mesh_TexBind(unitnum, NULL);
4231 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4232 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4233 switch(vid.renderpath)
4235 case RENDERPATH_GL20:
4236 case RENDERPATH_GLES2:
4237 case RENDERPATH_D3D9:
4238 case RENDERPATH_D3D10:
4239 case RENDERPATH_D3D11:
4240 case RENDERPATH_SOFT:
4242 case RENDERPATH_GL11:
4243 case RENDERPATH_GL13:
4244 case RENDERPATH_GLES1:
4245 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4247 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4248 R_Mesh_TexMatrix(unitnum, NULL);
4257 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4258 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4259 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4261 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4263 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4267 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4269 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4270 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4271 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4275 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4277 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4278 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4279 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4280 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4281 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4282 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4283 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4284 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4285 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4289 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4290 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4291 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4294 static void R_Mesh_InitVertexDeclarations(void)
4297 r_vertex3f_d3d9decl = NULL;
4298 r_vertexgeneric_d3d9decl = NULL;
4299 r_vertexmesh_d3d9decl = NULL;
4300 switch(vid.renderpath)
4302 case RENDERPATH_GL20:
4303 case RENDERPATH_GL13:
4304 case RENDERPATH_GL11:
4305 case RENDERPATH_GLES1:
4306 case RENDERPATH_GLES2:
4308 case RENDERPATH_D3D9:
4309 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4310 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4311 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4313 case RENDERPATH_D3D10:
4314 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4316 case RENDERPATH_D3D11:
4317 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4319 case RENDERPATH_SOFT:
4325 static void R_Mesh_DestroyVertexDeclarations(void)
4328 if (r_vertex3f_d3d9decl)
4329 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4330 r_vertex3f_d3d9decl = NULL;
4331 if (r_vertexgeneric_d3d9decl)
4332 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4333 r_vertexgeneric_d3d9decl = NULL;
4334 if (r_vertexmesh_d3d9decl)
4335 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4336 r_vertexmesh_d3d9decl = NULL;
4340 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4342 // upload temporary vertexbuffer for this rendering
4343 if (!gl_state.usevbo_staticvertex)
4344 vertexbuffer = NULL;
4345 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4346 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4347 switch(vid.renderpath)
4349 case RENDERPATH_GL20:
4350 case RENDERPATH_GLES2:
4353 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4354 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4355 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4356 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4357 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4358 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4359 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4360 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4361 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4362 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4366 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4367 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4368 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4369 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4370 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4371 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4372 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4373 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4374 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4375 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4378 case RENDERPATH_GL13:
4379 case RENDERPATH_GLES1:
4382 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4383 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4384 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4385 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4389 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4390 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4391 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4392 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4395 case RENDERPATH_GL11:
4398 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4399 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4400 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4404 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4405 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4406 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4409 case RENDERPATH_D3D9:
4411 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4413 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4415 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4416 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4417 gl_state.d3dvertexdata = (void *)vertex3f;
4418 gl_state.d3dvertexsize = sizeof(float[3]);
4421 case RENDERPATH_D3D10:
4422 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4424 case RENDERPATH_D3D11:
4425 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4427 case RENDERPATH_SOFT:
4428 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4429 DPSOFTRAST_SetColorPointer(NULL, 0);
4430 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4431 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4432 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4433 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4434 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4441 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4444 size = sizeof(r_vertexgeneric_t) * numvertices;
4445 if (gl_state.preparevertices_tempdatamaxsize < size)
4447 gl_state.preparevertices_tempdatamaxsize = size;
4448 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4450 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4451 gl_state.preparevertices_numvertices = numvertices;
4452 return gl_state.preparevertices_vertexgeneric;
4455 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4457 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4458 gl_state.preparevertices_vertexgeneric = NULL;
4459 gl_state.preparevertices_numvertices = 0;
4463 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4466 r_vertexgeneric_t *vertex;
4467 switch(vid.renderpath)
4469 case RENDERPATH_GL20:
4470 case RENDERPATH_GLES2:
4471 if (gl_state.usevbo_dynamicvertex)
4473 r_meshbuffer_t *buffer_vertex3f = NULL;
4474 r_meshbuffer_t *buffer_color4f = NULL;
4475 r_meshbuffer_t *buffer_texcoord2f = NULL;
4476 int bufferoffset_vertex3f = 0;
4477 int bufferoffset_color4f = 0;
4478 int bufferoffset_texcoord2f = 0;
4479 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4480 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4481 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4482 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4483 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4484 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
4485 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4486 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4487 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4488 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4489 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4490 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4491 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4493 else if (!vid.useinterleavedarrays)
4495 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4496 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4497 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4498 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4499 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4500 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4501 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4502 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4503 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4504 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4508 case RENDERPATH_GL11:
4509 case RENDERPATH_GL13:
4510 case RENDERPATH_GLES1:
4511 if (!vid.useinterleavedarrays)
4513 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4514 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4515 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4516 if (vid.texunits >= 2)
4517 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4518 if (vid.texunits >= 3)
4519 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4523 case RENDERPATH_D3D9:
4524 case RENDERPATH_D3D10:
4525 case RENDERPATH_D3D11:
4527 case RENDERPATH_SOFT:
4528 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4529 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4530 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4531 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4532 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4533 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4534 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4538 // no quick path for this case, convert to vertex structs
4539 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4540 for (i = 0;i < numvertices;i++)
4541 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4544 for (i = 0;i < numvertices;i++)
4545 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4549 for (i = 0;i < numvertices;i++)
4550 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4553 for (i = 0;i < numvertices;i++)
4554 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4555 R_Mesh_PrepareVertices_Generic_Unlock();
4556 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4559 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4561 // upload temporary vertexbuffer for this rendering
4562 if (!gl_state.usevbo_staticvertex)
4563 vertexbuffer = NULL;
4564 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4565 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4566 switch(vid.renderpath)
4568 case RENDERPATH_GL20:
4569 case RENDERPATH_GLES2:
4572 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4573 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4574 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4575 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4576 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4577 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4578 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4579 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4580 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4581 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4585 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4586 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4587 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4588 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4589 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4590 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4591 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4592 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4593 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4594 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4597 case RENDERPATH_GL13:
4598 case RENDERPATH_GLES1:
4601 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4602 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4603 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4604 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4608 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4609 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4610 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4611 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4614 case RENDERPATH_GL11:
4617 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4618 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4619 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4623 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4624 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4625 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4628 case RENDERPATH_D3D9:
4630 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4632 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4634 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4635 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4636 gl_state.d3dvertexdata = (void *)vertex;
4637 gl_state.d3dvertexsize = sizeof(*vertex);
4640 case RENDERPATH_D3D10:
4641 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4643 case RENDERPATH_D3D11:
4644 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4646 case RENDERPATH_SOFT:
4647 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4648 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4649 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4650 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4651 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4652 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4653 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4660 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4663 size = sizeof(r_vertexmesh_t) * numvertices;
4664 if (gl_state.preparevertices_tempdatamaxsize < size)
4666 gl_state.preparevertices_tempdatamaxsize = size;
4667 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4669 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4670 gl_state.preparevertices_numvertices = numvertices;
4671 return gl_state.preparevertices_vertexmesh;
4674 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4676 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4677 gl_state.preparevertices_vertexmesh = NULL;
4678 gl_state.preparevertices_numvertices = 0;
4682 void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
4685 r_vertexmesh_t *vertex;
4686 switch(vid.renderpath)
4688 case RENDERPATH_GL20:
4689 case RENDERPATH_GLES2:
4690 if (gl_state.usevbo_dynamicvertex)
4692 r_meshbuffer_t *buffer_vertex3f = NULL;
4693 r_meshbuffer_t *buffer_color4f = NULL;
4694 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4695 r_meshbuffer_t *buffer_svector3f = NULL;
4696 r_meshbuffer_t *buffer_tvector3f = NULL;
4697 r_meshbuffer_t *buffer_normal3f = NULL;
4698 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4699 int bufferoffset_vertex3f = 0;
4700 int bufferoffset_color4f = 0;
4701 int bufferoffset_texcoordtexture2f = 0;
4702 int bufferoffset_svector3f = 0;
4703 int bufferoffset_tvector3f = 0;
4704 int bufferoffset_normal3f = 0;
4705 int bufferoffset_texcoordlightmap2f = 0;
4706 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4707 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4708 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
4709 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
4710 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
4711 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4712 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4713 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4714 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4715 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4716 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
4717 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
4718 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
4719 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4720 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4721 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4722 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4724 else if (!vid.useinterleavedarrays)
4726 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4727 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4728 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4729 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4730 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4731 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4732 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4733 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4734 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4735 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4739 case RENDERPATH_GL11:
4740 case RENDERPATH_GL13:
4741 case RENDERPATH_GLES1:
4742 if (!vid.useinterleavedarrays)
4744 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4745 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4746 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4747 if (vid.texunits >= 2)
4748 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4749 if (vid.texunits >= 3)
4750 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4754 case RENDERPATH_D3D9:
4755 case RENDERPATH_D3D10:
4756 case RENDERPATH_D3D11:
4758 case RENDERPATH_SOFT:
4759 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4760 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4761 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4762 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4763 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4764 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4765 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4769 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4770 for (i = 0;i < numvertices;i++)
4771 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4773 for (i = 0;i < numvertices;i++)
4774 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4776 for (i = 0;i < numvertices;i++)
4777 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4779 for (i = 0;i < numvertices;i++)
4780 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4783 for (i = 0;i < numvertices;i++)
4784 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4788 for (i = 0;i < numvertices;i++)
4789 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4791 if (texcoordtexture2f)
4792 for (i = 0;i < numvertices;i++)
4793 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4794 if (texcoordlightmap2f)
4795 for (i = 0;i < numvertices;i++)
4796 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4797 R_Mesh_PrepareVertices_Mesh_Unlock();
4798 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4801 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4803 // upload temporary vertexbuffer for this rendering
4804 if (!gl_state.usevbo_staticvertex)
4805 vertexbuffer = NULL;
4806 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4807 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4808 switch(vid.renderpath)
4810 case RENDERPATH_GL20:
4811 case RENDERPATH_GLES2:
4814 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4815 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4816 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4817 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4818 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4819 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4820 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4821 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4822 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4823 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4827 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4828 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4829 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4830 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4831 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4832 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4833 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4834 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4835 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4836 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4839 case RENDERPATH_GL13:
4840 case RENDERPATH_GLES1:
4843 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4844 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4845 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4846 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4850 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4851 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4852 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4853 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4856 case RENDERPATH_GL11:
4859 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4860 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4861 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4865 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4866 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4867 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4870 case RENDERPATH_D3D9:
4872 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4874 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4876 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4877 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4878 gl_state.d3dvertexdata = (void *)vertex;
4879 gl_state.d3dvertexsize = sizeof(*vertex);
4882 case RENDERPATH_D3D10:
4883 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4885 case RENDERPATH_D3D11:
4886 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4888 case RENDERPATH_SOFT:
4889 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4890 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4891 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4892 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4893 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4894 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4895 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4900 void GL_BlendEquationSubtract(qboolean negated)
4904 switch(vid.renderpath)
4906 case RENDERPATH_GL11:
4907 case RENDERPATH_GL13:
4908 case RENDERPATH_GL20:
4909 case RENDERPATH_GLES1:
4910 case RENDERPATH_GLES2:
4911 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4913 case RENDERPATH_D3D9:
4915 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4918 case RENDERPATH_D3D10:
4919 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4921 case RENDERPATH_D3D11:
4922 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4924 case RENDERPATH_SOFT:
4925 DPSOFTRAST_BlendSubtract(true);
4931 switch(vid.renderpath)
4933 case RENDERPATH_GL11:
4934 case RENDERPATH_GL13:
4935 case RENDERPATH_GL20:
4936 case RENDERPATH_GLES1:
4937 case RENDERPATH_GLES2:
4938 qglBlendEquationEXT(GL_FUNC_ADD);
4940 case RENDERPATH_D3D9:
4942 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4945 case RENDERPATH_D3D10:
4946 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4948 case RENDERPATH_D3D11:
4949 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4951 case RENDERPATH_SOFT:
4952 DPSOFTRAST_BlendSubtract(false);