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major overhaul for thread-safety - many global variables and static
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
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
17 #endif
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
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER               0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY                               0x8074
41 //#define GL_COLOR_ARRAY                                0x8076
42 //#define GL_TEXTURE_COORD_ARRAY                        0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
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
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D                           0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP                 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW                          0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION                         0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL                              0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE                                0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
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_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
106
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 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)"};
113 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"};
114 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"};
115 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
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
119
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
129
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
132
133 #ifdef DEBUGGL
134 int errornumber = 0;
135
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
137 {
138         switch(errornumber)
139         {
140 #ifdef GL_INVALID_ENUM
141         case GL_INVALID_ENUM:
142                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_INVALID_VALUE
146         case GL_INVALID_VALUE:
147                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150 #ifdef GL_INVALID_OPERATION
151         case GL_INVALID_OPERATION:
152                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
153                 break;
154 #endif
155 #ifdef GL_STACK_OVERFLOW
156         case GL_STACK_OVERFLOW:
157                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
158                 break;
159 #endif
160 #ifdef GL_STACK_UNDERFLOW
161         case GL_STACK_UNDERFLOW:
162                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
163                 break;
164 #endif
165 #ifdef GL_OUT_OF_MEMORY
166         case GL_OUT_OF_MEMORY:
167                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
168                 break;
169 #endif
170 #ifdef GL_TABLE_TOO_LARGE
171         case GL_TABLE_TOO_LARGE:
172                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
173                 break;
174 #endif
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176         case GL_INVALID_FRAMEBUFFER_OPERATION:
177                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
178                 break;
179 #endif
180         default:
181                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
182                 break;
183         }
184 }
185 #endif
186
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188
189 void SCR_ScreenShot_f (void);
190
191 typedef struct gltextureunit_s
192 {
193         int pointer_texcoord_components;
194         int pointer_texcoord_gltype;
195         size_t pointer_texcoord_stride;
196         const void *pointer_texcoord_pointer;
197         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198         size_t pointer_texcoord_offset;
199
200         rtexture_t *texture;
201         int t2d, t3d, tcubemap;
202         int arrayenabled;
203         int rgbscale, alphascale;
204         int combine;
205         int combinergb, combinealpha;
206         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207         int texmatrixenabled;
208         matrix4x4_t matrix;
209 }
210 gltextureunit_t;
211
212 typedef struct gl_state_s
213 {
214         int cullface;
215         int cullfaceenable;
216         int blendfunc1;
217         int blendfunc2;
218         qboolean blend;
219         GLboolean depthmask;
220         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
221         int depthtest;
222         int depthfunc;
223         float depthrange[2];
224         float polygonoffset[2];
225         int alphatest;
226         int alphafunc;
227         float alphafuncvalue;
228         qboolean alphatocoverage;
229         int scissortest;
230         unsigned int unit;
231         unsigned int clientunit;
232         gltextureunit_t units[MAX_TEXTUREUNITS];
233         float color4f[4];
234         int lockrange_first;
235         int lockrange_count;
236         int vertexbufferobject;
237         int elementbufferobject;
238         int framebufferobject;
239         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240         qboolean pointer_color_enabled;
241
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;
248
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;
255
256         void *preparevertices_tempdata;
257         size_t preparevertices_tempdatamaxsize;
258         r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
259         r_vertexgeneric_t *preparevertices_vertexgeneric;
260         r_vertexmesh_t *preparevertices_vertexmesh;
261         int preparevertices_numvertices;
262
263         r_meshbuffer_t *draw_dynamicindexbuffer;
264
265         qboolean usevbo_staticvertex;
266         qboolean usevbo_staticindex;
267         qboolean usevbo_dynamicvertex;
268         qboolean usevbo_dynamicindex;
269
270         memexpandablearray_t meshbufferarray;
271
272         qboolean active;
273
274 #ifdef SUPPORTD3D
275 //      rtexture_t *d3drt_depthtexture;
276 //      rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
277         IDirect3DSurface9 *d3drt_depthsurface;
278         IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
279         IDirect3DSurface9 *d3drt_backbufferdepthsurface;
280         IDirect3DSurface9 *d3drt_backbuffercolorsurface;
281         void *d3dvertexbuffer;
282         void *d3dvertexdata;
283         size_t d3dvertexsize;
284 #endif
285 }
286 gl_state_t;
287
288 static gl_state_t gl_state;
289
290
291 /*
292 note: here's strip order for a terrain row:
293 0--1--2--3--4
294 |\ |\ |\ |\ |
295 | \| \| \| \|
296 A--B--C--D--E
297 clockwise
298
299 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
300
301 *elements++ = i + row;
302 *elements++ = i;
303 *elements++ = i + row + 1;
304 *elements++ = i;
305 *elements++ = i + 1;
306 *elements++ = i + row + 1;
307
308
309 for (y = 0;y < rows - 1;y++)
310 {
311         for (x = 0;x < columns - 1;x++)
312         {
313                 i = y * rows + x;
314                 *elements++ = i + columns;
315                 *elements++ = i;
316                 *elements++ = i + columns + 1;
317                 *elements++ = i;
318                 *elements++ = i + 1;
319                 *elements++ = i + columns + 1;
320         }
321 }
322
323 alternative:
324 0--1--2--3--4
325 | /| /|\ | /|
326 |/ |/ | \|/ |
327 A--B--C--D--E
328 counterclockwise
329
330 for (y = 0;y < rows - 1;y++)
331 {
332         for (x = 0;x < columns - 1;x++)
333         {
334                 i = y * rows + x;
335                 *elements++ = i;
336                 *elements++ = i + columns;
337                 *elements++ = i + columns + 1;
338                 *elements++ = i + columns;
339                 *elements++ = i + columns + 1;
340                 *elements++ = i + 1;
341         }
342 }
343 */
344
345 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
346 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
348 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
349
350 static void GL_VBOStats_f(void)
351 {
352         GL_Mesh_ListVBOs(true);
353 }
354
355 static void GL_Backend_ResetState(void);
356
357 static void R_Mesh_InitVertexDeclarations(void);
358 static void R_Mesh_DestroyVertexDeclarations(void);
359
360 static void R_Mesh_SetUseVBO(void)
361 {
362         switch(vid.renderpath)
363         {
364         case RENDERPATH_GL11:
365         case RENDERPATH_GL13:
366         case RENDERPATH_GL20:
367         case RENDERPATH_GLES1:
368                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
369                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
370                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
371                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
372                 break;
373         case RENDERPATH_D3D9:
374                 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
375                 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
376                 break;
377         case RENDERPATH_D3D10:
378                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
379                 break;
380         case RENDERPATH_D3D11:
381                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
382                 break;
383         case RENDERPATH_SOFT:
384                 gl_state.usevbo_staticvertex = false;
385                 gl_state.usevbo_staticindex = false;
386                 gl_state.usevbo_dynamicvertex = false;
387                 gl_state.usevbo_dynamicindex = false;
388                 break;
389         case RENDERPATH_GLES2:
390                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
391                 gl_state.usevbo_staticindex = false;
392                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
393                 gl_state.usevbo_dynamicindex = false;
394                 break;
395         }
396 }
397
398 static void gl_backend_start(void)
399 {
400         memset(&gl_state, 0, sizeof(gl_state));
401
402         R_Mesh_InitVertexDeclarations();
403
404         R_Mesh_SetUseVBO();
405         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
406
407         Con_DPrintf("OpenGL backend started.\n");
408
409         CHECKGLERROR
410
411         GL_Backend_ResetState();
412
413         switch(vid.renderpath)
414         {
415         case RENDERPATH_GL11:
416         case RENDERPATH_GL13:
417         case RENDERPATH_GL20:
418         case RENDERPATH_GLES1:
419         case RENDERPATH_GLES2:
420                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
421                 if (vid.support.ext_framebuffer_object)
422                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
423                 break;
424         case RENDERPATH_D3D9:
425 #ifdef SUPPORTD3D
426                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
427                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
428 #endif
429                 break;
430         case RENDERPATH_D3D10:
431                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
432                 break;
433         case RENDERPATH_D3D11:
434                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
435                 break;
436         case RENDERPATH_SOFT:
437                 break;
438         }
439 }
440
441 static void gl_backend_shutdown(void)
442 {
443         Con_DPrint("OpenGL Backend shutting down\n");
444
445         switch(vid.renderpath)
446         {
447         case RENDERPATH_GL11:
448         case RENDERPATH_GL13:
449         case RENDERPATH_GL20:
450         case RENDERPATH_SOFT:
451         case RENDERPATH_GLES1:
452         case RENDERPATH_GLES2:
453                 break;
454         case RENDERPATH_D3D9:
455 #ifdef SUPPORTD3D
456                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
457                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
458 #endif
459                 break;
460         case RENDERPATH_D3D10:
461                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
462                 break;
463         case RENDERPATH_D3D11:
464                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
465                 break;
466         }
467
468         if (gl_state.preparevertices_tempdata)
469                 Mem_Free(gl_state.preparevertices_tempdata);
470         if (gl_state.preparevertices_dynamicvertexbuffer)
471                 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
472
473         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
474
475         R_Mesh_DestroyVertexDeclarations();
476
477         memset(&gl_state, 0, sizeof(gl_state));
478 }
479
480 static void gl_backend_newmap(void)
481 {
482 }
483
484 static void gl_backend_devicelost(void)
485 {
486         int i, endindex;
487         r_meshbuffer_t *buffer;
488 #ifdef SUPPORTD3D
489         gl_state.d3dvertexbuffer = NULL;
490 #endif
491         switch(vid.renderpath)
492         {
493         case RENDERPATH_GL11:
494         case RENDERPATH_GL13:
495         case RENDERPATH_GL20:
496         case RENDERPATH_SOFT:
497         case RENDERPATH_GLES1:
498         case RENDERPATH_GLES2:
499                 break;
500         case RENDERPATH_D3D9:
501 #ifdef SUPPORTD3D
502                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
503                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
504 #endif
505                 break;
506         case RENDERPATH_D3D10:
507                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
508                 break;
509         case RENDERPATH_D3D11:
510                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
511                 break;
512         }
513         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
514         for (i = 0;i < endindex;i++)
515         {
516                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
517                 if (!buffer || !buffer->isdynamic)
518                         continue;
519                 switch(vid.renderpath)
520                 {
521                 case RENDERPATH_GL11:
522                 case RENDERPATH_GL13:
523                 case RENDERPATH_GL20:
524                 case RENDERPATH_SOFT:
525                 case RENDERPATH_GLES1:
526                 case RENDERPATH_GLES2:
527                         break;
528                 case RENDERPATH_D3D9:
529 #ifdef SUPPORTD3D
530                         if (buffer->devicebuffer)
531                         {
532                                 if (buffer->isindexbuffer)
533                                         IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
534                                 else
535                                         IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
536                                 buffer->devicebuffer = NULL;
537                         }
538 #endif
539                         break;
540                 case RENDERPATH_D3D10:
541                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
542                         break;
543                 case RENDERPATH_D3D11:
544                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
545                         break;
546                 }
547         }
548 }
549
550 static void gl_backend_devicerestored(void)
551 {
552         switch(vid.renderpath)
553         {
554         case RENDERPATH_GL11:
555         case RENDERPATH_GL13:
556         case RENDERPATH_GL20:
557         case RENDERPATH_SOFT:
558         case RENDERPATH_GLES1:
559         case RENDERPATH_GLES2:
560                 break;
561         case RENDERPATH_D3D9:
562 #ifdef SUPPORTD3D
563                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
564                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
565 #endif
566                 break;
567         case RENDERPATH_D3D10:
568                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
569                 break;
570         case RENDERPATH_D3D11:
571                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
572                 break;
573         }
574 }
575
576 void gl_backend_init(void)
577 {
578         int i;
579
580         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
581         {
582                 polygonelement3s[i * 3 + 0] = 0;
583                 polygonelement3s[i * 3 + 1] = i + 1;
584                 polygonelement3s[i * 3 + 2] = i + 2;
585         }
586         // elements for rendering a series of quads as triangles
587         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
588         {
589                 quadelement3s[i * 6 + 0] = i * 4;
590                 quadelement3s[i * 6 + 1] = i * 4 + 1;
591                 quadelement3s[i * 6 + 2] = i * 4 + 2;
592                 quadelement3s[i * 6 + 3] = i * 4;
593                 quadelement3s[i * 6 + 4] = i * 4 + 2;
594                 quadelement3s[i * 6 + 5] = i * 4 + 3;
595         }
596
597         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
598                 polygonelement3i[i] = polygonelement3s[i];
599         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
600                 quadelement3i[i] = quadelement3s[i];
601
602         Cvar_RegisterVariable(&r_render);
603         Cvar_RegisterVariable(&r_renderview);
604         Cvar_RegisterVariable(&r_waterwarp);
605         Cvar_RegisterVariable(&gl_polyblend);
606         Cvar_RegisterVariable(&v_flipped);
607         Cvar_RegisterVariable(&gl_dither);
608         Cvar_RegisterVariable(&gl_vbo);
609         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
610         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
611         Cvar_RegisterVariable(&gl_paranoid);
612         Cvar_RegisterVariable(&gl_printcheckerror);
613
614         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
615         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
616         Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
617
618         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");
619
620         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
621 }
622
623 void GL_SetMirrorState(qboolean state);
624
625 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
626 {
627         vec4_t temp;
628         float iw;
629         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
630         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
631         iw = 1.0f / out[3];
632         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
633
634         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
635         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
636         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
637
638         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
639 }
640
641 void GL_Finish(void)
642 {
643         switch(vid.renderpath)
644         {
645         case RENDERPATH_GL11:
646         case RENDERPATH_GL13:
647         case RENDERPATH_GL20:
648         case RENDERPATH_GLES1:
649         case RENDERPATH_GLES2:
650                 qglFinish();
651                 break;
652         case RENDERPATH_D3D9:
653                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654                 break;
655         case RENDERPATH_D3D10:
656                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
657                 break;
658         case RENDERPATH_D3D11:
659                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
660                 break;
661         case RENDERPATH_SOFT:
662                 DPSOFTRAST_Finish();
663                 break;
664         }
665 }
666
667 static int bboxedges[12][2] =
668 {
669         // top
670         {0, 1}, // +X
671         {0, 2}, // +Y
672         {1, 3}, // Y, +X
673         {2, 3}, // X, +Y
674         // bottom
675         {4, 5}, // +X
676         {4, 6}, // +Y
677         {5, 7}, // Y, +X
678         {6, 7}, // X, +Y
679         // verticals
680         {0, 4}, // +Z
681         {1, 5}, // X, +Z
682         {2, 6}, // Y, +Z
683         {3, 7}, // XY, +Z
684 };
685
686 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
687 {
688         int i, ix1, iy1, ix2, iy2;
689         float x1, y1, x2, y2;
690         vec4_t v, v2;
691         float vertex[20][3];
692         int j, k;
693         vec4_t plane4f;
694         int numvertices;
695         float corner[8][4];
696         float dist[8];
697         int sign[8];
698         float f;
699
700         scissor[0] = r_refdef.view.viewport.x;
701         scissor[1] = r_refdef.view.viewport.y;
702         scissor[2] = r_refdef.view.viewport.width;
703         scissor[3] = r_refdef.view.viewport.height;
704
705         // if view is inside the box, just say yes it's visible
706         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
707                 return false;
708
709         x1 = y1 = x2 = y2 = 0;
710
711         // transform all corners that are infront of the nearclip plane
712         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
713         plane4f[3] = r_refdef.view.frustum[4].dist;
714         numvertices = 0;
715         for (i = 0;i < 8;i++)
716         {
717                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
718                 dist[i] = DotProduct4(corner[i], plane4f);
719                 sign[i] = dist[i] > 0;
720                 if (!sign[i])
721                 {
722                         VectorCopy(corner[i], vertex[numvertices]);
723                         numvertices++;
724                 }
725         }
726         // if some points are behind the nearclip, add clipped edge points to make
727         // sure that the scissor boundary is complete
728         if (numvertices > 0 && numvertices < 8)
729         {
730                 // add clipped edge points
731                 for (i = 0;i < 12;i++)
732                 {
733                         j = bboxedges[i][0];
734                         k = bboxedges[i][1];
735                         if (sign[j] != sign[k])
736                         {
737                                 f = dist[j] / (dist[j] - dist[k]);
738                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
739                                 numvertices++;
740                         }
741                 }
742         }
743
744         // if we have no points to check, it is behind the view plane
745         if (!numvertices)
746                 return true;
747
748         // if we have some points to transform, check what screen area is covered
749         x1 = y1 = x2 = y2 = 0;
750         v[3] = 1.0f;
751         //Con_Printf("%i vertices to transform...\n", numvertices);
752         for (i = 0;i < numvertices;i++)
753         {
754                 VectorCopy(vertex[i], v);
755                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
756                 //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]);
757                 if (i)
758                 {
759                         if (x1 > v2[0]) x1 = v2[0];
760                         if (x2 < v2[0]) x2 = v2[0];
761                         if (y1 > v2[1]) y1 = v2[1];
762                         if (y2 < v2[1]) y2 = v2[1];
763                 }
764                 else
765                 {
766                         x1 = x2 = v2[0];
767                         y1 = y2 = v2[1];
768                 }
769         }
770
771         // now convert the scissor rectangle to integer screen coordinates
772         ix1 = (int)(x1 - 1.0f);
773         //iy1 = vid.height - (int)(y2 - 1.0f);
774         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
775         iy1 = (int)(y1 - 1.0f);
776         ix2 = (int)(x2 + 1.0f);
777         //iy2 = vid.height - (int)(y1 + 1.0f);
778         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
779         iy2 = (int)(y2 + 1.0f);
780         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
781
782         // clamp it to the screen
783         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
784         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
785         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
786         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
787
788         // if it is inside out, it's not visible
789         if (ix2 <= ix1 || iy2 <= iy1)
790                 return true;
791
792         // the light area is visible, set up the scissor rectangle
793         scissor[0] = ix1;
794         scissor[1] = iy1;
795         scissor[2] = ix2 - ix1;
796         scissor[3] = iy2 - iy1;
797
798         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
799         switch(vid.renderpath)
800         {
801         case RENDERPATH_D3D9:
802         case RENDERPATH_D3D10:
803         case RENDERPATH_D3D11:
804                 scissor[1] = vid.height - scissor[1] - scissor[3];
805                 break;
806         case RENDERPATH_GL11:
807         case RENDERPATH_GL13:
808         case RENDERPATH_GL20:
809         case RENDERPATH_SOFT:
810         case RENDERPATH_GLES1:
811         case RENDERPATH_GLES2:
812                 break;
813         }
814
815         return false;
816 }
817
818
819 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
820 {
821         float q[4];
822         float d;
823         float clipPlane[4], v3[3], v4[3];
824         float normal[3];
825
826         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
827
828         VectorSet(normal, normalx, normaly, normalz);
829         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
830         VectorScale(normal, -dist, v3);
831         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
832         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
833         clipPlane[3] = -DotProduct(v4, clipPlane);
834
835 #if 0
836 {
837         // testing code for comparing results
838         float clipPlane2[4];
839         VectorCopy4(clipPlane, clipPlane2);
840         R_EntityMatrix(&identitymatrix);
841         VectorSet(q, normal[0], normal[1], normal[2], -dist);
842         qglClipPlane(GL_CLIP_PLANE0, q);
843         qglGetClipPlane(GL_CLIP_PLANE0, q);
844         VectorCopy4(q, clipPlane);
845 }
846 #endif
847
848         // Calculate the clip-space corner point opposite the clipping plane
849         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
850         // transform it into camera space by multiplying it
851         // by the inverse of the projection matrix
852         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
853         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
854         q[2] = -1.0f;
855         q[3] = (1.0f + m[10]) / m[14];
856
857         // Calculate the scaled plane vector
858         d = 2.0f / DotProduct4(clipPlane, q);
859
860         // Replace the third row of the projection matrix
861         m[2] = clipPlane[0] * d;
862         m[6] = clipPlane[1] * d;
863         m[10] = clipPlane[2] * d + 1.0f;
864         m[14] = clipPlane[3] * d;
865 }
866
867 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)
868 {
869         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
870         float m[16];
871         memset(v, 0, sizeof(*v));
872         v->type = R_VIEWPORTTYPE_ORTHO;
873         v->cameramatrix = *cameramatrix;
874         v->x = x;
875         v->y = y;
876         v->z = 0;
877         v->width = width;
878         v->height = height;
879         v->depth = 1;
880         memset(m, 0, sizeof(m));
881         m[0]  = 2/(right - left);
882         m[5]  = 2/(top - bottom);
883         m[10] = -2/(zFar - zNear);
884         m[12] = - (right + left)/(right - left);
885         m[13] = - (top + bottom)/(top - bottom);
886         m[14] = - (zFar + zNear)/(zFar - zNear);
887         m[15] = 1;
888         switch(vid.renderpath)
889         {
890         case RENDERPATH_GL11:
891         case RENDERPATH_GL13:
892         case RENDERPATH_GL20:
893         case RENDERPATH_SOFT:
894         case RENDERPATH_GLES1:
895         case RENDERPATH_GLES2:
896                 break;
897         case RENDERPATH_D3D9:
898         case RENDERPATH_D3D10:
899         case RENDERPATH_D3D11:
900                 m[10] = -1/(zFar - zNear);
901                 m[14] = -zNear/(zFar-zNear);
902                 break;
903         }
904         v->screentodepth[0] = -farclip / (farclip - nearclip);
905         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
906
907         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
908
909         if (nearplane)
910                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
911
912         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
913
914 #if 0
915         {
916                 vec4_t test1;
917                 vec4_t test2;
918                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
919                 R_Viewport_TransformToScreen(v, test1, test2);
920                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
921         }
922 #endif
923 }
924
925 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)
926 {
927         matrix4x4_t tempmatrix, basematrix;
928         float m[16];
929         memset(v, 0, sizeof(*v));
930
931         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
932         v->cameramatrix = *cameramatrix;
933         v->x = x;
934         v->y = y;
935         v->z = 0;
936         v->width = width;
937         v->height = height;
938         v->depth = 1;
939         memset(m, 0, sizeof(m));
940         m[0]  = 1.0 / frustumx;
941         m[5]  = 1.0 / frustumy;
942         m[10] = -(farclip + nearclip) / (farclip - nearclip);
943         m[11] = -1;
944         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
945         v->screentodepth[0] = -farclip / (farclip - nearclip);
946         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
947
948         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
949         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
950         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
951         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
952
953         if (nearplane)
954                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
955
956         if(v_flipped.integer)
957         {
958                 m[0] = -m[0];
959                 m[4] = -m[4];
960                 m[8] = -m[8];
961                 m[12] = -m[12];
962         }
963
964         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
965 }
966
967 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)
968 {
969         matrix4x4_t tempmatrix, basematrix;
970         const float nudge = 1.0 - 1.0 / (1<<23);
971         float m[16];
972         memset(v, 0, sizeof(*v));
973
974         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
975         v->cameramatrix = *cameramatrix;
976         v->x = x;
977         v->y = y;
978         v->z = 0;
979         v->width = width;
980         v->height = height;
981         v->depth = 1;
982         memset(m, 0, sizeof(m));
983         m[ 0] = 1.0 / frustumx;
984         m[ 5] = 1.0 / frustumy;
985         m[10] = -nudge;
986         m[11] = -1;
987         m[14] = -2 * nearclip * nudge;
988         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
989         v->screentodepth[1] = m[14] * -0.5;
990
991         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
992         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
993         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
994         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
995
996         if (nearplane)
997                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
998
999         if(v_flipped.integer)
1000         {
1001                 m[0] = -m[0];
1002                 m[4] = -m[4];
1003                 m[8] = -m[8];
1004                 m[12] = -m[12];
1005         }
1006
1007         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1008 }
1009
1010 float cubeviewmatrix[6][16] =
1011 {
1012     // standard cubemap projections
1013     { // +X
1014          0, 0,-1, 0,
1015          0,-1, 0, 0,
1016         -1, 0, 0, 0,
1017          0, 0, 0, 1,
1018     },
1019     { // -X
1020          0, 0, 1, 0,
1021          0,-1, 0, 0,
1022          1, 0, 0, 0,
1023          0, 0, 0, 1,
1024     },
1025     { // +Y
1026          1, 0, 0, 0,
1027          0, 0,-1, 0,
1028          0, 1, 0, 0,
1029          0, 0, 0, 1,
1030     },
1031     { // -Y
1032          1, 0, 0, 0,
1033          0, 0, 1, 0,
1034          0,-1, 0, 0,
1035          0, 0, 0, 1,
1036     },
1037     { // +Z
1038          1, 0, 0, 0,
1039          0,-1, 0, 0,
1040          0, 0,-1, 0,
1041          0, 0, 0, 1,
1042     },
1043     { // -Z
1044         -1, 0, 0, 0,
1045          0,-1, 0, 0,
1046          0, 0, 1, 0,
1047          0, 0, 0, 1,
1048     },
1049 };
1050 float rectviewmatrix[6][16] =
1051 {
1052     // sign-preserving cubemap projections
1053     { // +X
1054          0, 0,-1, 0,
1055          0, 1, 0, 0,
1056          1, 0, 0, 0,
1057          0, 0, 0, 1,
1058     },
1059     { // -X
1060          0, 0, 1, 0,
1061          0, 1, 0, 0,
1062          1, 0, 0, 0,
1063          0, 0, 0, 1,
1064     },
1065     { // +Y
1066          1, 0, 0, 0,
1067          0, 0,-1, 0,
1068          0, 1, 0, 0,
1069          0, 0, 0, 1,
1070     },
1071     { // -Y
1072          1, 0, 0, 0,
1073          0, 0, 1, 0,
1074          0, 1, 0, 0,
1075          0, 0, 0, 1,
1076     },
1077     { // +Z
1078          1, 0, 0, 0,
1079          0, 1, 0, 0,
1080          0, 0,-1, 0,
1081          0, 0, 0, 1,
1082     },
1083     { // -Z
1084          1, 0, 0, 0,
1085          0, 1, 0, 0,
1086          0, 0, 1, 0,
1087          0, 0, 0, 1,
1088     },
1089 };
1090
1091 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1092 {
1093         matrix4x4_t tempmatrix, basematrix;
1094         float m[16];
1095         memset(v, 0, sizeof(*v));
1096         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1097         v->cameramatrix = *cameramatrix;
1098         v->width = size;
1099         v->height = size;
1100         v->depth = 1;
1101         memset(m, 0, sizeof(m));
1102         m[0] = m[5] = 1.0f;
1103         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1104         m[11] = -1;
1105         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1106
1107         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1108         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1109         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1110
1111         if (nearplane)
1112                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1113
1114         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1115 }
1116
1117 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)
1118 {
1119         matrix4x4_t tempmatrix, basematrix;
1120         float m[16];
1121         memset(v, 0, sizeof(*v));
1122         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1123         v->cameramatrix = *cameramatrix;
1124         v->x = (side & 1) * size;
1125         v->y = (side >> 1) * size;
1126         v->width = size;
1127         v->height = size;
1128         v->depth = 1;
1129         memset(m, 0, sizeof(m));
1130         m[0] = m[5] = 1.0f * ((float)size - border) / size;
1131         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1132         m[11] = -1;
1133         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1134
1135         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1136         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1137         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1138
1139         switch(vid.renderpath)
1140         {
1141         case RENDERPATH_GL20:
1142         case RENDERPATH_GL13:
1143         case RENDERPATH_GL11:
1144         case RENDERPATH_SOFT:
1145         case RENDERPATH_GLES1:
1146         case RENDERPATH_GLES2:
1147                 break;
1148         case RENDERPATH_D3D9:
1149                 m[5] *= -1;
1150                 break;
1151         case RENDERPATH_D3D10:
1152                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1153                 break;
1154         case RENDERPATH_D3D11:
1155                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1156                 break;
1157         }
1158
1159         if (nearplane)
1160                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1161
1162         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1163 }
1164
1165 void R_SetViewport(const r_viewport_t *v)
1166 {
1167         float m[16];
1168         gl_viewport = *v;
1169
1170         // FIXME: v_flipped_state is evil, this probably breaks somewhere
1171         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1172
1173         // copy over the matrices to our state
1174         gl_viewmatrix = v->viewmatrix;
1175         gl_projectionmatrix = v->projectmatrix;
1176
1177         switch(vid.renderpath)
1178         {
1179         case RENDERPATH_GL13:
1180         case RENDERPATH_GL11:
1181         case RENDERPATH_GLES1:
1182 #ifdef GL_PROJECTION
1183                 CHECKGLERROR
1184                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1185                 // Load the projection matrix into OpenGL
1186                 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1187                 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1188                 qglLoadMatrixf(m);CHECKGLERROR
1189                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1190 #endif
1191                 break;
1192         case RENDERPATH_D3D9:
1193 #ifdef SUPPORTD3D
1194                 {
1195                         D3DVIEWPORT9 d3dviewport;
1196                         d3dviewport.X = gl_viewport.x;
1197                         d3dviewport.Y = gl_viewport.y;
1198                         d3dviewport.Width = gl_viewport.width;
1199                         d3dviewport.Height = gl_viewport.height;
1200                         d3dviewport.MinZ = gl_state.depthrange[0];
1201                         d3dviewport.MaxZ = gl_state.depthrange[1];
1202                         IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1203                 }
1204 #endif
1205                 break;
1206         case RENDERPATH_D3D10:
1207                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1208                 break;
1209         case RENDERPATH_D3D11:
1210                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1211                 break;
1212         case RENDERPATH_SOFT:
1213                 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1214                 break;
1215         case RENDERPATH_GL20:
1216         case RENDERPATH_GLES2:
1217                 CHECKGLERROR
1218                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1219                 break;
1220         }
1221
1222         // force an update of the derived matrices
1223         gl_modelmatrixchanged = true;
1224         R_EntityMatrix(&gl_modelmatrix);
1225 }
1226
1227 void R_GetViewport(r_viewport_t *v)
1228 {
1229         *v = gl_viewport;
1230 }
1231
1232 static void GL_BindVBO(int bufferobject)
1233 {
1234         if (gl_state.vertexbufferobject != bufferobject)
1235         {
1236                 gl_state.vertexbufferobject = bufferobject;
1237                 CHECKGLERROR
1238                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1239         }
1240 }
1241
1242 static void GL_BindEBO(int bufferobject)
1243 {
1244         if (gl_state.elementbufferobject != bufferobject)
1245         {
1246                 gl_state.elementbufferobject = bufferobject;
1247                 CHECKGLERROR
1248                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1249         }
1250 }
1251
1252 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1253 {
1254         int temp;
1255         switch(vid.renderpath)
1256         {
1257         case RENDERPATH_GL11:
1258         case RENDERPATH_GL13:
1259         case RENDERPATH_GL20:
1260         case RENDERPATH_GLES1:
1261         case RENDERPATH_GLES2:
1262                 if (!vid.support.ext_framebuffer_object)
1263                         return 0;
1264                 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
1265                 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1266                 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
1267                 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
1268                 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
1269                 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
1270                 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
1271                 return temp;
1272         case RENDERPATH_D3D9:
1273         case RENDERPATH_D3D10:
1274         case RENDERPATH_D3D11:
1275                 return 1;
1276         case RENDERPATH_SOFT:
1277                 return 1;
1278         }
1279         return 0;
1280 }
1281
1282 void R_Mesh_DestroyFramebufferObject(int fbo)
1283 {
1284         switch(vid.renderpath)
1285         {
1286         case RENDERPATH_GL11:
1287         case RENDERPATH_GL13:
1288         case RENDERPATH_GL20:
1289         case RENDERPATH_GLES1:
1290         case RENDERPATH_GLES2:
1291                 if (fbo)
1292                         qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
1293                 break;
1294         case RENDERPATH_D3D9:
1295         case RENDERPATH_D3D10:
1296         case RENDERPATH_D3D11:
1297                 break;
1298         case RENDERPATH_SOFT:
1299                 break;
1300         }
1301 }
1302
1303 #ifdef SUPPORTD3D
1304 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1305 {
1306 // LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
1307         if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
1308                 return;
1309
1310         gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1311         if (gl_state.d3drt_depthsurface != depthsurface)
1312         {
1313                 gl_state.d3drt_depthsurface = depthsurface;
1314                 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1315         }
1316         if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1317         {
1318                 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1319                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1320         }
1321         if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1322         {
1323                 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1324                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1325         }
1326         if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1327         {
1328                 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1329                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1330         }
1331         if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1332         {
1333                 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1334                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1335         }
1336 }
1337 #endif
1338
1339 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1340 {
1341         unsigned int i;
1342         unsigned int j;
1343         rtexture_t *textures[5];
1344         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1345         textures[4] = depthtexture;
1346         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1347         for (j = 0;j < 5;j++)
1348                 if (textures[j])
1349                         for (i = 0;i < vid.teximageunits;i++)
1350                                 if (gl_state.units[i].texture == textures[j])
1351                                         R_Mesh_TexBind(i, NULL);
1352         // set up framebuffer object or render targets for the active rendering API
1353         switch(vid.renderpath)
1354         {
1355         case RENDERPATH_GL11:
1356         case RENDERPATH_GL13:
1357         case RENDERPATH_GL20:
1358         case RENDERPATH_GLES1:
1359         case RENDERPATH_GLES2:
1360                 if (gl_state.framebufferobject != fbo)
1361                 {
1362                         gl_state.framebufferobject = fbo;
1363                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1364                 }
1365                 break;
1366         case RENDERPATH_D3D9:
1367 #ifdef SUPPORTD3D
1368                 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1369                 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1370                 if (fbo)
1371                 {
1372                         IDirect3DSurface9 *colorsurfaces[4];
1373                         for (i = 0;i < 4;i++)
1374                         {
1375                                 colorsurfaces[i] = NULL;
1376                                 if (textures[i])
1377                                         IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
1378                         }
1379                         // set the render targets for real
1380                         R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
1381                         // release the texture surface levels (they won't be lost while bound...)
1382                         for (i = 0;i < 4;i++)
1383                                 if (textures[i])
1384                                         IDirect3DSurface9_Release(colorsurfaces[i]);
1385                 }
1386                 else
1387                         R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1388 #endif
1389                 break;
1390         case RENDERPATH_D3D10:
1391                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1392                 break;
1393         case RENDERPATH_D3D11:
1394                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1395                 break;
1396         case RENDERPATH_SOFT:
1397                 if (fbo)
1398                 {
1399                         int width, height;
1400                         unsigned int *pointers[5];
1401                         memset(pointers, 0, sizeof(pointers));
1402                         for (i = 0;i < 5;i++)
1403                                 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1404                         width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1405                         height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1406                         DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1407                 }
1408                 else
1409                         DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1410                 break;
1411         }
1412 }
1413
1414 #ifdef SUPPORTD3D
1415 static int d3dcmpforglfunc(int f)
1416 {
1417         switch(f)
1418         {
1419         case GL_NEVER: return D3DCMP_NEVER;
1420         case GL_LESS: return D3DCMP_LESS;
1421         case GL_EQUAL: return D3DCMP_EQUAL;
1422         case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1423         case GL_GREATER: return D3DCMP_GREATER;
1424         case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1425         case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1426         case GL_ALWAYS: return D3DCMP_ALWAYS;
1427         default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1428         }
1429 }
1430
1431 static int d3dstencilopforglfunc(int f)
1432 {
1433         switch(f)
1434         {
1435         case GL_KEEP: return D3DSTENCILOP_KEEP;
1436         case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1437         case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1438         default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1439         }
1440 }
1441 #endif
1442
1443 extern cvar_t r_transparent_alphatocoverage;
1444
1445 static void GL_Backend_ResetState(void)
1446 {
1447         unsigned int i;
1448         gl_state.active = true;
1449         gl_state.depthtest = true;
1450         gl_state.alphatest = false;
1451         gl_state.alphafunc = GL_GEQUAL;
1452         gl_state.alphafuncvalue = 0.5f;
1453         gl_state.alphatocoverage = false;
1454         gl_state.blendfunc1 = GL_ONE;
1455         gl_state.blendfunc2 = GL_ZERO;
1456         gl_state.blend = false;
1457         gl_state.depthmask = GL_TRUE;
1458         gl_state.colormask = 15;
1459         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1460         gl_state.lockrange_first = 0;
1461         gl_state.lockrange_count = 0;
1462         gl_state.cullface = GL_FRONT;
1463         gl_state.cullfaceenable = false;
1464         gl_state.polygonoffset[0] = 0;
1465         gl_state.polygonoffset[1] = 0;
1466         gl_state.framebufferobject = 0;
1467         gl_state.depthfunc = GL_LEQUAL;
1468
1469         switch(vid.renderpath)
1470         {
1471         case RENDERPATH_D3D9:
1472 #ifdef SUPPORTD3D
1473                 {
1474                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1475                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1476                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1477                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1478                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1479                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1480                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1481                 }
1482 #endif
1483                 break;
1484         case RENDERPATH_D3D10:
1485                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1486                 break;
1487         case RENDERPATH_D3D11:
1488                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1489                 break;
1490         case RENDERPATH_GL11:
1491         case RENDERPATH_GL13:
1492         case RENDERPATH_GLES1:
1493 #ifdef GL_ALPHA_TEST
1494                 CHECKGLERROR
1495
1496                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1497                 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1498                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1499                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1500                 qglDisable(GL_BLEND);CHECKGLERROR
1501                 qglCullFace(gl_state.cullface);CHECKGLERROR
1502                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1503                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1504                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1505                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1506                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1507
1508                 if (vid.support.arb_vertex_buffer_object)
1509                 {
1510                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1511                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1512                 }
1513
1514                 if (vid.support.ext_framebuffer_object)
1515                 {
1516                         //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
1517                         qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
1518                 }
1519
1520                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1521                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1522
1523                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1524                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1525                 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1526
1527                 if (vid.support.ext_framebuffer_object)
1528                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
1529
1530                 gl_state.unit = MAX_TEXTUREUNITS;
1531                 gl_state.clientunit = MAX_TEXTUREUNITS;
1532                 for (i = 0;i < vid.texunits;i++)
1533                 {
1534                         GL_ActiveTexture(i);
1535                         GL_ClientActiveTexture(i);
1536                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1537                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1538                         if (vid.support.ext_texture_3d)
1539                         {
1540                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1541                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1542                         }
1543                         if (vid.support.arb_texture_cube_map)
1544                         {
1545                                 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1546                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1547                         }
1548                         GL_BindVBO(0);
1549                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1550                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1551                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1552                         qglLoadIdentity();CHECKGLERROR
1553                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1554                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1555                 }
1556                 CHECKGLERROR
1557 #endif
1558                 break;
1559         case RENDERPATH_SOFT:
1560                 DPSOFTRAST_ColorMask(1,1,1,1);
1561                 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1562                 DPSOFTRAST_CullFace(gl_state.cullface);
1563                 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1564                 DPSOFTRAST_DepthMask(gl_state.depthmask);
1565                 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1566                 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1567                 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1568                 break;
1569         case RENDERPATH_GL20:
1570         case RENDERPATH_GLES2:
1571                 CHECKGLERROR
1572                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1573                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1574                 qglDisable(GL_BLEND);CHECKGLERROR
1575                 qglCullFace(gl_state.cullface);CHECKGLERROR
1576                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1577                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1578                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1579                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1580                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1581                 if (vid.support.arb_vertex_buffer_object)
1582                 {
1583                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1584                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1585                 }
1586                 if (vid.support.ext_framebuffer_object)
1587                         qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1588                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1589                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1590                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1591                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1592                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1593                 gl_state.unit = MAX_TEXTUREUNITS;
1594                 gl_state.clientunit = MAX_TEXTUREUNITS;
1595                 for (i = 0;i < vid.teximageunits;i++)
1596                 {
1597                         GL_ActiveTexture(i);
1598                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1599                         if (vid.support.ext_texture_3d)
1600                         {
1601                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1602                         }
1603                         if (vid.support.arb_texture_cube_map)
1604                         {
1605                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1606                         }
1607                 }
1608                 for (i = 0;i < vid.texarrayunits;i++)
1609                 {
1610                         GL_BindVBO(0);
1611                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1612                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1613                 }
1614                 CHECKGLERROR
1615                 break;
1616         }
1617 }
1618
1619 void GL_ActiveTexture(unsigned int num)
1620 {
1621         if (gl_state.unit != num)
1622         {
1623                 gl_state.unit = num;
1624                 switch(vid.renderpath)
1625                 {
1626                 case RENDERPATH_GL11:
1627                 case RENDERPATH_GL13:
1628                 case RENDERPATH_GL20:
1629                 case RENDERPATH_GLES1:
1630                 case RENDERPATH_GLES2:
1631                         if (qglActiveTexture)
1632                         {
1633                                 CHECKGLERROR
1634                                 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1635                                 CHECKGLERROR
1636                         }
1637                         break;
1638                 case RENDERPATH_D3D9:
1639                 case RENDERPATH_D3D10:
1640                 case RENDERPATH_D3D11:
1641                         break;
1642                 case RENDERPATH_SOFT:
1643                         break;
1644                 }
1645         }
1646 }
1647
1648 void GL_ClientActiveTexture(unsigned int num)
1649 {
1650         if (gl_state.clientunit != num)
1651         {
1652                 gl_state.clientunit = num;
1653                 switch(vid.renderpath)
1654                 {
1655                 case RENDERPATH_GL11:
1656                 case RENDERPATH_GL13:
1657                 case RENDERPATH_GLES1:
1658                         if (qglActiveTexture)
1659                         {
1660                                 CHECKGLERROR
1661                                 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1662                                 CHECKGLERROR
1663                         }
1664                         break;
1665                 case RENDERPATH_D3D9:
1666                 case RENDERPATH_D3D10:
1667                 case RENDERPATH_D3D11:
1668                         break;
1669                 case RENDERPATH_SOFT:
1670                         break;
1671                 case RENDERPATH_GL20:
1672                 case RENDERPATH_GLES2:
1673                         break;
1674                 }
1675         }
1676 }
1677
1678 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1679 {
1680         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1681         {
1682                 qboolean blendenable;
1683                 gl_state.blendfunc1 = blendfunc1;
1684                 gl_state.blendfunc2 = blendfunc2;
1685                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1686                 switch(vid.renderpath)
1687                 {
1688                 case RENDERPATH_GL11:
1689                 case RENDERPATH_GL13:
1690                 case RENDERPATH_GL20:
1691                 case RENDERPATH_GLES1:
1692                 case RENDERPATH_GLES2:
1693                         CHECKGLERROR
1694                         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1695                         if (gl_state.blend != blendenable)
1696                         {
1697                                 gl_state.blend = blendenable;
1698                                 if (!gl_state.blend)
1699                                 {
1700                                         qglDisable(GL_BLEND);CHECKGLERROR
1701                                 }
1702                                 else
1703                                 {
1704                                         qglEnable(GL_BLEND);CHECKGLERROR
1705                                 }
1706                         }
1707                         break;
1708                 case RENDERPATH_D3D9:
1709 #ifdef SUPPORTD3D
1710                         {
1711                                 int i;
1712                                 int glblendfunc[2];
1713                                 D3DBLEND d3dblendfunc[2];
1714                                 glblendfunc[0] = gl_state.blendfunc1;
1715                                 glblendfunc[1] = gl_state.blendfunc2;
1716                                 for (i = 0;i < 2;i++)
1717                                 {
1718                                         switch(glblendfunc[i])
1719                                         {
1720                                         case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1721                                         case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1722                                         case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1723                                         case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1724                                         case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1725                                         case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1726                                         case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1727                                         case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1728                                         case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1729                                         case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1730                                         }
1731                                 }
1732                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1733                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1734                                 if (gl_state.blend != blendenable)
1735                                 {
1736                                         gl_state.blend = blendenable;
1737                                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1738                                 }
1739                         }
1740 #endif
1741                         break;
1742                 case RENDERPATH_D3D10:
1743                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1744                         break;
1745                 case RENDERPATH_D3D11:
1746                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1747                         break;
1748                 case RENDERPATH_SOFT:
1749                         DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1750                         break;
1751                 }
1752         }
1753 }
1754
1755 void GL_DepthMask(int state)
1756 {
1757         if (gl_state.depthmask != state)
1758         {
1759                 gl_state.depthmask = state;
1760                 switch(vid.renderpath)
1761                 {
1762                 case RENDERPATH_GL11:
1763                 case RENDERPATH_GL13:
1764                 case RENDERPATH_GL20:
1765                 case RENDERPATH_GLES1:
1766                 case RENDERPATH_GLES2:
1767                         CHECKGLERROR
1768                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1769                         break;
1770                 case RENDERPATH_D3D9:
1771 #ifdef SUPPORTD3D
1772                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1773 #endif
1774                         break;
1775                 case RENDERPATH_D3D10:
1776                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1777                         break;
1778                 case RENDERPATH_D3D11:
1779                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1780                         break;
1781                 case RENDERPATH_SOFT:
1782                         DPSOFTRAST_DepthMask(gl_state.depthmask);
1783                         break;
1784                 }
1785         }
1786 }
1787
1788 void GL_DepthTest(int state)
1789 {
1790         if (gl_state.depthtest != state)
1791         {
1792                 gl_state.depthtest = state;
1793                 switch(vid.renderpath)
1794                 {
1795                 case RENDERPATH_GL11:
1796                 case RENDERPATH_GL13:
1797                 case RENDERPATH_GL20:
1798                 case RENDERPATH_GLES1:
1799                 case RENDERPATH_GLES2:
1800                         CHECKGLERROR
1801                         if (gl_state.depthtest)
1802                         {
1803                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1804                         }
1805                         else
1806                         {
1807                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1808                         }
1809                         break;
1810                 case RENDERPATH_D3D9:
1811 #ifdef SUPPORTD3D
1812                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1813 #endif
1814                         break;
1815                 case RENDERPATH_D3D10:
1816                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1817                         break;
1818                 case RENDERPATH_D3D11:
1819                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1820                         break;
1821                 case RENDERPATH_SOFT:
1822                         DPSOFTRAST_DepthTest(gl_state.depthtest);
1823                         break;
1824                 }
1825         }
1826 }
1827
1828 void GL_DepthFunc(int state)
1829 {
1830         if (gl_state.depthfunc != state)
1831         {
1832                 gl_state.depthfunc = state;
1833                 switch(vid.renderpath)
1834                 {
1835                 case RENDERPATH_GL11:
1836                 case RENDERPATH_GL13:
1837                 case RENDERPATH_GL20:
1838                 case RENDERPATH_GLES1:
1839                 case RENDERPATH_GLES2:
1840                         CHECKGLERROR
1841                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1842                         break;
1843                 case RENDERPATH_D3D9:
1844 #ifdef SUPPORTD3D
1845                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1846 #endif
1847                         break;
1848                 case RENDERPATH_D3D10:
1849                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850                         break;
1851                 case RENDERPATH_D3D11:
1852                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853                         break;
1854                 case RENDERPATH_SOFT:
1855                         DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1856                         break;
1857                 }
1858         }
1859 }
1860
1861 void GL_DepthRange(float nearfrac, float farfrac)
1862 {
1863         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1864         {
1865                 gl_state.depthrange[0] = nearfrac;
1866                 gl_state.depthrange[1] = farfrac;
1867                 switch(vid.renderpath)
1868                 {
1869                 case RENDERPATH_GL11:
1870                 case RENDERPATH_GL13:
1871                 case RENDERPATH_GL20:
1872                 case RENDERPATH_GLES1:
1873                 case RENDERPATH_GLES2:
1874 #ifdef USE_GLES2
1875                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1876 #else
1877                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1878 #endif
1879                         break;
1880                 case RENDERPATH_D3D9:
1881 #ifdef SUPPORTD3D
1882                         {
1883                                 D3DVIEWPORT9 d3dviewport;
1884                                 d3dviewport.X = gl_viewport.x;
1885                                 d3dviewport.Y = gl_viewport.y;
1886                                 d3dviewport.Width = gl_viewport.width;
1887                                 d3dviewport.Height = gl_viewport.height;
1888                                 d3dviewport.MinZ = gl_state.depthrange[0];
1889                                 d3dviewport.MaxZ = gl_state.depthrange[1];
1890                                 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1891                         }
1892 #endif
1893                         break;
1894                 case RENDERPATH_D3D10:
1895                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1896                         break;
1897                 case RENDERPATH_D3D11:
1898                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1899                         break;
1900                 case RENDERPATH_SOFT:
1901                         DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1902                         break;
1903                 }
1904         }
1905 }
1906
1907 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)
1908 {
1909         switch (vid.renderpath)
1910         {
1911         case RENDERPATH_GL11:
1912         case RENDERPATH_GL13:
1913         case RENDERPATH_GL20:
1914         case RENDERPATH_GLES1:
1915         case RENDERPATH_GLES2:
1916                 CHECKGLERROR
1917                 if (enable)
1918                 {
1919                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1920                 }
1921                 else
1922                 {
1923                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1924                 }
1925                 if (vid.support.ati_separate_stencil)
1926                 {
1927                         qglStencilMask(writemask);CHECKGLERROR
1928                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1929                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1930                         qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1931                 }
1932                 else if (vid.support.ext_stencil_two_side)
1933                 {
1934 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1935                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1936                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1937                         qglStencilMask(writemask);CHECKGLERROR
1938                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1939                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1940                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1941                         qglStencilMask(writemask);CHECKGLERROR
1942                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1943                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1944 #endif
1945                 }
1946                 break;
1947         case RENDERPATH_D3D9:
1948 #ifdef SUPPORTD3D
1949                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1950                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1951                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1952                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1953                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1954                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1955                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
1956                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1957                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1958                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1959                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
1960                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1961                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1962 #endif
1963                 break;
1964         case RENDERPATH_D3D10:
1965                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1966                 break;
1967         case RENDERPATH_D3D11:
1968                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1969                 break;
1970         case RENDERPATH_SOFT:
1971                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1972                 break;
1973         }
1974 }
1975
1976 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1977 {
1978         switch (vid.renderpath)
1979         {
1980         case RENDERPATH_GL11:
1981         case RENDERPATH_GL13:
1982         case RENDERPATH_GL20:
1983         case RENDERPATH_GLES1:
1984         case RENDERPATH_GLES2:
1985                 CHECKGLERROR
1986                 if (enable)
1987                 {
1988                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1989                 }
1990                 else
1991                 {
1992                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1993                 }
1994                 if (vid.support.ext_stencil_two_side)
1995                 {
1996 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1997                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1998 #endif
1999                 }
2000                 qglStencilMask(writemask);CHECKGLERROR
2001                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2002                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2003                 CHECKGLERROR
2004                 break;
2005         case RENDERPATH_D3D9:
2006 #ifdef SUPPORTD3D
2007                 if (vid.support.ati_separate_stencil)
2008                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2009                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2010                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2011                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2012                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2013                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2014                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2015                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2016                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2017 #endif
2018                 break;
2019         case RENDERPATH_D3D10:
2020                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021                 break;
2022         case RENDERPATH_D3D11:
2023                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024                 break;
2025         case RENDERPATH_SOFT:
2026                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2027                 break;
2028         }
2029 }
2030
2031 void GL_PolygonOffset(float planeoffset, float depthoffset)
2032 {
2033         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2034         {
2035                 gl_state.polygonoffset[0] = planeoffset;
2036                 gl_state.polygonoffset[1] = depthoffset;
2037                 switch(vid.renderpath)
2038                 {
2039                 case RENDERPATH_GL11:
2040                 case RENDERPATH_GL13:
2041                 case RENDERPATH_GL20:
2042                 case RENDERPATH_GLES1:
2043                 case RENDERPATH_GLES2:
2044                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2045                         break;
2046                 case RENDERPATH_D3D9:
2047 #ifdef SUPPORTD3D
2048                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2049                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2050 #endif
2051                         break;
2052                 case RENDERPATH_D3D10:
2053                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2054                         break;
2055                 case RENDERPATH_D3D11:
2056                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2057                         break;
2058                 case RENDERPATH_SOFT:
2059                         DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2060                         break;
2061                 }
2062         }
2063 }
2064
2065 void GL_SetMirrorState(qboolean state)
2066 {
2067         if (v_flipped_state != state)
2068         {
2069                 v_flipped_state = state;
2070                 if (gl_state.cullface == GL_BACK)
2071                         gl_state.cullface = GL_FRONT;
2072                 else if (gl_state.cullface == GL_FRONT)
2073                         gl_state.cullface = GL_BACK;
2074                 else
2075                         return;
2076                 switch(vid.renderpath)
2077                 {
2078                 case RENDERPATH_GL11:
2079                 case RENDERPATH_GL13:
2080                 case RENDERPATH_GL20:
2081                 case RENDERPATH_GLES1:
2082                 case RENDERPATH_GLES2:
2083                         qglCullFace(gl_state.cullface);CHECKGLERROR
2084                         break;
2085                 case RENDERPATH_D3D9:
2086 #ifdef SUPPORTD3D
2087                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2088 #endif
2089                         break;
2090                 case RENDERPATH_D3D10:
2091                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2092                         break;
2093                 case RENDERPATH_D3D11:
2094                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2095                         break;
2096                 case RENDERPATH_SOFT:
2097                         DPSOFTRAST_CullFace(gl_state.cullface);
2098                         break;
2099                 }
2100         }
2101 }
2102
2103 void GL_CullFace(int state)
2104 {
2105         if(v_flipped_state)
2106         {
2107                 if(state == GL_FRONT)
2108                         state = GL_BACK;
2109                 else if(state == GL_BACK)
2110                         state = GL_FRONT;
2111         }
2112
2113         switch(vid.renderpath)
2114         {
2115         case RENDERPATH_GL11:
2116         case RENDERPATH_GL13:
2117         case RENDERPATH_GL20:
2118         case RENDERPATH_GLES1:
2119         case RENDERPATH_GLES2:
2120                 CHECKGLERROR
2121
2122                 if (state != GL_NONE)
2123                 {
2124                         if (!gl_state.cullfaceenable)
2125                         {
2126                                 gl_state.cullfaceenable = true;
2127                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
2128                         }
2129                         if (gl_state.cullface != state)
2130                         {
2131                                 gl_state.cullface = state;
2132                                 qglCullFace(gl_state.cullface);CHECKGLERROR
2133                         }
2134                 }
2135                 else
2136                 {
2137                         if (gl_state.cullfaceenable)
2138                         {
2139                                 gl_state.cullfaceenable = false;
2140                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
2141                         }
2142                 }
2143                 break;
2144         case RENDERPATH_D3D9:
2145 #ifdef SUPPORTD3D
2146                 if (gl_state.cullface != state)
2147                 {
2148                         gl_state.cullface = state;
2149                         switch(gl_state.cullface)
2150                         {
2151                         case GL_NONE:
2152                                 gl_state.cullfaceenable = false;
2153                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2154                                 break;
2155                         case GL_FRONT:
2156                                 gl_state.cullfaceenable = true;
2157                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2158                                 break;
2159                         case GL_BACK:
2160                                 gl_state.cullfaceenable = true;
2161                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2162                                 break;
2163                         }
2164                 }
2165 #endif
2166                 break;
2167         case RENDERPATH_D3D10:
2168                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2169                 break;
2170         case RENDERPATH_D3D11:
2171                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2172                 break;
2173         case RENDERPATH_SOFT:
2174                 if (gl_state.cullface != state)
2175                 {
2176                         gl_state.cullface = state;
2177                         gl_state.cullfaceenable = state != GL_NONE ? true : false;
2178                         DPSOFTRAST_CullFace(gl_state.cullface);
2179                 }
2180                 break;
2181         }
2182 }
2183
2184 void GL_AlphaTest(int state)
2185 {
2186         if (gl_state.alphatest != state)
2187         {
2188                 gl_state.alphatest = state;
2189                 switch(vid.renderpath)
2190                 {
2191                 case RENDERPATH_GL11:
2192                 case RENDERPATH_GL13:
2193                 case RENDERPATH_GLES1:
2194 #ifdef GL_ALPHA_TEST
2195                         // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2196                         CHECKGLERROR
2197                         if (gl_state.alphatest)
2198                         {
2199                                 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2200                         }
2201                         else
2202                         {
2203                                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2204                         }
2205 #endif
2206                         break;
2207                 case RENDERPATH_D3D9:
2208                 case RENDERPATH_D3D10:
2209                 case RENDERPATH_D3D11:
2210                 case RENDERPATH_SOFT:
2211                 case RENDERPATH_GL20:
2212                 case RENDERPATH_GLES2:
2213                         break;
2214                 }
2215         }
2216 }
2217
2218 void GL_AlphaToCoverage(qboolean state)
2219 {
2220         if (gl_state.alphatocoverage != state)
2221         {
2222                 gl_state.alphatocoverage = state;
2223                 switch(vid.renderpath)
2224                 {
2225                 case RENDERPATH_GL11:
2226                 case RENDERPATH_GL13:
2227                 case RENDERPATH_GLES1:
2228                 case RENDERPATH_GLES2:
2229                 case RENDERPATH_D3D9:
2230                 case RENDERPATH_D3D10:
2231                 case RENDERPATH_D3D11:
2232                 case RENDERPATH_SOFT:
2233                         break;
2234                 case RENDERPATH_GL20:
2235 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2236                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2237                         CHECKGLERROR
2238                         if (gl_state.alphatocoverage)
2239                         {
2240                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2241 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2242                         }
2243                         else
2244                         {
2245                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2246 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2247                         }
2248 #endif
2249                         break;
2250                 }
2251         }
2252 }
2253
2254 void GL_ColorMask(int r, int g, int b, int a)
2255 {
2256         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2257         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2258         if (gl_state.colormask != state)
2259         {
2260                 gl_state.colormask = state;
2261                 switch(vid.renderpath)
2262                 {
2263                 case RENDERPATH_GL11:
2264                 case RENDERPATH_GL13:
2265                 case RENDERPATH_GL20:
2266                 case RENDERPATH_GLES1:
2267                 case RENDERPATH_GLES2:
2268                         CHECKGLERROR
2269                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2270                         break;
2271                 case RENDERPATH_D3D9:
2272 #ifdef SUPPORTD3D
2273                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2274 #endif
2275                         break;
2276                 case RENDERPATH_D3D10:
2277                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2278                         break;
2279                 case RENDERPATH_D3D11:
2280                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2281                         break;
2282                 case RENDERPATH_SOFT:
2283                         DPSOFTRAST_ColorMask(r, g, b, a);
2284                         break;
2285                 }
2286         }
2287 }
2288
2289 void GL_Color(float cr, float cg, float cb, float ca)
2290 {
2291         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)
2292         {
2293                 gl_state.color4f[0] = cr;
2294                 gl_state.color4f[1] = cg;
2295                 gl_state.color4f[2] = cb;
2296                 gl_state.color4f[3] = ca;
2297                 switch(vid.renderpath)
2298                 {
2299                 case RENDERPATH_GL11:
2300                 case RENDERPATH_GL13:
2301                 case RENDERPATH_GLES1:
2302                         CHECKGLERROR
2303                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2304                         CHECKGLERROR
2305                         break;
2306                 case RENDERPATH_D3D9:
2307                 case RENDERPATH_D3D10:
2308                 case RENDERPATH_D3D11:
2309                         // no equivalent in D3D
2310                         break;
2311                 case RENDERPATH_SOFT:
2312                         DPSOFTRAST_Color4f(cr, cg, cb, ca);
2313                         break;
2314                 case RENDERPATH_GL20:
2315                 case RENDERPATH_GLES2:
2316                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2317                         break;
2318                 }
2319         }
2320 }
2321
2322 void GL_Scissor (int x, int y, int width, int height)
2323 {
2324         switch(vid.renderpath)
2325         {
2326         case RENDERPATH_GL11:
2327         case RENDERPATH_GL13:
2328         case RENDERPATH_GL20:
2329         case RENDERPATH_GLES1:
2330         case RENDERPATH_GLES2:
2331                 CHECKGLERROR
2332                 qglScissor(x, y,width,height);
2333                 CHECKGLERROR
2334                 break;
2335         case RENDERPATH_D3D9:
2336 #ifdef SUPPORTD3D
2337                 {
2338                         RECT d3drect;
2339                         d3drect.left = x;
2340                         d3drect.top = y;
2341                         d3drect.right = x + width;
2342                         d3drect.bottom = y + height;
2343                         IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2344                 }
2345 #endif
2346                 break;
2347         case RENDERPATH_D3D10:
2348                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2349                 break;
2350         case RENDERPATH_D3D11:
2351                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2352                 break;
2353         case RENDERPATH_SOFT:
2354                 DPSOFTRAST_Scissor(x, y, width, height);
2355                 break;
2356         }
2357 }
2358
2359 void GL_ScissorTest(int state)
2360 {
2361         if (gl_state.scissortest != state)
2362         {
2363                 gl_state.scissortest = state;
2364                 switch(vid.renderpath)
2365                 {
2366                 case RENDERPATH_GL11:
2367                 case RENDERPATH_GL13:
2368                 case RENDERPATH_GL20:
2369                 case RENDERPATH_GLES1:
2370                 case RENDERPATH_GLES2:
2371                         CHECKGLERROR
2372                         if(gl_state.scissortest)
2373                                 qglEnable(GL_SCISSOR_TEST);
2374                         else
2375                                 qglDisable(GL_SCISSOR_TEST);
2376                         CHECKGLERROR
2377                         break;
2378                 case RENDERPATH_D3D9:
2379 #ifdef SUPPORTD3D
2380                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2381 #endif
2382                         break;
2383                 case RENDERPATH_D3D10:
2384                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2385                         break;
2386                 case RENDERPATH_D3D11:
2387                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2388                         break;
2389                 case RENDERPATH_SOFT:
2390                         DPSOFTRAST_ScissorTest(gl_state.scissortest);
2391                         break;
2392                 }
2393         }
2394 }
2395
2396 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2397 {
2398         static const float blackcolor[4] = {0, 0, 0, 0};
2399         // prevent warnings when trying to clear a buffer that does not exist
2400         if (!colorvalue)
2401                 colorvalue = blackcolor;
2402         if (!vid.stencil)
2403         {
2404                 mask &= ~GL_STENCIL_BUFFER_BIT;
2405                 stencilvalue = 0;
2406         }
2407         switch(vid.renderpath)
2408         {
2409         case RENDERPATH_GL11:
2410         case RENDERPATH_GL13:
2411         case RENDERPATH_GL20:
2412         case RENDERPATH_GLES1:
2413         case RENDERPATH_GLES2:
2414                 CHECKGLERROR
2415                 if (mask & GL_COLOR_BUFFER_BIT)
2416                 {
2417                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2418                 }
2419                 if (mask & GL_DEPTH_BUFFER_BIT)
2420                 {
2421 #ifdef USE_GLES2
2422                         qglClearDepthf(depthvalue);CHECKGLERROR
2423 #else
2424                         qglClearDepth(depthvalue);CHECKGLERROR
2425 #endif
2426                 }
2427                 if (mask & GL_STENCIL_BUFFER_BIT)
2428                 {
2429                         qglClearStencil(stencilvalue);CHECKGLERROR
2430                 }
2431                 qglClear(mask);CHECKGLERROR
2432                 break;
2433         case RENDERPATH_D3D9:
2434 #ifdef SUPPORTD3D
2435                 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);
2436 #endif
2437                 break;
2438         case RENDERPATH_D3D10:
2439                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2440                 break;
2441         case RENDERPATH_D3D11:
2442                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2443                 break;
2444         case RENDERPATH_SOFT:
2445                 if (mask & GL_COLOR_BUFFER_BIT)
2446                         DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2447                 if (mask & GL_DEPTH_BUFFER_BIT)
2448                         DPSOFTRAST_ClearDepth(depthvalue);
2449                 break;
2450         }
2451 }
2452
2453 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2454 {
2455         switch(vid.renderpath)
2456         {
2457         case RENDERPATH_GL11:
2458         case RENDERPATH_GL13:
2459         case RENDERPATH_GL20:
2460         case RENDERPATH_GLES1:
2461         case RENDERPATH_GLES2:
2462                 CHECKGLERROR
2463                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2464                 break;
2465         case RENDERPATH_D3D9:
2466 #ifdef SUPPORTD3D
2467                 {
2468                         // LordHavoc: we can't directly download the backbuffer because it may be
2469                         // multisampled, and it may not be lockable, so we blit it to a lockable
2470                         // surface of the same dimensions (but without multisample) to resolve the
2471                         // multisample buffer to a normal image, and then lock that...
2472                         IDirect3DSurface9 *stretchsurface = NULL;
2473                         if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2474                         {
2475                                 D3DLOCKED_RECT lockedrect;
2476                                 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2477                                 {
2478                                         if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2479                                         {
2480                                                 int line;
2481                                                 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2482                                                 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2483                                                         memcpy(outpixels + line * width * 4, row, width * 4);
2484                                                 IDirect3DSurface9_UnlockRect(stretchsurface);
2485                                         }
2486                                 }
2487                                 IDirect3DSurface9_Release(stretchsurface);
2488                         }
2489                         // code scraps
2490                         //IDirect3DSurface9 *syssurface = NULL;
2491                         //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2492                         //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2493                         //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2494                         //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2495                         //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2496                         //IDirect3DSurface9_UnlockRect(syssurface);
2497                         //IDirect3DSurface9_Release(syssurface);
2498                 }
2499 #endif
2500                 break;
2501         case RENDERPATH_D3D10:
2502                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2503                 break;
2504         case RENDERPATH_D3D11:
2505                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2506                 break;
2507         case RENDERPATH_SOFT:
2508                 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2509                 break;
2510         }
2511 }
2512
2513 // called at beginning of frame
2514 void R_Mesh_Start(void)
2515 {
2516         BACKENDACTIVECHECK
2517         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2518         R_Mesh_SetUseVBO();
2519         if (gl_printcheckerror.integer && !gl_paranoid.integer)
2520         {
2521                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2522                 Cvar_SetValueQuick(&gl_paranoid, 1);
2523         }
2524 }
2525
2526 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2527 {
2528         int shaderobject;
2529         int shadercompiled;
2530         char compilelog[MAX_INPUTLINE];
2531         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2532         if (!shaderobject)
2533                 return false;
2534         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2535         qglCompileShader(shaderobject);CHECKGLERROR
2536         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2537         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2538         if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
2539         {
2540                 int i, j, pretextlines = 0;
2541                 for (i = 0;i < numstrings - 1;i++)
2542                         for (j = 0;strings[i][j];j++)
2543                                 if (strings[i][j] == '\n')
2544                                         pretextlines++;
2545                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2546         }
2547         if (!shadercompiled)
2548         {
2549                 qglDeleteShader(shaderobject);CHECKGLERROR
2550                 return false;
2551         }
2552         qglAttachShader(programobject, shaderobject);CHECKGLERROR
2553         qglDeleteShader(shaderobject);CHECKGLERROR
2554         return true;
2555 }
2556
2557 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)
2558 {
2559         GLint programlinked;
2560         GLuint programobject = 0;
2561         char linklog[MAX_INPUTLINE];
2562         CHECKGLERROR
2563
2564         programobject = qglCreateProgram();CHECKGLERROR
2565         if (!programobject)
2566                 return 0;
2567
2568         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2569         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
2570         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2571         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2572         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2573         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2574         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2575         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2576         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
2577         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
2578 #ifndef USE_GLES2
2579         if(vid.support.gl20shaders130)
2580                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2581 #endif
2582
2583         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2584                 goto cleanup;
2585
2586 #ifdef GL_GEOMETRY_SHADER
2587         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2588                 goto cleanup;
2589 #endif
2590
2591         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2592                 goto cleanup;
2593
2594         qglLinkProgram(programobject);CHECKGLERROR
2595         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2596         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2597         if (linklog[0])
2598         {
2599                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2600                         Con_DPrintf("program link log:\n%s\n", linklog);
2601                 // software vertex shader is ok but software fragment shader is WAY
2602                 // too slow, fail program if so.
2603                 // NOTE: this string might be ATI specific, but that's ok because the
2604                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2605                 // software fragment shader due to low instruction and dependent
2606                 // texture limits.
2607                 if (strstr(linklog, "fragment shader will run in software"))
2608                         programlinked = false;
2609         }
2610         if (!programlinked)
2611                 goto cleanup;
2612         return programobject;
2613 cleanup:
2614         qglDeleteProgram(programobject);CHECKGLERROR
2615         return 0;
2616 }
2617
2618 void GL_Backend_FreeProgram(unsigned int prog)
2619 {
2620         CHECKGLERROR
2621         qglDeleteProgram(prog);
2622         CHECKGLERROR
2623 }
2624
2625 // renders triangles using vertices from the active arrays
2626 int paranoidblah = 0;
2627 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
2628 {
2629         unsigned int numelements = numtriangles * 3;
2630         int bufferobject3i;
2631         size_t bufferoffset3i;
2632         int bufferobject3s;
2633         size_t bufferoffset3s;
2634         if (numvertices < 3 || numtriangles < 1)
2635         {
2636                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2637                         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);
2638                 return;
2639         }
2640         if (!gl_mesh_prefer_short_elements.integer)
2641         {
2642                 if (element3i)
2643                         element3s = NULL;
2644                 if (element3i_indexbuffer)
2645                         element3i_indexbuffer = NULL;
2646         }
2647         // adjust the pointers for firsttriangle
2648         if (element3i)
2649                 element3i += firsttriangle * 3;
2650         if (element3i_indexbuffer)
2651                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2652         if (element3s)
2653                 element3s += firsttriangle * 3;
2654         if (element3s_indexbuffer)
2655                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2656         switch(vid.renderpath)
2657         {
2658         case RENDERPATH_GL11:
2659         case RENDERPATH_GL13:
2660         case RENDERPATH_GL20:
2661         case RENDERPATH_GLES1:
2662         case RENDERPATH_GLES2:
2663                 // check if the user specified to ignore static index buffers
2664                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2665                 {
2666                         element3i_indexbuffer = NULL;
2667                         element3s_indexbuffer = NULL;
2668                 }
2669                 break;
2670         case RENDERPATH_D3D9:
2671         case RENDERPATH_D3D10:
2672         case RENDERPATH_D3D11:
2673                 break;
2674         case RENDERPATH_SOFT:
2675                 break;
2676         }
2677         // upload a dynamic index buffer if needed
2678         if (element3s)
2679         {
2680                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2681                 {
2682                         if (gl_state.draw_dynamicindexbuffer)
2683                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2684                         else
2685                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2686                         element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2687                         element3s_bufferoffset = 0;
2688                 }
2689         }
2690         else if (element3i)
2691         {
2692                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2693                 {
2694                         if (gl_state.draw_dynamicindexbuffer)
2695                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2696                         else
2697                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2698                         element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2699                         element3i_bufferoffset = 0;
2700                 }
2701         }
2702         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2703         bufferoffset3i = element3i_bufferoffset;
2704         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2705         bufferoffset3s = element3s_bufferoffset;
2706         r_refdef.stats.draws++;
2707         r_refdef.stats.draws_vertices += numvertices;
2708         r_refdef.stats.draws_elements += numelements;
2709         if (gl_paranoid.integer)
2710         {
2711                 unsigned int i;
2712                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2713 #if 0
2714                 unsigned int j, size;
2715                 const int *p;
2716                 // note: there's no validation done here on buffer objects because it
2717                 // is somewhat difficult to get at the data, and gl_paranoid can be
2718                 // used without buffer objects if the need arises
2719                 // (the data could be gotten using glMapBuffer but it would be very
2720                 //  slow due to uncachable video memory reads)
2721                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2722                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2723                 CHECKGLERROR
2724                 if (gl_state.pointer_vertex_pointer)
2725                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2726                                 paranoidblah += *p;
2727                 if (gl_state.pointer_color_enabled)
2728                 {
2729                         if (!qglIsEnabled(GL_COLOR_ARRAY))
2730                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2731                         CHECKGLERROR
2732                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2733                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2734                                         paranoidblah += *p;
2735                 }
2736                 for (i = 0;i < vid.texarrayunits;i++)
2737                 {
2738                         if (gl_state.units[i].arrayenabled)
2739                         {
2740                                 GL_ClientActiveTexture(i);
2741                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2742                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2743                                 CHECKGLERROR
2744                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2745                                         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++)
2746                                                 paranoidblah += *p;
2747                         }
2748                 }
2749 #endif
2750                 if (element3i)
2751                 {
2752                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2753                         {
2754                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2755                                 {
2756                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2757                                         return;
2758                                 }
2759                         }
2760                 }
2761                 if (element3s)
2762                 {
2763                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2764                         {
2765                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2766                                 {
2767                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2768                                         return;
2769                                 }
2770                         }
2771                 }
2772         }
2773         if (r_render.integer || r_refdef.draw2dstage)
2774         {
2775                 switch(vid.renderpath)
2776                 {
2777                 case RENDERPATH_GL11:
2778                 case RENDERPATH_GL13:
2779                 case RENDERPATH_GL20:
2780                         CHECKGLERROR
2781                         if (gl_mesh_testmanualfeeding.integer)
2782                         {
2783 #ifndef USE_GLES2
2784                                 unsigned int i, j, element;
2785                                 const GLfloat *p;
2786                                 qglBegin(GL_TRIANGLES);
2787                                 if(vid.renderpath == RENDERPATH_GL20)
2788                                 {
2789                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2790                                         {
2791                                                 if (element3i)
2792                                                         element = element3i[i];
2793                                                 else if (element3s)
2794                                                         element = element3s[i];
2795                                                 else
2796                                                         element = firstvertex + i;
2797                                                 for (j = 0;j < vid.texarrayunits;j++)
2798                                                 {
2799                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2800                                                         {
2801                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2802                                                                 {
2803                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2804                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2805                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2806                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2807                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2808                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2809                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2810                                                                         else
2811                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2812                                                                 }
2813                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2814                                                                 {
2815                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2816                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2817                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2818                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2819                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2820                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2821                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2822                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2823                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2824                                                                 }
2825                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2826                                                                 {
2827                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2828                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2829                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2830                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2831                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2832                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2833                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2834                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2835                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2836                                                                 }
2837                                                         }
2838                                                 }
2839                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2840                                                 {
2841                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2842                                                         {
2843                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2844                                                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2845                                                         }
2846                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2847                                                         {
2848                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2849                                                                 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2850                                                         }
2851                                                 }
2852                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2853                                                 {
2854                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2855                                                         if (gl_state.pointer_vertex_components == 4)
2856                                                                 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2857                                                         else if (gl_state.pointer_vertex_components == 3)
2858                                                                 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2859                                                         else
2860                                                                 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2861                                                 }
2862                                         }
2863                                 }
2864                                 else
2865                                 {
2866                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2867                                         {
2868                                                 if (element3i)
2869                                                         element = element3i[i];
2870                                                 else if (element3s)
2871                                                         element = element3s[i];
2872                                                 else
2873                                                         element = firstvertex + i;
2874                                                 for (j = 0;j < vid.texarrayunits;j++)
2875                                                 {
2876                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2877                                                         {
2878                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2879                                                                 {
2880                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2881                                                                         if (vid.texarrayunits > 1)
2882                                                                         {
2883                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2884                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
2885                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2886                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
2887                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2888                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
2889                                                                                 else
2890                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
2891                                                                         }
2892                                                                         else
2893                                                                         {
2894                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2895                                                                                         qglTexCoord4f(p[0], p[1], p[2], p[3]);
2896                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2897                                                                                         qglTexCoord3f(p[0], p[1], p[2]);
2898                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2899                                                                                         qglTexCoord2f(p[0], p[1]);
2900                                                                                 else
2901                                                                                         qglTexCoord1f(p[0]);
2902                                                                         }
2903                                                                 }
2904                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2905                                                                 {
2906                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2907                                                                         if (vid.texarrayunits > 1)
2908                                                                         {
2909                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2910                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
2911                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2912                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
2913                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2914                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
2915                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2916                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
2917                                                                         }
2918                                                                         else
2919                                                                         {
2920                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2921                                                                                         qglTexCoord4f(s[0], s[1], s[2], s[3]);
2922                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2923                                                                                         qglTexCoord3f(s[0], s[1], s[2]);
2924                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2925                                                                                         qglTexCoord2f(s[0], s[1]);
2926                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2927                                                                                         qglTexCoord1f(s[0]);
2928                                                                         }
2929                                                                 }
2930                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2931                                                                 {
2932                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2933                                                                         if (vid.texarrayunits > 1)
2934                                                                         {
2935                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2936                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
2937                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2938                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
2939                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2940                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
2941                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2942                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
2943                                                                         }
2944                                                                         else
2945                                                                         {
2946                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
2947                                                                                         qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2948                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
2949                                                                                         qglTexCoord3f(sb[0], sb[1], sb[2]);
2950                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
2951                                                                                         qglTexCoord2f(sb[0], sb[1]);
2952                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
2953                                                                                         qglTexCoord1f(sb[0]);
2954                                                                         }
2955                                                                 }
2956                                                         }
2957                                                 }
2958                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2959                                                 {
2960                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2961                                                         {
2962                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2963                                                                 qglColor4f(p[0], p[1], p[2], p[3]);
2964                                                         }
2965                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2966                                                         {
2967                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2968                                                                 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2969                                                         }
2970                                                 }
2971                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2972                                                 {
2973                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2974                                                         if (gl_state.pointer_vertex_components == 4)
2975                                                                 qglVertex4f(p[0], p[1], p[2], p[3]);
2976                                                         else if (gl_state.pointer_vertex_components == 3)
2977                                                                 qglVertex3f(p[0], p[1], p[2]);
2978                                                         else
2979                                                                 qglVertex2f(p[0], p[1]);
2980                                                 }
2981                                         }
2982                                 }
2983                                 qglEnd();
2984                                 CHECKGLERROR
2985 #endif
2986                         }
2987                         else if (bufferobject3s)
2988                         {
2989                                 GL_BindEBO(bufferobject3s);
2990 #ifndef USE_GLES2
2991                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2992                                 {
2993                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2994                                         CHECKGLERROR
2995                                 }
2996                                 else
2997 #endif
2998                                 {
2999                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3000                                         CHECKGLERROR
3001                                 }
3002                         }
3003                         else if (bufferobject3i)
3004                         {
3005                                 GL_BindEBO(bufferobject3i);
3006 #ifndef USE_GLES2
3007                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3008                                 {
3009                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3010                                         CHECKGLERROR
3011                                 }
3012                                 else
3013 #endif
3014                                 {
3015                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3016                                         CHECKGLERROR
3017                                 }
3018                         }
3019                         else if (element3s)
3020                         {
3021                                 GL_BindEBO(0);
3022 #ifndef USE_GLES2
3023                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3024                                 {
3025                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3026                                         CHECKGLERROR
3027                                 }
3028                                 else
3029 #endif
3030                                 {
3031                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3032                                         CHECKGLERROR
3033                                 }
3034                         }
3035                         else if (element3i)
3036                         {
3037                                 GL_BindEBO(0);
3038 #ifndef USE_GLES2
3039                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3040                                 {
3041                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3042                                         CHECKGLERROR
3043                                 }
3044                                 else
3045 #endif
3046                                 {
3047                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3048                                         CHECKGLERROR
3049                                 }
3050                         }
3051                         else
3052                         {
3053                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3054                                 CHECKGLERROR
3055                         }
3056                         break;
3057                 case RENDERPATH_D3D9:
3058 #ifdef SUPPORTD3D
3059                         if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3060                         {
3061                                 if (element3s_indexbuffer)
3062                                 {
3063                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3064                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3065                                 }
3066                                 else if (element3i_indexbuffer)
3067                                 {
3068                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3069                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3070                                 }
3071                                 else
3072                                         IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3073                         }
3074                         else
3075                         {
3076                                 if (element3s)
3077                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3078                                 else if (element3i)
3079                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3080                                 else
3081                                         IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3082                         }
3083 #endif
3084                         break;
3085                 case RENDERPATH_D3D10:
3086                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3087                         break;
3088                 case RENDERPATH_D3D11:
3089                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3090                         break;
3091                 case RENDERPATH_SOFT:
3092                         DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3093                         break;
3094                 case RENDERPATH_GLES1:
3095                 case RENDERPATH_GLES2:
3096                         // GLES does not have glDrawRangeElements, and generally
3097                         // underperforms with index buffers, so this code path is
3098                         // relatively straightforward...
3099 #if 0
3100                         if (gl_paranoid.integer)
3101                         {
3102                                 int r, prog, enabled, i;
3103                                 GLsizei         attriblength;
3104                                 GLint           attribsize;
3105                                 GLenum          attribtype;
3106                                 GLchar          attribname[1024];
3107                                 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3108                                 if (r != GL_FRAMEBUFFER_COMPLETE)
3109                                         Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3110 #ifndef GL_CURRENT_PROGRAM
3111 #define GL_CURRENT_PROGRAM 0x8B8D
3112 #endif
3113                                 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3114                                 if (r < 0 || r > 10000)
3115                                         Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3116                                 prog = r;
3117                                 for (i = 0;i < 8;i++)
3118                                 {
3119                                         qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3120                                         if (!r)
3121                                                 continue;
3122                                         qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3123                                         Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3124                                 }
3125                         }
3126 #endif
3127                         if (element3s)
3128                         {
3129                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3130                                 CHECKGLERROR
3131                         }
3132                         else if (element3i)
3133                         {
3134                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3135                                 CHECKGLERROR
3136                         }
3137                         else
3138                         {
3139                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3140                                 CHECKGLERROR
3141                         }
3142                         break;
3143                 }
3144         }
3145 }
3146
3147 // restores backend state, used when done with 3D rendering
3148 void R_Mesh_Finish(void)
3149 {
3150         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3151 }
3152
3153 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
3154 {
3155         r_meshbuffer_t *buffer;
3156         if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
3157                 return NULL;
3158         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3159         memset(buffer, 0, sizeof(*buffer));
3160         buffer->bufferobject = 0;
3161         buffer->devicebuffer = NULL;
3162         buffer->size = 0;
3163         buffer->isindexbuffer = isindexbuffer;
3164         buffer->isdynamic = isdynamic;
3165         buffer->isindex16 = isindex16;
3166         strlcpy(buffer->name, name, sizeof(buffer->name));
3167         R_Mesh_UpdateMeshBuffer(buffer, data, size);
3168         return buffer;
3169 }
3170
3171 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
3172 {
3173         if (!buffer)
3174                 return;
3175         if (buffer->isindexbuffer)
3176         {
3177                 r_refdef.stats.indexbufferuploadcount++;
3178                 r_refdef.stats.indexbufferuploadsize += size;
3179         }
3180         else
3181         {
3182                 r_refdef.stats.vertexbufferuploadcount++;
3183                 r_refdef.stats.vertexbufferuploadsize += size;
3184         }
3185         switch(vid.renderpath)
3186         {
3187         case RENDERPATH_GL11:
3188         case RENDERPATH_GL13:
3189         case RENDERPATH_GL20:
3190         case RENDERPATH_GLES1:
3191         case RENDERPATH_GLES2:
3192                 if (!buffer->bufferobject)
3193                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3194                 if (buffer->isindexbuffer)
3195                         GL_BindEBO(buffer->bufferobject);
3196                 else
3197                         GL_BindVBO(buffer->bufferobject);
3198                 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3199                 break;
3200         case RENDERPATH_D3D9:
3201 #ifdef SUPPORTD3D
3202                 {
3203                         int result;
3204                         void *datapointer = NULL;
3205                         if (buffer->isindexbuffer)
3206                         {
3207                                 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3208                                 if (size > buffer->size || !buffer->devicebuffer)
3209                                 {
3210                                         if (buffer->devicebuffer)
3211                                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3212                                         buffer->devicebuffer = NULL;
3213                                         if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3214                                                 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);
3215                                         buffer->devicebuffer = (void *)d3d9indexbuffer;
3216                                         buffer->size = size;
3217                                 }
3218                                 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3219                                 {
3220                                         if (data)
3221                                                 memcpy(datapointer, data, size);
3222                                         else
3223                                                 memset(datapointer, 0, size);
3224                                         IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3225                                 }
3226                         }
3227                         else
3228                         {
3229                                 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3230                                 if (size > buffer->size || !buffer->devicebuffer)
3231                                 {
3232                                         if (buffer->devicebuffer)
3233                                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3234                                         buffer->devicebuffer = NULL;
3235                                         if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3236                                                 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);
3237                                         buffer->devicebuffer = (void *)d3d9vertexbuffer;
3238                                         buffer->size = size;
3239                                 }
3240                                 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3241                                 {
3242                                         if (data)
3243                                                 memcpy(datapointer, data, size);
3244                                         else
3245                                                 memset(datapointer, 0, size);
3246                                         IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3247                                 }
3248                         }
3249                 }
3250 #endif
3251                 break;
3252         case RENDERPATH_D3D10:
3253                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3254                 break;
3255         case RENDERPATH_D3D11:
3256                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3257                 break;
3258         case RENDERPATH_SOFT:
3259                 break;
3260         }
3261 }
3262
3263 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3264 {
3265         if (!buffer)
3266                 return;
3267         switch(vid.renderpath)
3268         {
3269         case RENDERPATH_GL11:
3270         case RENDERPATH_GL13:
3271         case RENDERPATH_GL20:
3272         case RENDERPATH_GLES1:
3273         case RENDERPATH_GLES2:
3274                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3275                 break;
3276         case RENDERPATH_D3D9:
3277 #ifdef SUPPORTD3D
3278                 if (gl_state.d3dvertexbuffer == (void *)buffer)
3279                         gl_state.d3dvertexbuffer = NULL;
3280                 if (buffer->devicebuffer)
3281                 {
3282                         if (buffer->isindexbuffer)
3283                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3284                         else
3285                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3286                         buffer->devicebuffer = NULL;
3287                 }
3288 #endif
3289                 break;
3290         case RENDERPATH_D3D10:
3291                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3292                 break;
3293         case RENDERPATH_D3D11:
3294                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3295                 break;
3296         case RENDERPATH_SOFT:
3297                 break;
3298         }
3299         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3300 }
3301
3302 void GL_Mesh_ListVBOs(qboolean printeach)
3303 {
3304         int i, endindex;
3305         size_t ebocount = 0, ebomemory = 0;
3306         size_t vbocount = 0, vbomemory = 0;
3307         r_meshbuffer_t *buffer;
3308         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3309         for (i = 0;i < endindex;i++)
3310         {
3311                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3312                 if (!buffer)
3313                         continue;
3314                 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3315                 else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3316         }
3317         Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
3318 }
3319
3320
3321
3322 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3323 {
3324         switch(vid.renderpath)
3325         {
3326         case RENDERPATH_GL11:
3327         case RENDERPATH_GL13:
3328         case RENDERPATH_GLES1:
3329                 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)
3330                 {
3331                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3332                         gl_state.pointer_vertex_components = components;
3333                         gl_state.pointer_vertex_gltype = gltype;
3334                         gl_state.pointer_vertex_stride = stride;
3335                         gl_state.pointer_vertex_pointer = pointer;
3336                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3337                         gl_state.pointer_vertex_offset = bufferoffset;
3338                         CHECKGLERROR
3339                         GL_BindVBO(bufferobject);
3340                         qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3341                 }
3342                 break;
3343         case RENDERPATH_GL20:
3344         case RENDERPATH_GLES2:
3345                 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)
3346                 {
3347                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3348                         gl_state.pointer_vertex_components = components;
3349                         gl_state.pointer_vertex_gltype = gltype;
3350                         gl_state.pointer_vertex_stride = stride;
3351                         gl_state.pointer_vertex_pointer = pointer;
3352                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3353                         gl_state.pointer_vertex_offset = bufferoffset;
3354                         CHECKGLERROR
3355                         GL_BindVBO(bufferobject);
3356                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3357                 }
3358                 break;
3359         case RENDERPATH_D3D9:
3360         case RENDERPATH_D3D10:
3361         case RENDERPATH_D3D11:
3362         case RENDERPATH_SOFT:
3363                 break;
3364         }
3365 }
3366
3367 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3368 {
3369         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3370         // the pointer only.
3371         switch(vid.renderpath)
3372         {
3373         case RENDERPATH_GL11:
3374         case RENDERPATH_GL13:
3375         case RENDERPATH_GLES1:
3376 #ifdef GL_MODELVIEW
3377                 CHECKGLERROR
3378                 if (pointer)
3379                 {
3380                         // caller wants color array enabled
3381                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3382                         if (!gl_state.pointer_color_enabled)
3383                         {
3384                                 gl_state.pointer_color_enabled = true;
3385                                 CHECKGLERROR
3386                                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3387                         }
3388                         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)
3389                         {
3390                                 gl_state.pointer_color_components = components;
3391                                 gl_state.pointer_color_gltype = gltype;
3392                                 gl_state.pointer_color_stride = stride;
3393                                 gl_state.pointer_color_pointer = pointer;
3394                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3395                                 gl_state.pointer_color_offset = bufferoffset;
3396                                 CHECKGLERROR
3397                                 GL_BindVBO(bufferobject);
3398                                 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3399                         }
3400                 }
3401                 else
3402                 {
3403                         // caller wants color array disabled
3404                         if (gl_state.pointer_color_enabled)
3405                         {
3406                                 gl_state.pointer_color_enabled = false;
3407                                 CHECKGLERROR
3408                                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3409                                 // when color array is on the glColor gets trashed, set it again
3410                                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3411                         }
3412                 }
3413 #endif
3414                 break;
3415         case RENDERPATH_GL20:
3416         case RENDERPATH_GLES2:
3417                 CHECKGLERROR
3418                 if (pointer)
3419                 {
3420                         // caller wants color array enabled
3421                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3422                         if (!gl_state.pointer_color_enabled)
3423                         {
3424                                 gl_state.pointer_color_enabled = true;
3425                                 CHECKGLERROR
3426                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3427                         }
3428                         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)
3429                         {
3430                                 gl_state.pointer_color_components = components;
3431                                 gl_state.pointer_color_gltype = gltype;
3432                                 gl_state.pointer_color_stride = stride;
3433                                 gl_state.pointer_color_pointer = pointer;
3434                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3435                                 gl_state.pointer_color_offset = bufferoffset;
3436                                 CHECKGLERROR
3437                                 GL_BindVBO(bufferobject);
3438                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3439                         }
3440                 }
3441                 else
3442                 {
3443                         // caller wants color array disabled
3444                         if (gl_state.pointer_color_enabled)
3445                         {
3446                                 gl_state.pointer_color_enabled = false;
3447                                 CHECKGLERROR
3448                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3449                                 // when color array is on the glColor gets trashed, set it again
3450                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3451                         }
3452                 }
3453                 break;
3454         case RENDERPATH_D3D9:
3455         case RENDERPATH_D3D10:
3456         case RENDERPATH_D3D11:
3457         case RENDERPATH_SOFT:
3458                 break;
3459         }
3460 }
3461
3462 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)
3463 {
3464         gltextureunit_t *unit = gl_state.units + unitnum;
3465         // update array settings
3466         // note: there is no need to check bufferobject here because all cases
3467         // that involve a valid bufferobject also supply a texcoord array
3468         switch(vid.renderpath)
3469         {
3470         case RENDERPATH_GL11:
3471         case RENDERPATH_GL13:
3472         case RENDERPATH_GLES1:
3473 #ifdef GL_MODELVIEW
3474                 CHECKGLERROR
3475                 if (pointer)
3476                 {
3477                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3478                         // texture array unit is enabled, enable the array
3479                         if (!unit->arrayenabled)
3480                         {
3481                                 unit->arrayenabled = true;
3482                                 GL_ClientActiveTexture(unitnum);
3483                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3484                         }
3485                         // texcoord array
3486                         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)
3487                         {
3488                                 unit->pointer_texcoord_components = components;
3489                                 unit->pointer_texcoord_gltype = gltype;
3490                                 unit->pointer_texcoord_stride = stride;
3491                                 unit->pointer_texcoord_pointer = pointer;
3492                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3493                                 unit->pointer_texcoord_offset = bufferoffset;
3494                                 GL_ClientActiveTexture(unitnum);
3495                                 GL_BindVBO(bufferobject);
3496                                 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3497                         }
3498                 }
3499                 else
3500                 {
3501                         // texture array unit is disabled, disable the array
3502                         if (unit->arrayenabled)
3503                         {
3504                                 unit->arrayenabled = false;
3505                                 GL_ClientActiveTexture(unitnum);
3506                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3507                         }
3508                 }
3509 #endif
3510                 break;
3511         case RENDERPATH_GL20:
3512         case RENDERPATH_GLES2:
3513                 CHECKGLERROR
3514                 if (pointer)
3515                 {
3516                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3517                         // texture array unit is enabled, enable the array
3518                         if (!unit->arrayenabled)
3519                         {
3520                                 unit->arrayenabled = true;
3521                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3522                         }
3523                         // texcoord array
3524                         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)
3525                         {
3526                                 unit->pointer_texcoord_components = components;
3527                                 unit->pointer_texcoord_gltype = gltype;
3528                                 unit->pointer_texcoord_stride = stride;
3529                                 unit->pointer_texcoord_pointer = pointer;
3530                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3531                                 unit->pointer_texcoord_offset = bufferoffset;
3532                                 GL_BindVBO(bufferobject);
3533                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3534                         }
3535                 }
3536                 else
3537                 {
3538                         // texture array unit is disabled, disable the array
3539                         if (unit->arrayenabled)
3540                         {
3541                                 unit->arrayenabled = false;
3542                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3543                         }
3544                 }
3545                 break;
3546         case RENDERPATH_D3D9:
3547         case RENDERPATH_D3D10:
3548         case RENDERPATH_D3D11:
3549         case RENDERPATH_SOFT:
3550                 break;
3551         }
3552 }
3553
3554 int R_Mesh_TexBound(unsigned int unitnum, int id)
3555 {
3556         gltextureunit_t *unit = gl_state.units + unitnum;
3557         if (unitnum >= vid.teximageunits)
3558                 return 0;
3559         if (id == GL_TEXTURE_2D)
3560                 return unit->t2d;
3561         if (id == GL_TEXTURE_3D)
3562                 return unit->t3d;
3563         if (id == GL_TEXTURE_CUBE_MAP)
3564                 return unit->tcubemap;
3565         return 0;
3566 }
3567
3568 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3569 {
3570         switch(vid.renderpath)
3571         {
3572         case RENDERPATH_GL11:
3573         case RENDERPATH_GL13:
3574         case RENDERPATH_GL20:
3575         case RENDERPATH_GLES1:
3576         case RENDERPATH_GLES2:
3577                 R_Mesh_TexBind(0, tex);
3578                 GL_ActiveTexture(0);CHECKGLERROR
3579                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3580                 break;
3581         case RENDERPATH_D3D9:
3582 #ifdef SUPPORTD3D
3583                 {
3584                         IDirect3DSurface9 *currentsurface = NULL;
3585                         IDirect3DSurface9 *texturesurface = NULL;
3586                         RECT sourcerect;
3587                         RECT destrect;
3588                         sourcerect.left = sx;
3589                         sourcerect.top = sy;
3590                         sourcerect.right = sx + width;
3591                         sourcerect.bottom = sy + height;
3592                         destrect.left = tx;
3593                         destrect.top = ty;
3594                         destrect.right = tx + width;
3595                         destrect.bottom = ty + height;
3596                         if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3597                         {
3598                                 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
3599                                 {
3600                                         IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3601                                         IDirect3DSurface9_Release(currentsurface);
3602                                 }
3603                                 IDirect3DSurface9_Release(texturesurface);
3604                         }
3605                 }
3606 #endif
3607                 break;
3608         case RENDERPATH_D3D10:
3609                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3610                 break;
3611         case RENDERPATH_D3D11:
3612                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3613                 break;
3614         case RENDERPATH_SOFT:
3615                 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3616                 break;
3617         }
3618 }
3619
3620 #ifdef SUPPORTD3D
3621 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};
3622 #endif
3623
3624 void R_Mesh_ClearBindingsForTexture(int texnum)
3625 {
3626         gltextureunit_t *unit;
3627         unsigned int unitnum;
3628         // 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)
3629         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3630         {
3631                 unit = gl_state.units + unitnum;
3632                 if (unit->t2d == texnum)
3633                         unit->t2d = -1;
3634                 if (unit->t3d == texnum)
3635                         unit->t3d = -1;
3636                 if (unit->tcubemap == texnum)
3637                         unit->tcubemap = -1;
3638         }
3639 }
3640
3641 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3642 {
3643         gltextureunit_t *unit = gl_state.units + unitnum;
3644         int tex2d, tex3d, texcubemap, texnum;
3645         if (unitnum >= vid.teximageunits)
3646                 return;
3647 //      if (unit->texture == tex)
3648 //              return;
3649         switch(vid.renderpath)
3650         {
3651         case RENDERPATH_GL20:
3652         case RENDERPATH_GLES2:
3653                 if (!tex)
3654                 {
3655                         tex = r_texture_white;
3656                         // not initialized enough yet...
3657                         if (!tex)
3658                                 return;
3659                 }
3660                 unit->texture = tex;
3661                 texnum = R_GetTexture(tex);
3662                 switch(tex->gltexturetypeenum)
3663                 {
3664                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3665                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3666                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3667                 }
3668                 break;
3669         case RENDERPATH_GL11:
3670         case RENDERPATH_GL13:
3671         case RENDERPATH_GLES1:
3672                 unit->texture = tex;
3673                 tex2d = 0;
3674                 tex3d = 0;
3675                 texcubemap = 0;
3676                 if (tex)
3677                 {
3678                         texnum = R_GetTexture(tex);
3679                         switch(tex->gltexturetypeenum)
3680                         {
3681                         case GL_TEXTURE_2D:
3682                                 tex2d = texnum;
3683                                 break;
3684                         case GL_TEXTURE_3D:
3685                                 tex3d = texnum;
3686                                 break;
3687                         case GL_TEXTURE_CUBE_MAP:
3688                                 texcubemap = texnum;
3689                                 break;
3690                         }
3691                 }
3692                 // update 2d texture binding
3693                 if (unit->t2d != tex2d)
3694                 {
3695                         GL_ActiveTexture(unitnum);
3696                         if (tex2d)
3697                         {
3698                                 if (unit->t2d == 0)
3699                                 {
3700                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3701                                 }
3702                         }
3703                         else
3704                         {
3705                                 if (unit->t2d)
3706                                 {
3707                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3708                                 }
3709                         }
3710                         unit->t2d = tex2d;
3711                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3712                 }
3713                 // update 3d texture binding
3714                 if (unit->t3d != tex3d)
3715                 {
3716                         GL_ActiveTexture(unitnum);
3717                         if (tex3d)
3718                         {
3719                                 if (unit->t3d == 0)
3720                                 {
3721                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3722                                 }
3723                         }
3724                         else
3725                         {
3726                                 if (unit->t3d)
3727                                 {
3728                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3729                                 }
3730                         }
3731                         unit->t3d = tex3d;
3732                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3733                 }
3734                 // update cubemap texture binding
3735                 if (unit->tcubemap != texcubemap)
3736                 {
3737                         GL_ActiveTexture(unitnum);
3738                         if (texcubemap)
3739                         {
3740                                 if (unit->tcubemap == 0)
3741                                 {
3742                                         qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3743                                 }
3744                         }
3745                         else
3746                         {
3747                                 if (unit->tcubemap)
3748                                 {
3749                                         qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3750                                 }
3751                         }
3752                         unit->tcubemap = texcubemap;
3753                         qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3754                 }
3755                 break;
3756         case RENDERPATH_D3D9:
3757 #ifdef SUPPORTD3D
3758                 {
3759                         extern cvar_t gl_texture_anisotropy;
3760                         if (!tex)
3761                         {
3762                                 tex = r_texture_white;
3763                                 // not initialized enough yet...
3764                                 if (!tex)
3765                                         return;
3766                         }
3767                         // upload texture if needed
3768                         R_GetTexture(tex);
3769                         if (unit->texture == tex)
3770                                 return;
3771                         unit->texture = tex;
3772                         IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3773                         //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3774                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3775                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3776                         if (tex->d3daddressw)
3777                                 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
3778                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3779                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3780                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3781                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3782                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3783                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3784                 }
3785 #endif
3786                 break;
3787         case RENDERPATH_D3D10:
3788                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3789                 break;
3790         case RENDERPATH_D3D11:
3791                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3792                 break;
3793         case RENDERPATH_SOFT:
3794                 if (!tex)
3795                 {
3796                         tex = r_texture_white;
3797                         // not initialized enough yet...
3798                         if (!tex)
3799                                 return;
3800                 }
3801                 texnum = R_GetTexture(tex);
3802                 if (unit->texture == tex)
3803                         return;
3804                 unit->texture = tex;
3805                 DPSOFTRAST_SetTexture(unitnum, texnum);
3806                 break;
3807         }
3808 }
3809
3810 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3811 {
3812         gltextureunit_t *unit = gl_state.units + unitnum;
3813         switch(vid.renderpath)
3814         {
3815         case RENDERPATH_GL11:
3816         case RENDERPATH_GL13:
3817         case RENDERPATH_GL20:
3818         case RENDERPATH_GLES1:
3819         case RENDERPATH_GLES2:
3820 #ifdef GL_MODELVIEW
3821                 if (matrix && matrix->m[3][3])
3822                 {
3823                         // texmatrix specified, check if it is different
3824                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3825                         {
3826                                 float glmatrix[16];
3827                                 unit->texmatrixenabled = true;
3828                                 unit->matrix = *matrix;
3829                                 CHECKGLERROR
3830                                 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3831                                 GL_ActiveTexture(unitnum);
3832                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3833                                 qglLoadMatrixf(glmatrix);CHECKGLERROR
3834                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3835                         }
3836                 }
3837                 else
3838                 {
3839                         // no texmatrix specified, revert to identity
3840                         if (unit->texmatrixenabled)
3841                         {
3842                                 unit->texmatrixenabled = false;
3843                                 unit->matrix = identitymatrix;
3844                                 CHECKGLERROR
3845                                 GL_ActiveTexture(unitnum);
3846                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3847                                 qglLoadIdentity();CHECKGLERROR
3848                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3849                         }
3850                 }
3851 #endif
3852                 break;
3853         case RENDERPATH_D3D9:
3854         case RENDERPATH_D3D10:
3855         case RENDERPATH_D3D11:
3856                 break;
3857         case RENDERPATH_SOFT:
3858                 break;
3859         }
3860 }
3861
3862 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3863 {
3864         gltextureunit_t *unit = gl_state.units + unitnum;
3865         CHECKGLERROR
3866         switch(vid.renderpath)
3867         {
3868         case RENDERPATH_GL20:
3869         case RENDERPATH_GLES2:
3870                 // do nothing
3871                 break;
3872         case RENDERPATH_GL13:
3873         case RENDERPATH_GLES1:
3874 #ifdef GL_TEXTURE_ENV
3875                 // GL_ARB_texture_env_combine
3876                 if (!combinergb)
3877                         combinergb = GL_MODULATE;
3878                 if (!combinealpha)
3879                         combinealpha = GL_MODULATE;
3880                 if (!rgbscale)
3881                         rgbscale = 1;
3882                 if (!alphascale)
3883                         alphascale = 1;
3884                 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3885                 {
3886                         if (combinergb == GL_DECAL)
3887                                 combinergb = GL_INTERPOLATE;
3888                         if (unit->combine != GL_COMBINE)
3889                         {
3890                                 unit->combine = GL_COMBINE;
3891                                 GL_ActiveTexture(unitnum);
3892                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
3893                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
3894                         }
3895                         if (unit->combinergb != combinergb)
3896                         {
3897                                 unit->combinergb = combinergb;
3898                                 GL_ActiveTexture(unitnum);
3899                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
3900                         }
3901                         if (unit->combinealpha != combinealpha)
3902                         {
3903                                 unit->combinealpha = combinealpha;
3904                                 GL_ActiveTexture(unitnum);
3905                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
3906                         }
3907                         if (unit->rgbscale != rgbscale)
3908                         {
3909                                 unit->rgbscale = rgbscale;
3910                                 GL_ActiveTexture(unitnum);
3911                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
3912                         }
3913                         if (unit->alphascale != alphascale)
3914                         {
3915                                 unit->alphascale = alphascale;
3916                                 GL_ActiveTexture(unitnum);
3917                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3918                         }
3919                 }
3920                 else
3921                 {
3922                         if (unit->combine != combinergb)
3923                         {
3924                                 unit->combine = combinergb;
3925                                 GL_ActiveTexture(unitnum);
3926                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3927                         }
3928                 }
3929 #endif
3930                 break;
3931         case RENDERPATH_GL11:
3932                 // normal GL texenv
3933 #ifdef GL_TEXTURE_ENV
3934                 if (!combinergb)
3935                         combinergb = GL_MODULATE;
3936                 if (unit->combine != combinergb)
3937                 {
3938                         unit->combine = combinergb;
3939                         GL_ActiveTexture(unitnum);
3940                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3941                 }
3942 #endif
3943                 break;
3944         case RENDERPATH_D3D9:
3945         case RENDERPATH_D3D10:
3946         case RENDERPATH_D3D11:
3947                 break;
3948         case RENDERPATH_SOFT:
3949                 break;
3950         }
3951 }
3952
3953 void R_Mesh_ResetTextureState(void)
3954 {
3955         unsigned int unitnum;
3956
3957         BACKENDACTIVECHECK
3958
3959         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3960                 R_Mesh_TexBind(unitnum, NULL);
3961         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3962                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3963         switch(vid.renderpath)
3964         {
3965         case RENDERPATH_GL20:
3966         case RENDERPATH_GLES2:
3967         case RENDERPATH_D3D9:
3968         case RENDERPATH_D3D10:
3969         case RENDERPATH_D3D11:
3970         case RENDERPATH_SOFT:
3971                 break;
3972         case RENDERPATH_GL11:
3973         case RENDERPATH_GL13:
3974         case RENDERPATH_GLES1:
3975                 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3976                 {
3977                         R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
3978                         R_Mesh_TexMatrix(unitnum, NULL);
3979                 }
3980                 break;
3981         }
3982 }
3983
3984
3985
3986 #ifdef SUPPORTD3D
3987 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
3988 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3989 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3990
3991 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
3992 {
3993         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3994         D3DDECL_END()
3995 };
3996
3997 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3998 {
3999         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4000         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4001         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4002         D3DDECL_END()
4003 };
4004
4005 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4006 {
4007         {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4008         {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4009         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4010         {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4011         {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4012         {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4013         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4014         D3DDECL_END()
4015 };
4016
4017 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4018 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4019 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4020 #endif
4021
4022 static void R_Mesh_InitVertexDeclarations(void)
4023 {
4024 #ifdef SUPPORTD3D
4025         r_vertex3f_d3d9decl = NULL;
4026         r_vertexgeneric_d3d9decl = NULL;
4027         r_vertexmesh_d3d9decl = NULL;
4028         switch(vid.renderpath)
4029         {
4030         case RENDERPATH_GL20:
4031         case RENDERPATH_GL13:
4032         case RENDERPATH_GL11:
4033         case RENDERPATH_GLES1:
4034         case RENDERPATH_GLES2:
4035                 break;
4036         case RENDERPATH_D3D9:
4037                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4038                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4039                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4040                 break;
4041         case RENDERPATH_D3D10:
4042                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4043                 break;
4044         case RENDERPATH_D3D11:
4045                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4046                 break;
4047         case RENDERPATH_SOFT:
4048                 break;
4049         }
4050 #endif
4051 }
4052
4053 static void R_Mesh_DestroyVertexDeclarations(void)
4054 {
4055 #ifdef SUPPORTD3D
4056         if (r_vertex3f_d3d9decl)
4057                 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4058         r_vertex3f_d3d9decl = NULL;
4059         if (r_vertexgeneric_d3d9decl)
4060                 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4061         r_vertexgeneric_d3d9decl = NULL;
4062         if (r_vertexmesh_d3d9decl)
4063                 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4064         r_vertexmesh_d3d9decl = NULL;
4065 #endif
4066 }
4067
4068 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
4069 {
4070         // upload temporary vertexbuffer for this rendering
4071         if (!gl_state.usevbo_staticvertex)
4072                 vertexbuffer = NULL;
4073         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4074         {
4075                 if (gl_state.preparevertices_dynamicvertexbuffer)
4076                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
4077                 else
4078                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
4079                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4080         }
4081         switch(vid.renderpath)
4082         {
4083         case RENDERPATH_GL20:
4084         case RENDERPATH_GLES2:
4085                 if (vertexbuffer)
4086                 {
4087                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4088                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4089                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4090                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4091                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4092                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4093                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4094                 }
4095                 else
4096                 {
4097                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4098                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4099                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4100                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4101                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4102                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4103                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4104                 }
4105                 break;
4106         case RENDERPATH_GL13:
4107         case RENDERPATH_GLES1:
4108                 if (vertexbuffer)
4109                 {
4110                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4111                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4112                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4113                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4114                 }
4115                 else
4116                 {
4117                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4118                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4119                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4120                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4121                 }
4122                 break;
4123         case RENDERPATH_GL11:
4124                 if (vertexbuffer)
4125                 {
4126                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4127                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4128                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4129                 }
4130                 else
4131                 {
4132                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4133                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4134                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4135                 }
4136                 break;
4137         case RENDERPATH_D3D9:
4138 #ifdef SUPPORTD3D
4139                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4140                 if (vertexbuffer)
4141                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
4142                 else
4143                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4144                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4145                 gl_state.d3dvertexdata = (void *)vertex3f;
4146                 gl_state.d3dvertexsize = sizeof(float[3]);
4147 #endif
4148                 break;
4149         case RENDERPATH_D3D10:
4150                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4151                 break;
4152         case RENDERPATH_D3D11:
4153                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4154                 break;
4155         case RENDERPATH_SOFT:
4156                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4157                 DPSOFTRAST_SetColorPointer(NULL, 0);
4158                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4159                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4160                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4161                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4162                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4163                 break;
4164         }
4165 }
4166
4167
4168
4169 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4170 {
4171         size_t size;
4172         size = sizeof(r_vertexgeneric_t) * numvertices;
4173         if (gl_state.preparevertices_tempdatamaxsize < size)
4174         {
4175                 gl_state.preparevertices_tempdatamaxsize = size;
4176                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4177         }
4178         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4179         gl_state.preparevertices_numvertices = numvertices;
4180         return gl_state.preparevertices_vertexgeneric;
4181 }
4182
4183 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4184 {
4185         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
4186         gl_state.preparevertices_vertexgeneric = NULL;
4187         gl_state.preparevertices_numvertices = 0;
4188         return true;
4189 }
4190
4191 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4192 {
4193         int i;
4194         r_vertexgeneric_t *vertex;
4195         switch(vid.renderpath)
4196         {
4197         case RENDERPATH_GL20:
4198         case RENDERPATH_GLES2:
4199                 if (!vid.useinterleavedarrays)
4200                 {
4201                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4202                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4203                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4204                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4205                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4206                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4207                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4208                         return;
4209                 }
4210                 break;
4211         case RENDERPATH_GL11:
4212         case RENDERPATH_GL13:
4213         case RENDERPATH_GLES1:
4214                 if (!vid.useinterleavedarrays)
4215                 {
4216                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4217                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4218                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4219                         if (vid.texunits >= 2)
4220                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4221                         if (vid.texunits >= 3)
4222                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4223                         return;
4224                 }
4225                 break;
4226         case RENDERPATH_D3D9:
4227         case RENDERPATH_D3D10:
4228         case RENDERPATH_D3D11:
4229                 break;
4230         case RENDERPATH_SOFT:
4231                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4232                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4233                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4234                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4235                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4236                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4237                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4238                 return;
4239         }
4240
4241         // no quick path for this case, convert to vertex structs
4242         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4243         for (i = 0;i < numvertices;i++)
4244                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4245         if (color4f)
4246         {
4247                 for (i = 0;i < numvertices;i++)
4248                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4249         }
4250         else
4251         {
4252                 for (i = 0;i < numvertices;i++)
4253                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4254         }
4255         if (texcoord2f)
4256                 for (i = 0;i < numvertices;i++)
4257                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4258         R_Mesh_PrepareVertices_Generic_Unlock();
4259         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
4260 }
4261
4262 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
4263 {
4264         // upload temporary vertexbuffer for this rendering
4265         if (!gl_state.usevbo_staticvertex)
4266                 vertexbuffer = NULL;
4267         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4268         {
4269                 if (gl_state.preparevertices_dynamicvertexbuffer)
4270                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4271                 else
4272                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4273                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4274         }
4275         switch(vid.renderpath)
4276         {
4277         case RENDERPATH_GL20:
4278         case RENDERPATH_GLES2:
4279                 if (vertexbuffer)
4280                 {
4281                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4282                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4283                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4284                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4285                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4286                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4287                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4288                 }
4289                 else
4290                 {
4291                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4292                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4293                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4294                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4295                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4296                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4297                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4298                 }
4299                 break;
4300         case RENDERPATH_GL13:
4301         case RENDERPATH_GLES1:
4302                 if (vertexbuffer)
4303                 {
4304                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4305                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4306                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4307                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308                 }
4309                 else
4310                 {
4311                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4312                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4313                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4314                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4315                 }
4316                 break;
4317         case RENDERPATH_GL11:
4318                 if (vertexbuffer)
4319                 {
4320                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4321                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4322                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4323                 }
4324                 else
4325                 {
4326                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4327                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4328                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4329                 }
4330                 break;
4331         case RENDERPATH_D3D9:
4332 #ifdef SUPPORTD3D
4333                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4334                 if (vertexbuffer)
4335                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4336                 else
4337                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4338                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4339                 gl_state.d3dvertexdata = (void *)vertex;
4340                 gl_state.d3dvertexsize = sizeof(*vertex);
4341 #endif
4342                 break;
4343         case RENDERPATH_D3D10:
4344                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4345                 break;
4346         case RENDERPATH_D3D11:
4347                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4348                 break;
4349         case RENDERPATH_SOFT:
4350                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4351                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4352                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4353                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4354                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4355                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4356                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4357                 break;
4358         }
4359 }
4360
4361
4362
4363 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4364 {
4365         size_t size;
4366         size = sizeof(r_vertexmesh_t) * numvertices;
4367         if (gl_state.preparevertices_tempdatamaxsize < size)
4368         {
4369                 gl_state.preparevertices_tempdatamaxsize = size;
4370                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4371         }
4372         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4373         gl_state.preparevertices_numvertices = numvertices;
4374         return gl_state.preparevertices_vertexmesh;
4375 }
4376
4377 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4378 {
4379         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
4380         gl_state.preparevertices_vertexmesh = NULL;
4381         gl_state.preparevertices_numvertices = 0;
4382         return true;
4383 }
4384
4385 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)
4386 {
4387         int i;
4388         r_vertexmesh_t *vertex;
4389         switch(vid.renderpath)
4390         {
4391         case RENDERPATH_GL20:
4392         case RENDERPATH_GLES2:
4393                 if (!vid.useinterleavedarrays)
4394                 {
4395                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4396                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4397                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4398                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4399                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4400                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4401                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4402                         return;
4403                 }
4404                 break;
4405         case RENDERPATH_GL11:
4406         case RENDERPATH_GL13:
4407         case RENDERPATH_GLES1:
4408                 if (!vid.useinterleavedarrays)
4409                 {
4410                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4411                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4412                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4413                         if (vid.texunits >= 2)
4414                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4415                         if (vid.texunits >= 3)
4416                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4417                         return;
4418                 }
4419                 break;
4420         case RENDERPATH_D3D9:
4421         case RENDERPATH_D3D10:
4422         case RENDERPATH_D3D11:
4423                 break;
4424         case RENDERPATH_SOFT:
4425                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4426                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4427                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4428                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4429                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4430                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4431                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4432                 return;
4433         }
4434
4435         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4436         for (i = 0;i < numvertices;i++)
4437                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4438         if (svector3f)
4439                 for (i = 0;i < numvertices;i++)
4440                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4441         if (tvector3f)
4442                 for (i = 0;i < numvertices;i++)
4443                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4444         if (normal3f)
4445                 for (i = 0;i < numvertices;i++)
4446                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4447         if (color4f)
4448         {
4449                 for (i = 0;i < numvertices;i++)
4450                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4451         }
4452         else
4453         {
4454                 for (i = 0;i < numvertices;i++)
4455                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4456         }
4457         if (texcoordtexture2f)
4458                 for (i = 0;i < numvertices;i++)
4459                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4460         if (texcoordlightmap2f)
4461                 for (i = 0;i < numvertices;i++)
4462                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4463         R_Mesh_PrepareVertices_Mesh_Unlock();
4464         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
4465 }
4466
4467 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
4468 {
4469         // upload temporary vertexbuffer for this rendering
4470         if (!gl_state.usevbo_staticvertex)
4471                 vertexbuffer = NULL;
4472         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4473         {
4474                 if (gl_state.preparevertices_dynamicvertexbuffer)
4475                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4476                 else
4477                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4478                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4479         }
4480         switch(vid.renderpath)
4481         {
4482         case RENDERPATH_GL20:
4483         case RENDERPATH_GLES2:
4484                 if (vertexbuffer)
4485                 {
4486                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4487                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4488                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4489                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
4490                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
4491                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
4492                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4493                 }
4494                 else
4495                 {
4496                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4497                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4498                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4499                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
4500                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
4501                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
4502                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4503                 }
4504                 break;
4505         case RENDERPATH_GL13:
4506         case RENDERPATH_GLES1:
4507                 if (vertexbuffer)
4508                 {
4509                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4510                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4511                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4512                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4513                 }
4514                 else
4515                 {
4516                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4517                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4518                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4519                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4520                 }
4521                 break;
4522         case RENDERPATH_GL11:
4523                 if (vertexbuffer)
4524                 {
4525                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4526                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4527                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4528                 }
4529                 else
4530                 {
4531                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4532                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4533                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4534                 }
4535                 break;
4536         case RENDERPATH_D3D9:
4537 #ifdef SUPPORTD3D
4538                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4539                 if (vertexbuffer)
4540                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4541                 else
4542                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4543                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4544                 gl_state.d3dvertexdata = (void *)vertex;
4545                 gl_state.d3dvertexsize = sizeof(*vertex);
4546 #endif
4547                 break;
4548         case RENDERPATH_D3D10:
4549                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4550                 break;
4551         case RENDERPATH_D3D11:
4552                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4553                 break;
4554         case RENDERPATH_SOFT:
4555                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4556                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4557                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4558                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4559                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4560                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4561                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4562                 break;
4563         }
4564 }
4565
4566 void GL_BlendEquationSubtract(qboolean negated)
4567 {
4568         if(negated)
4569         {
4570                 switch(vid.renderpath)
4571                 {
4572                 case RENDERPATH_GL11:
4573                 case RENDERPATH_GL13:
4574                 case RENDERPATH_GL20:
4575                 case RENDERPATH_GLES1:
4576                 case RENDERPATH_GLES2:
4577                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4578                         break;
4579                 case RENDERPATH_D3D9:
4580 #ifdef SUPPORTD3D
4581                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4582 #endif
4583                         break;
4584                 case RENDERPATH_D3D10:
4585                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4586                         break;
4587                 case RENDERPATH_D3D11:
4588                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4589                         break;
4590                 case RENDERPATH_SOFT:
4591                         DPSOFTRAST_BlendSubtract(true);
4592                         break;
4593                 }
4594         }
4595         else
4596         {
4597                 switch(vid.renderpath)
4598                 {
4599                 case RENDERPATH_GL11:
4600                 case RENDERPATH_GL13:
4601                 case RENDERPATH_GL20:
4602                 case RENDERPATH_GLES1:
4603                 case RENDERPATH_GLES2:
4604                         qglBlendEquationEXT(GL_FUNC_ADD);
4605                         break;
4606                 case RENDERPATH_D3D9:
4607 #ifdef SUPPORTD3D
4608                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4609 #endif
4610                         break;
4611                 case RENDERPATH_D3D10:
4612                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4613                         break;
4614                 case RENDERPATH_D3D11:
4615                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4616                         break;
4617                 case RENDERPATH_SOFT:
4618                         DPSOFTRAST_BlendSubtract(false);
4619                         break;
4620                 }
4621         }
4622 }