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[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 // on GLES we have to use some proper #define's
6 #ifndef GL_FRAMEBUFFER
7 #define GL_FRAMEBUFFER                                   0x8D40
8 #define GL_DEPTH_ATTACHMENT                              0x8D00
9 #define GL_COLOR_ATTACHMENT0                             0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
11 #endif
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1                             0x8CE1
14 #define GL_COLOR_ATTACHMENT2                             0x8CE2
15 #define GL_COLOR_ATTACHMENT3                             0x8CE3
16 #define GL_COLOR_ATTACHMENT4                             0x8CE4
17 #define GL_COLOR_ATTACHMENT5                             0x8CE5
18 #define GL_COLOR_ATTACHMENT6                             0x8CE6
19 #define GL_COLOR_ATTACHMENT7                             0x8CE7
20 #define GL_COLOR_ATTACHMENT8                             0x8CE8
21 #define GL_COLOR_ATTACHMENT9                             0x8CE9
22 #define GL_COLOR_ATTACHMENT10                            0x8CEA
23 #define GL_COLOR_ATTACHMENT11                            0x8CEB
24 #define GL_COLOR_ATTACHMENT12                            0x8CEC
25 #define GL_COLOR_ATTACHMENT13                            0x8CED
26 #define GL_COLOR_ATTACHMENT14                            0x8CEE
27 #define GL_COLOR_ATTACHMENT15                            0x8CEF
28 #endif
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER               0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
32 #endif
33 #ifndef GL_TEXTURE0
34 #define GL_TEXTURE0                                     0x84C0
35 #define GL_TEXTURE1                                     0x84C1
36 #define GL_TEXTURE2                                     0x84C2
37 #define GL_TEXTURE3                                     0x84C3
38 #define GL_TEXTURE4                                     0x84C4
39 #define GL_TEXTURE5                                     0x84C5
40 #define GL_TEXTURE6                                     0x84C6
41 #define GL_TEXTURE7                                     0x84C7
42 #define GL_TEXTURE8                                     0x84C8
43 #define GL_TEXTURE9                                     0x84C9
44 #define GL_TEXTURE10                            0x84CA
45 #define GL_TEXTURE11                            0x84CB
46 #define GL_TEXTURE12                            0x84CC
47 #define GL_TEXTURE13                            0x84CD
48 #define GL_TEXTURE14                            0x84CE
49 #define GL_TEXTURE15                            0x84CF
50 #define GL_TEXTURE16                            0x84D0
51 #define GL_TEXTURE17                            0x84D1
52 #define GL_TEXTURE18                            0x84D2
53 #define GL_TEXTURE19                            0x84D3
54 #define GL_TEXTURE20                            0x84D4
55 #define GL_TEXTURE21                            0x84D5
56 #define GL_TEXTURE22                            0x84D6
57 #define GL_TEXTURE23                            0x84D7
58 #define GL_TEXTURE24                            0x84D8
59 #define GL_TEXTURE25                            0x84D9
60 #define GL_TEXTURE26                            0x84DA
61 #define GL_TEXTURE27                            0x84DB
62 #define GL_TEXTURE28                            0x84DC
63 #define GL_TEXTURE29                            0x84DD
64 #define GL_TEXTURE30                            0x84DE
65 #define GL_TEXTURE31                            0x84DF
66 #endif
67
68 #ifndef GL_TEXTURE_3D
69 #define GL_TEXTURE_3D                           0x806F
70 #endif
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP                 0x8513
73 #endif
74
75
76 #define MAX_RENDERTARGETS 4
77
78 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
86 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
87 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)"};
88 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"};
89 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"};
90 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"};
91
92 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
93 qboolean v_flipped_state = false;
94
95 r_viewport_t gl_viewport;
96 matrix4x4_t gl_modelmatrix;
97 matrix4x4_t gl_viewmatrix;
98 matrix4x4_t gl_modelviewmatrix;
99 matrix4x4_t gl_projectionmatrix;
100 matrix4x4_t gl_modelviewprojectionmatrix;
101 float gl_modelview16f[16];
102 float gl_modelviewprojection16f[16];
103 qboolean gl_modelmatrixchanged;
104
105 int gl_maxdrawrangeelementsvertices;
106 int gl_maxdrawrangeelementsindices;
107
108 #ifdef DEBUGGL
109 int gl_errornumber = 0;
110
111 void GL_PrintError(int errornumber, const char *filename, int linenumber)
112 {
113         switch(errornumber)
114         {
115 #ifdef GL_INVALID_ENUM
116         case GL_INVALID_ENUM:
117                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
118                 break;
119 #endif
120 #ifdef GL_INVALID_VALUE
121         case GL_INVALID_VALUE:
122                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
123                 break;
124 #endif
125 #ifdef GL_INVALID_OPERATION
126         case GL_INVALID_OPERATION:
127                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
128                 break;
129 #endif
130 #ifdef GL_STACK_OVERFLOW
131         case GL_STACK_OVERFLOW:
132                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
133                 break;
134 #endif
135 #ifdef GL_STACK_UNDERFLOW
136         case GL_STACK_UNDERFLOW:
137                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
138                 break;
139 #endif
140 #ifdef GL_OUT_OF_MEMORY
141         case GL_OUT_OF_MEMORY:
142                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_TABLE_TOO_LARGE
146         case GL_TABLE_TOO_LARGE:
147                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
151         case GL_INVALID_FRAMEBUFFER_OPERATION:
152                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
153                 break;
154 #endif
155         default:
156                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
157                 break;
158         }
159 }
160 #endif
161
162 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
163
164 void SCR_ScreenShot_f (void);
165
166 typedef struct gltextureunit_s
167 {
168         int pointer_texcoord_components;
169         int pointer_texcoord_gltype;
170         size_t pointer_texcoord_stride;
171         const void *pointer_texcoord_pointer;
172         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
173         size_t pointer_texcoord_offset;
174
175         rtexture_t *texture;
176         int t2d, t3d, tcubemap;
177         int arrayenabled;
178         int rgbscale, alphascale;
179         int combine;
180         int combinergb, combinealpha;
181         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
182         int texmatrixenabled;
183         matrix4x4_t matrix;
184 }
185 gltextureunit_t;
186
187 typedef struct gl_state_s
188 {
189         int cullface;
190         int cullfaceenable;
191         int blendfunc1;
192         int blendfunc2;
193         qboolean blend;
194         GLboolean depthmask;
195         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
196         int depthtest;
197         int depthfunc;
198         float depthrange[2];
199         float polygonoffset[2];
200         int alphatest;
201         int alphafunc;
202         float alphafuncvalue;
203         qboolean alphatocoverage;
204         int scissortest;
205         unsigned int unit;
206         unsigned int clientunit;
207         gltextureunit_t units[MAX_TEXTUREUNITS];
208         float color4f[4];
209         int lockrange_first;
210         int lockrange_count;
211         int vertexbufferobject;
212         int elementbufferobject;
213         int uniformbufferobject;
214         int framebufferobject;
215         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
216         qboolean pointer_color_enabled;
217
218         int pointer_vertex_components;
219         int pointer_vertex_gltype;
220         size_t pointer_vertex_stride;
221         const void *pointer_vertex_pointer;
222         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
223         size_t pointer_vertex_offset;
224
225         int pointer_color_components;
226         int pointer_color_gltype;
227         size_t pointer_color_stride;
228         const void *pointer_color_pointer;
229         const r_meshbuffer_t *pointer_color_vertexbuffer;
230         size_t pointer_color_offset;
231
232         void *preparevertices_tempdata;
233         size_t preparevertices_tempdatamaxsize;
234         int preparevertices_numvertices;
235
236         qboolean usevbo_staticvertex;
237         qboolean usevbo_staticindex;
238         qboolean usevbo_dynamicvertex;
239         qboolean usevbo_dynamicindex;
240
241         memexpandablearray_t meshbufferarray;
242
243         qboolean active;
244 }
245 gl_state_t;
246
247 static gl_state_t gl_state;
248
249
250 /*
251 note: here's strip order for a terrain row:
252 0--1--2--3--4
253 |\ |\ |\ |\ |
254 | \| \| \| \|
255 A--B--C--D--E
256 clockwise
257
258 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
259
260 *elements++ = i + row;
261 *elements++ = i;
262 *elements++ = i + row + 1;
263 *elements++ = i;
264 *elements++ = i + 1;
265 *elements++ = i + row + 1;
266
267
268 for (y = 0;y < rows - 1;y++)
269 {
270         for (x = 0;x < columns - 1;x++)
271         {
272                 i = y * rows + x;
273                 *elements++ = i + columns;
274                 *elements++ = i;
275                 *elements++ = i + columns + 1;
276                 *elements++ = i;
277                 *elements++ = i + 1;
278                 *elements++ = i + columns + 1;
279         }
280 }
281
282 alternative:
283 0--1--2--3--4
284 | /| /|\ | /|
285 |/ |/ | \|/ |
286 A--B--C--D--E
287 counterclockwise
288
289 for (y = 0;y < rows - 1;y++)
290 {
291         for (x = 0;x < columns - 1;x++)
292         {
293                 i = y * rows + x;
294                 *elements++ = i;
295                 *elements++ = i + columns;
296                 *elements++ = i + columns + 1;
297                 *elements++ = i + columns;
298                 *elements++ = i + columns + 1;
299                 *elements++ = i + 1;
300         }
301 }
302 */
303
304 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
305 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
306 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
307 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
308
309 static void GL_VBOStats_f(void)
310 {
311         GL_Mesh_ListVBOs(true);
312 }
313
314 static void GL_Backend_ResetState(void);
315
316 static void R_Mesh_SetUseVBO(void)
317 {
318         switch(vid.renderpath)
319         {
320         case RENDERPATH_GL20:
321         case RENDERPATH_GLES2:
322                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
323                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
324                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
325                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
326                 break;
327         }
328 }
329
330 static void gl_backend_start(void)
331 {
332         memset(&gl_state, 0, sizeof(gl_state));
333
334         R_Mesh_SetUseVBO();
335         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
336
337         Con_DPrintf("OpenGL backend started.\n");
338
339         CHECKGLERROR
340
341         GL_Backend_ResetState();
342
343         switch(vid.renderpath)
344         {
345         case RENDERPATH_GL20:
346         case RENDERPATH_GLES2:
347                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
348                 if (vid.support.ext_framebuffer_object)
349                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
350                 break;
351         }
352 }
353
354 static void gl_backend_shutdown(void)
355 {
356         Con_DPrint("OpenGL Backend shutting down\n");
357
358         switch(vid.renderpath)
359         {
360         case RENDERPATH_GL20:
361         case RENDERPATH_GLES2:
362                 break;
363         }
364
365         if (gl_state.preparevertices_tempdata)
366                 Mem_Free(gl_state.preparevertices_tempdata);
367
368         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
369
370         memset(&gl_state, 0, sizeof(gl_state));
371 }
372
373 static void gl_backend_newmap(void)
374 {
375 }
376
377 static void gl_backend_devicelost(void)
378 {
379         int i, endindex;
380         r_meshbuffer_t *buffer;
381         switch(vid.renderpath)
382         {
383         case RENDERPATH_GL20:
384         case RENDERPATH_GLES2:
385                 break;
386         }
387         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
388         for (i = 0;i < endindex;i++)
389         {
390                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
391                 if (!buffer || !buffer->isdynamic)
392                         continue;
393                 switch(vid.renderpath)
394                 {
395                 case RENDERPATH_GL20:
396                 case RENDERPATH_GLES2:
397                         break;
398                 }
399         }
400 }
401
402 static void gl_backend_devicerestored(void)
403 {
404         switch(vid.renderpath)
405         {
406         case RENDERPATH_GL20:
407         case RENDERPATH_GLES2:
408                 break;
409         }
410 }
411
412 void gl_backend_init(void)
413 {
414         int i;
415
416         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
417         {
418                 polygonelement3s[i * 3 + 0] = 0;
419                 polygonelement3s[i * 3 + 1] = i + 1;
420                 polygonelement3s[i * 3 + 2] = i + 2;
421         }
422         // elements for rendering a series of quads as triangles
423         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
424         {
425                 quadelement3s[i * 6 + 0] = i * 4;
426                 quadelement3s[i * 6 + 1] = i * 4 + 1;
427                 quadelement3s[i * 6 + 2] = i * 4 + 2;
428                 quadelement3s[i * 6 + 3] = i * 4;
429                 quadelement3s[i * 6 + 4] = i * 4 + 2;
430                 quadelement3s[i * 6 + 5] = i * 4 + 3;
431         }
432
433         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
434                 polygonelement3i[i] = polygonelement3s[i];
435         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
436                 quadelement3i[i] = quadelement3s[i];
437
438         Cvar_RegisterVariable(&r_render);
439         Cvar_RegisterVariable(&r_renderview);
440         Cvar_RegisterVariable(&r_waterwarp);
441         Cvar_RegisterVariable(&gl_polyblend);
442         Cvar_RegisterVariable(&v_flipped);
443         Cvar_RegisterVariable(&gl_dither);
444         Cvar_RegisterVariable(&gl_vbo);
445         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
446         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
447         Cvar_RegisterVariable(&gl_paranoid);
448         Cvar_RegisterVariable(&gl_printcheckerror);
449
450         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
451
452         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");
453
454         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
455 }
456
457 void GL_SetMirrorState(qboolean state);
458
459 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
460 {
461         vec4_t temp;
462         float iw;
463         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
464         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
465         iw = 1.0f / out[3];
466         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
467
468         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
469         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
470         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
471
472         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
473 }
474
475 void GL_Finish(void)
476 {
477         switch(vid.renderpath)
478         {
479         case RENDERPATH_GL20:
480         case RENDERPATH_GLES2:
481                 qglFinish();
482                 break;
483         }
484 }
485
486 static int bboxedges[12][2] =
487 {
488         // top
489         {0, 1}, // +X
490         {0, 2}, // +Y
491         {1, 3}, // Y, +X
492         {2, 3}, // X, +Y
493         // bottom
494         {4, 5}, // +X
495         {4, 6}, // +Y
496         {5, 7}, // Y, +X
497         {6, 7}, // X, +Y
498         // verticals
499         {0, 4}, // +Z
500         {1, 5}, // X, +Z
501         {2, 6}, // Y, +Z
502         {3, 7}, // XY, +Z
503 };
504
505 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
506 {
507         int i, ix1, iy1, ix2, iy2;
508         float x1, y1, x2, y2;
509         vec4_t v, v2;
510         float vertex[20][3];
511         int j, k;
512         vec4_t plane4f;
513         int numvertices;
514         float corner[8][4];
515         float dist[8];
516         int sign[8];
517         float f;
518
519         scissor[0] = r_refdef.view.viewport.x;
520         scissor[1] = r_refdef.view.viewport.y;
521         scissor[2] = r_refdef.view.viewport.width;
522         scissor[3] = r_refdef.view.viewport.height;
523
524         // if view is inside the box, just say yes it's visible
525         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
526                 return false;
527
528         // transform all corners that are infront of the nearclip plane
529         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
530         plane4f[3] = r_refdef.view.frustum[4].dist;
531         numvertices = 0;
532         for (i = 0;i < 8;i++)
533         {
534                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
535                 dist[i] = DotProduct4(corner[i], plane4f);
536                 sign[i] = dist[i] > 0;
537                 if (!sign[i])
538                 {
539                         VectorCopy(corner[i], vertex[numvertices]);
540                         numvertices++;
541                 }
542         }
543         // if some points are behind the nearclip, add clipped edge points to make
544         // sure that the scissor boundary is complete
545         if (numvertices > 0 && numvertices < 8)
546         {
547                 // add clipped edge points
548                 for (i = 0;i < 12;i++)
549                 {
550                         j = bboxedges[i][0];
551                         k = bboxedges[i][1];
552                         if (sign[j] != sign[k])
553                         {
554                                 f = dist[j] / (dist[j] - dist[k]);
555                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
556                                 numvertices++;
557                         }
558                 }
559         }
560
561         // if we have no points to check, it is behind the view plane
562         if (!numvertices)
563                 return true;
564
565         // if we have some points to transform, check what screen area is covered
566         x1 = y1 = x2 = y2 = 0;
567         v[3] = 1.0f;
568         //Con_Printf("%i vertices to transform...\n", numvertices);
569         for (i = 0;i < numvertices;i++)
570         {
571                 VectorCopy(vertex[i], v);
572                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
573                 //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]);
574                 if (i)
575                 {
576                         if (x1 > v2[0]) x1 = v2[0];
577                         if (x2 < v2[0]) x2 = v2[0];
578                         if (y1 > v2[1]) y1 = v2[1];
579                         if (y2 < v2[1]) y2 = v2[1];
580                 }
581                 else
582                 {
583                         x1 = x2 = v2[0];
584                         y1 = y2 = v2[1];
585                 }
586         }
587
588         // now convert the scissor rectangle to integer screen coordinates
589         ix1 = (int)(x1 - 1.0f);
590         //iy1 = vid.height - (int)(y2 - 1.0f);
591         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
592         iy1 = (int)(y1 - 1.0f);
593         ix2 = (int)(x2 + 1.0f);
594         //iy2 = vid.height - (int)(y1 + 1.0f);
595         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
596         iy2 = (int)(y2 + 1.0f);
597         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
598
599         // clamp it to the screen
600         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
601         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
602         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
603         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
604
605         // if it is inside out, it's not visible
606         if (ix2 <= ix1 || iy2 <= iy1)
607                 return true;
608
609         // the light area is visible, set up the scissor rectangle
610         scissor[0] = ix1;
611         scissor[1] = iy1;
612         scissor[2] = ix2 - ix1;
613         scissor[3] = iy2 - iy1;
614
615         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
616         switch(vid.renderpath)
617         {
618         case RENDERPATH_GL20:
619         case RENDERPATH_GLES2:
620                 break;
621         }
622
623         return false;
624 }
625
626
627 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
628 {
629         float q[4];
630         float d;
631         float clipPlane[4], v3[3], v4[3];
632         float normal[3];
633
634         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
635
636         VectorSet(normal, normalx, normaly, normalz);
637         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
638         VectorScale(normal, -dist, v3);
639         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
640         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
641         clipPlane[3] = -DotProduct(v4, clipPlane);
642
643 #if 0
644 {
645         // testing code for comparing results
646         float clipPlane2[4];
647         VectorCopy4(clipPlane, clipPlane2);
648         R_EntityMatrix(&identitymatrix);
649         VectorSet(q, normal[0], normal[1], normal[2], -dist);
650         qglClipPlane(GL_CLIP_PLANE0, q);
651         qglGetClipPlane(GL_CLIP_PLANE0, q);
652         VectorCopy4(q, clipPlane);
653 }
654 #endif
655
656         // Calculate the clip-space corner point opposite the clipping plane
657         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
658         // transform it into camera space by multiplying it
659         // by the inverse of the projection matrix
660         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
661         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
662         q[2] = -1.0f;
663         q[3] = (1.0f + m[10]) / m[14];
664
665         // Calculate the scaled plane vector
666         d = 2.0f / DotProduct4(clipPlane, q);
667
668         // Replace the third row of the projection matrix
669         m[2] = clipPlane[0] * d;
670         m[6] = clipPlane[1] * d;
671         m[10] = clipPlane[2] * d + 1.0f;
672         m[14] = clipPlane[3] * d;
673 }
674
675 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)
676 {
677         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
678         float m[16];
679         memset(v, 0, sizeof(*v));
680         v->type = R_VIEWPORTTYPE_ORTHO;
681         v->cameramatrix = *cameramatrix;
682         v->x = x;
683         v->y = y;
684         v->z = 0;
685         v->width = width;
686         v->height = height;
687         v->depth = 1;
688         memset(m, 0, sizeof(m));
689         m[0]  = 2/(right - left);
690         m[5]  = 2/(top - bottom);
691         m[10] = -2/(zFar - zNear);
692         m[12] = - (right + left)/(right - left);
693         m[13] = - (top + bottom)/(top - bottom);
694         m[14] = - (zFar + zNear)/(zFar - zNear);
695         m[15] = 1;
696         switch(vid.renderpath)
697         {
698         case RENDERPATH_GL20:
699         case RENDERPATH_GLES2:
700                 break;
701         }
702         v->screentodepth[0] = -farclip / (farclip - nearclip);
703         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
704
705         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
706
707         if (nearplane)
708                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
709
710         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
711
712 #if 0
713         {
714                 vec4_t test1;
715                 vec4_t test2;
716                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
717                 R_Viewport_TransformToScreen(v, test1, test2);
718                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
719         }
720 #endif
721 }
722
723 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
724 {
725         matrix4x4_t tempmatrix, basematrix;
726         float m[16];
727         memset(v, 0, sizeof(*v));
728
729         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
730         v->cameramatrix = *cameramatrix;
731         v->x = x;
732         v->y = y;
733         v->z = 0;
734         v->width = width;
735         v->height = height;
736         v->depth = 1;
737         memset(m, 0, sizeof(m));
738         m[0]  = 1.0 / frustumx;
739         m[5]  = 1.0 / frustumy;
740         m[10] = -2 / (farclip - nearclip);
741         m[14] = -(farclip + nearclip) / (farclip - nearclip);
742         m[15] = 1;
743         v->screentodepth[0] = -farclip / (farclip - nearclip);
744         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
745
746         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
747         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
748         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
749         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
750
751         if (nearplane)
752                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
753
754         if(v_flipped.integer)
755         {
756                 m[0] = -m[0];
757                 m[4] = -m[4];
758                 m[8] = -m[8];
759                 m[12] = -m[12];
760         }
761
762         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
763 }
764
765 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)
766 {
767         matrix4x4_t tempmatrix, basematrix;
768         float m[16];
769         memset(v, 0, sizeof(*v));
770
771         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
772         v->cameramatrix = *cameramatrix;
773         v->x = x;
774         v->y = y;
775         v->z = 0;
776         v->width = width;
777         v->height = height;
778         v->depth = 1;
779         memset(m, 0, sizeof(m));
780         m[0]  = 1.0 / frustumx;
781         m[5]  = 1.0 / frustumy;
782         m[10] = -(farclip + nearclip) / (farclip - nearclip);
783         m[11] = -1;
784         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
785         v->screentodepth[0] = -farclip / (farclip - nearclip);
786         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
787
788         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
789         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
790         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
791         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
792
793         if (nearplane)
794                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
795
796         if(v_flipped.integer)
797         {
798                 m[0] = -m[0];
799                 m[4] = -m[4];
800                 m[8] = -m[8];
801                 m[12] = -m[12];
802         }
803
804         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
805 }
806
807 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)
808 {
809         matrix4x4_t tempmatrix, basematrix;
810         const float nudge = 1.0 - 1.0 / (1<<23);
811         float m[16];
812         memset(v, 0, sizeof(*v));
813
814         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
815         v->cameramatrix = *cameramatrix;
816         v->x = x;
817         v->y = y;
818         v->z = 0;
819         v->width = width;
820         v->height = height;
821         v->depth = 1;
822         memset(m, 0, sizeof(m));
823         m[ 0] = 1.0 / frustumx;
824         m[ 5] = 1.0 / frustumy;
825         m[10] = -nudge;
826         m[11] = -1;
827         m[14] = -2 * nearclip * nudge;
828         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
829         v->screentodepth[1] = m[14] * -0.5;
830
831         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
832         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
833         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
834         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
835
836         if (nearplane)
837                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
838
839         if(v_flipped.integer)
840         {
841                 m[0] = -m[0];
842                 m[4] = -m[4];
843                 m[8] = -m[8];
844                 m[12] = -m[12];
845         }
846
847         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
848 }
849
850 float cubeviewmatrix[6][16] =
851 {
852     // standard cubemap projections
853     { // +X
854          0, 0,-1, 0,
855          0,-1, 0, 0,
856         -1, 0, 0, 0,
857          0, 0, 0, 1,
858     },
859     { // -X
860          0, 0, 1, 0,
861          0,-1, 0, 0,
862          1, 0, 0, 0,
863          0, 0, 0, 1,
864     },
865     { // +Y
866          1, 0, 0, 0,
867          0, 0,-1, 0,
868          0, 1, 0, 0,
869          0, 0, 0, 1,
870     },
871     { // -Y
872          1, 0, 0, 0,
873          0, 0, 1, 0,
874          0,-1, 0, 0,
875          0, 0, 0, 1,
876     },
877     { // +Z
878          1, 0, 0, 0,
879          0,-1, 0, 0,
880          0, 0,-1, 0,
881          0, 0, 0, 1,
882     },
883     { // -Z
884         -1, 0, 0, 0,
885          0,-1, 0, 0,
886          0, 0, 1, 0,
887          0, 0, 0, 1,
888     },
889 };
890 float rectviewmatrix[6][16] =
891 {
892     // sign-preserving cubemap projections
893     { // +X
894          0, 0,-1, 0,
895          0, 1, 0, 0,
896          1, 0, 0, 0,
897          0, 0, 0, 1,
898     },
899     { // -X
900          0, 0, 1, 0,
901          0, 1, 0, 0,
902          1, 0, 0, 0,
903          0, 0, 0, 1,
904     },
905     { // +Y
906          1, 0, 0, 0,
907          0, 0,-1, 0,
908          0, 1, 0, 0,
909          0, 0, 0, 1,
910     },
911     { // -Y
912          1, 0, 0, 0,
913          0, 0, 1, 0,
914          0, 1, 0, 0,
915          0, 0, 0, 1,
916     },
917     { // +Z
918          1, 0, 0, 0,
919          0, 1, 0, 0,
920          0, 0,-1, 0,
921          0, 0, 0, 1,
922     },
923     { // -Z
924          1, 0, 0, 0,
925          0, 1, 0, 0,
926          0, 0, 1, 0,
927          0, 0, 0, 1,
928     },
929 };
930
931 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
932 {
933         matrix4x4_t tempmatrix, basematrix;
934         float m[16];
935         memset(v, 0, sizeof(*v));
936         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
937         v->cameramatrix = *cameramatrix;
938         v->width = size;
939         v->height = size;
940         v->depth = 1;
941         memset(m, 0, sizeof(m));
942         m[0] = m[5] = 1.0f;
943         m[10] = -(farclip + nearclip) / (farclip - nearclip);
944         m[11] = -1;
945         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
946
947         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
948         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
949         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
950
951         if (nearplane)
952                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
953
954         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
955 }
956
957 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
958 {
959         matrix4x4_t tempmatrix, basematrix;
960         float m[16];
961         memset(v, 0, sizeof(*v));
962         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
963         v->cameramatrix = *cameramatrix;
964         v->x = offsetx + (side & 1) * size;
965         v->y = offsety + (side >> 1) * size;
966         v->width = size;
967         v->height = size;
968         v->depth = 1;
969         memset(m, 0, sizeof(m));
970         m[0] = m[5] = 1.0f * ((float)size - border) / size;
971         m[10] = -(farclip + nearclip) / (farclip - nearclip);
972         m[11] = -1;
973         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
974
975         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
976         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
977         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
978
979         if (nearplane)
980                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
981
982         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
983 }
984
985 void R_SetViewport(const r_viewport_t *v)
986 {
987         gl_viewport = *v;
988
989         // FIXME: v_flipped_state is evil, this probably breaks somewhere
990         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
991
992         // copy over the matrices to our state
993         gl_viewmatrix = v->viewmatrix;
994         gl_projectionmatrix = v->projectmatrix;
995
996         switch(vid.renderpath)
997         {
998         case RENDERPATH_GL20:
999         case RENDERPATH_GLES2:
1000                 CHECKGLERROR
1001                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1002                 break;
1003         }
1004
1005         // force an update of the derived matrices
1006         gl_modelmatrixchanged = true;
1007         R_EntityMatrix(&gl_modelmatrix);
1008 }
1009
1010 void R_GetViewport(r_viewport_t *v)
1011 {
1012         *v = gl_viewport;
1013 }
1014
1015 static void GL_BindVBO(int bufferobject)
1016 {
1017         if (gl_state.vertexbufferobject != bufferobject)
1018         {
1019                 gl_state.vertexbufferobject = bufferobject;
1020                 CHECKGLERROR
1021                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1022         }
1023 }
1024
1025 static void GL_BindEBO(int bufferobject)
1026 {
1027         if (gl_state.elementbufferobject != bufferobject)
1028         {
1029                 gl_state.elementbufferobject = bufferobject;
1030                 CHECKGLERROR
1031                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1032         }
1033 }
1034
1035 static void GL_BindUBO(int bufferobject)
1036 {
1037         if (gl_state.uniformbufferobject != bufferobject)
1038         {
1039                 gl_state.uniformbufferobject = bufferobject;
1040 #ifdef GL_UNIFORM_BUFFER
1041                 CHECKGLERROR
1042                 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1043 #endif
1044         }
1045 }
1046
1047 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1048 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1049 {
1050         switch(vid.renderpath)
1051         {
1052         case RENDERPATH_GL20:
1053         case RENDERPATH_GLES2:
1054                 if (vid.support.arb_framebuffer_object)
1055                 {
1056                         int temp;
1057                         GLuint status;
1058                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1059                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1060                         // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1061 #ifdef USE_GLES2
1062                         // FIXME: separate stencil attachment on GLES
1063                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1064                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1065 #else
1066                         if (depthtexture  && depthtexture->texnum )
1067                         {
1068                                 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1069                                 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1070                         }
1071                         if (depthtexture  && depthtexture->renderbuffernum )
1072                         {
1073                                 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1074                                 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1075                         }
1076 #endif
1077                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1078                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1079                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1080                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1081                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1082                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1083                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1084                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1085
1086 #ifndef USE_GLES2
1087                         if (colortexture4 && qglDrawBuffersARB)
1088                         {
1089                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1090                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1091                         }
1092                         else if (colortexture3 && qglDrawBuffersARB)
1093                         {
1094                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1095                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1096                         }
1097                         else if (colortexture2 && qglDrawBuffersARB)
1098                         {
1099                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1100                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1101                         }
1102                         else if (colortexture && qglDrawBuffer)
1103                         {
1104                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1105                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1106                         }
1107                         else if (qglDrawBuffer)
1108                         {
1109                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1110                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1111                         }
1112 #endif
1113                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1114                         if (status != GL_FRAMEBUFFER_COMPLETE)
1115                         {
1116                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1117                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1118                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1119                                 temp = 0;
1120                         }
1121                         return temp;
1122                 }
1123                 else if (vid.support.ext_framebuffer_object)
1124                 {
1125                         int temp;
1126                         GLuint status;
1127                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1128                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1129                         // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1130                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1131                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1132                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1133                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1134                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1135                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1136                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1137                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1138                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1139                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1140
1141 #ifndef USE_GLES2
1142                         if (colortexture4 && qglDrawBuffersARB)
1143                         {
1144                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1145                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1146                         }
1147                         else if (colortexture3 && qglDrawBuffersARB)
1148                         {
1149                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1150                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1151                         }
1152                         else if (colortexture2 && qglDrawBuffersARB)
1153                         {
1154                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1155                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1156                         }
1157                         else if (colortexture && qglDrawBuffer)
1158                         {
1159                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1160                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1161                         }
1162                         else if (qglDrawBuffer)
1163                         {
1164                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1165                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1166                         }
1167 #endif
1168                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1169                         if (status != GL_FRAMEBUFFER_COMPLETE)
1170                         {
1171                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1172                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1173                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1174                                 temp = 0;
1175                         }
1176                         return temp;
1177                 }
1178                 return 0;
1179         }
1180         return 0;
1181 }
1182
1183 void R_Mesh_DestroyFramebufferObject(int fbo)
1184 {
1185         switch(vid.renderpath)
1186         {
1187         case RENDERPATH_GL20:
1188         case RENDERPATH_GLES2:
1189                 if (fbo)
1190                 {
1191                         // GL clears the binding if we delete something bound
1192                         if (gl_state.framebufferobject == fbo)
1193                                 gl_state.framebufferobject = 0;
1194                         qglDeleteFramebuffers(1, (GLuint*)&fbo);
1195                 }
1196                 break;
1197         }
1198 }
1199
1200 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1201 {
1202         unsigned int i;
1203         unsigned int j;
1204         rtexture_t *textures[5];
1205         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1206         textures[4] = depthtexture;
1207         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1208         for (j = 0;j < 5;j++)
1209                 if (textures[j])
1210                         for (i = 0;i < vid.teximageunits;i++)
1211                                 if (gl_state.units[i].texture == textures[j])
1212                                         R_Mesh_TexBind(i, NULL);
1213         // set up framebuffer object or render targets for the active rendering API
1214         switch (vid.renderpath)
1215         {
1216         case RENDERPATH_GL20:
1217         case RENDERPATH_GLES2:
1218                 if (gl_state.framebufferobject != fbo)
1219                 {
1220                         gl_state.framebufferobject = fbo;
1221                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1222                 }
1223                 break;
1224         }
1225 }
1226
1227 static void GL_Backend_ResetState(void)
1228 {
1229         unsigned int i;
1230         gl_state.active = true;
1231         gl_state.depthtest = true;
1232         gl_state.alphatest = false;
1233         gl_state.alphafunc = GL_GEQUAL;
1234         gl_state.alphafuncvalue = 0.5f;
1235         gl_state.alphatocoverage = false;
1236         gl_state.blendfunc1 = GL_ONE;
1237         gl_state.blendfunc2 = GL_ZERO;
1238         gl_state.blend = false;
1239         gl_state.depthmask = GL_TRUE;
1240         gl_state.colormask = 15;
1241         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1242         gl_state.lockrange_first = 0;
1243         gl_state.lockrange_count = 0;
1244         gl_state.cullface = GL_FRONT;
1245         gl_state.cullfaceenable = false;
1246         gl_state.polygonoffset[0] = 0;
1247         gl_state.polygonoffset[1] = 0;
1248         gl_state.framebufferobject = 0;
1249         gl_state.depthfunc = GL_LEQUAL;
1250
1251         switch(vid.renderpath)
1252         {
1253         case RENDERPATH_GL20:
1254         case RENDERPATH_GLES2:
1255                 CHECKGLERROR
1256                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1257                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1258                 qglDisable(GL_BLEND);CHECKGLERROR
1259                 qglCullFace(gl_state.cullface);CHECKGLERROR
1260                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1261                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1262                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1263                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1264                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1265                 if (vid.support.arb_vertex_buffer_object)
1266                 {
1267                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1268                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1269                 }
1270                 if (vid.support.ext_framebuffer_object)
1271                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1272                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1273                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1274                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1275                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1276                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1277                 gl_state.unit = MAX_TEXTUREUNITS;
1278                 gl_state.clientunit = MAX_TEXTUREUNITS;
1279                 for (i = 0;i < vid.teximageunits;i++)
1280                 {
1281                         GL_ActiveTexture(i);
1282                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1283                         if (vid.support.ext_texture_3d)
1284                         {
1285                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1286                         }
1287                         if (vid.support.arb_texture_cube_map)
1288                         {
1289                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1290                         }
1291                 }
1292                 for (i = 0;i < vid.texarrayunits;i++)
1293                 {
1294                         GL_BindVBO(0);
1295                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1296                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1297                 }
1298                 CHECKGLERROR
1299                 break;
1300         }
1301 }
1302
1303 void GL_ActiveTexture(unsigned int num)
1304 {
1305         if (gl_state.unit != num)
1306         {
1307                 gl_state.unit = num;
1308                 switch(vid.renderpath)
1309                 {
1310                 case RENDERPATH_GL20:
1311                 case RENDERPATH_GLES2:
1312                         CHECKGLERROR
1313                         qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1314                         CHECKGLERROR
1315                         break;
1316                 }
1317         }
1318 }
1319
1320 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1321 {
1322         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1323         {
1324                 qboolean blendenable;
1325                 gl_state.blendfunc1 = blendfunc1;
1326                 gl_state.blendfunc2 = blendfunc2;
1327                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1328                 switch(vid.renderpath)
1329                 {
1330                 case RENDERPATH_GL20:
1331                 case RENDERPATH_GLES2:
1332                         CHECKGLERROR
1333                         if (qglBlendFuncSeparate)
1334                         {
1335                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1336                         }
1337                         else
1338                         {
1339                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1340                         }
1341                         if (gl_state.blend != blendenable)
1342                         {
1343                                 gl_state.blend = blendenable;
1344                                 if (!gl_state.blend)
1345                                 {
1346                                         qglDisable(GL_BLEND);CHECKGLERROR
1347                                 }
1348                                 else
1349                                 {
1350                                         qglEnable(GL_BLEND);CHECKGLERROR
1351                                 }
1352                         }
1353                         break;
1354                 }
1355         }
1356 }
1357
1358 void GL_DepthMask(int state)
1359 {
1360         if (gl_state.depthmask != state)
1361         {
1362                 gl_state.depthmask = state;
1363                 switch(vid.renderpath)
1364                 {
1365                 case RENDERPATH_GL20:
1366                 case RENDERPATH_GLES2:
1367                         CHECKGLERROR
1368                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1369                         break;
1370                 }
1371         }
1372 }
1373
1374 void GL_DepthTest(int state)
1375 {
1376         if (gl_state.depthtest != state)
1377         {
1378                 gl_state.depthtest = state;
1379                 switch(vid.renderpath)
1380                 {
1381                 case RENDERPATH_GL20:
1382                 case RENDERPATH_GLES2:
1383                         CHECKGLERROR
1384                         if (gl_state.depthtest)
1385                         {
1386                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1387                         }
1388                         else
1389                         {
1390                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1391                         }
1392                         break;
1393                 }
1394         }
1395 }
1396
1397 void GL_DepthFunc(int state)
1398 {
1399         if (gl_state.depthfunc != state)
1400         {
1401                 gl_state.depthfunc = state;
1402                 switch(vid.renderpath)
1403                 {
1404                 case RENDERPATH_GL20:
1405                 case RENDERPATH_GLES2:
1406                         CHECKGLERROR
1407                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1408                         break;
1409                 }
1410         }
1411 }
1412
1413 void GL_DepthRange(float nearfrac, float farfrac)
1414 {
1415         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1416         {
1417                 gl_state.depthrange[0] = nearfrac;
1418                 gl_state.depthrange[1] = farfrac;
1419                 switch(vid.renderpath)
1420                 {
1421                 case RENDERPATH_GL20:
1422                 case RENDERPATH_GLES2:
1423 #ifdef USE_GLES2
1424                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1425 #else
1426                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1427 #endif
1428                         break;
1429                 }
1430         }
1431 }
1432
1433 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1434 {
1435         switch (vid.renderpath)
1436         {
1437         case RENDERPATH_GL20:
1438         case RENDERPATH_GLES2:
1439                 CHECKGLERROR
1440                 if (enable)
1441                 {
1442                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1443                 }
1444                 else
1445                 {
1446                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1447                 }
1448                 qglStencilMask(writemask);CHECKGLERROR
1449                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1450                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1451                 CHECKGLERROR
1452                 break;
1453         }
1454 }
1455
1456 void GL_PolygonOffset(float planeoffset, float depthoffset)
1457 {
1458         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1459         {
1460                 gl_state.polygonoffset[0] = planeoffset;
1461                 gl_state.polygonoffset[1] = depthoffset;
1462                 switch(vid.renderpath)
1463                 {
1464                 case RENDERPATH_GL20:
1465                 case RENDERPATH_GLES2:
1466                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1467                         break;
1468                 }
1469         }
1470 }
1471
1472 void GL_SetMirrorState(qboolean state)
1473 {
1474         if (v_flipped_state != state)
1475         {
1476                 v_flipped_state = state;
1477                 if (gl_state.cullface == GL_BACK)
1478                         gl_state.cullface = GL_FRONT;
1479                 else if (gl_state.cullface == GL_FRONT)
1480                         gl_state.cullface = GL_BACK;
1481                 else
1482                         return;
1483                 switch(vid.renderpath)
1484                 {
1485                 case RENDERPATH_GL20:
1486                 case RENDERPATH_GLES2:
1487                         qglCullFace(gl_state.cullface);CHECKGLERROR
1488                         break;
1489                 }
1490         }
1491 }
1492
1493 void GL_CullFace(int state)
1494 {
1495         if(v_flipped_state)
1496         {
1497                 if(state == GL_FRONT)
1498                         state = GL_BACK;
1499                 else if(state == GL_BACK)
1500                         state = GL_FRONT;
1501         }
1502
1503         switch(vid.renderpath)
1504         {
1505         case RENDERPATH_GL20:
1506         case RENDERPATH_GLES2:
1507                 CHECKGLERROR
1508
1509                 if (state != GL_NONE)
1510                 {
1511                         if (!gl_state.cullfaceenable)
1512                         {
1513                                 gl_state.cullfaceenable = true;
1514                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
1515                         }
1516                         if (gl_state.cullface != state)
1517                         {
1518                                 gl_state.cullface = state;
1519                                 qglCullFace(gl_state.cullface);CHECKGLERROR
1520                         }
1521                 }
1522                 else
1523                 {
1524                         if (gl_state.cullfaceenable)
1525                         {
1526                                 gl_state.cullfaceenable = false;
1527                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1528                         }
1529                 }
1530                 break;
1531         }
1532 }
1533
1534 void GL_AlphaToCoverage(qboolean state)
1535 {
1536         if (gl_state.alphatocoverage != state)
1537         {
1538                 gl_state.alphatocoverage = state;
1539                 switch(vid.renderpath)
1540                 {
1541                 case RENDERPATH_GLES2:
1542                         break;
1543                 case RENDERPATH_GL20:
1544 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1545                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1546                         CHECKGLERROR
1547                         if (gl_state.alphatocoverage)
1548                         {
1549                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1550 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1551                         }
1552                         else
1553                         {
1554                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1555 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1556                         }
1557 #endif
1558                         break;
1559                 }
1560         }
1561 }
1562
1563 void GL_ColorMask(int r, int g, int b, int a)
1564 {
1565         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1566         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1567         if (gl_state.colormask != state)
1568         {
1569                 gl_state.colormask = state;
1570                 switch(vid.renderpath)
1571                 {
1572                 case RENDERPATH_GL20:
1573                 case RENDERPATH_GLES2:
1574                         CHECKGLERROR
1575                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1576                         break;
1577                 }
1578         }
1579 }
1580
1581 void GL_Color(float cr, float cg, float cb, float ca)
1582 {
1583         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)
1584         {
1585                 gl_state.color4f[0] = cr;
1586                 gl_state.color4f[1] = cg;
1587                 gl_state.color4f[2] = cb;
1588                 gl_state.color4f[3] = ca;
1589                 switch(vid.renderpath)
1590                 {
1591                 case RENDERPATH_GL20:
1592                 case RENDERPATH_GLES2:
1593                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
1594                         break;
1595                 }
1596         }
1597 }
1598
1599 void GL_Scissor (int x, int y, int width, int height)
1600 {
1601         switch(vid.renderpath)
1602         {
1603         case RENDERPATH_GL20:
1604         case RENDERPATH_GLES2:
1605                 CHECKGLERROR
1606                 qglScissor(x, y,width,height);
1607                 CHECKGLERROR
1608                 break;
1609         }
1610 }
1611
1612 void GL_ScissorTest(int state)
1613 {
1614         if (gl_state.scissortest != state)
1615         {
1616                 gl_state.scissortest = state;
1617                 switch(vid.renderpath)
1618                 {
1619                 case RENDERPATH_GL20:
1620                 case RENDERPATH_GLES2:
1621                         CHECKGLERROR
1622                         if(gl_state.scissortest)
1623                                 qglEnable(GL_SCISSOR_TEST);
1624                         else
1625                                 qglDisable(GL_SCISSOR_TEST);
1626                         CHECKGLERROR
1627                         break;
1628                 }
1629         }
1630 }
1631
1632 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1633 {
1634         // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1635         static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1636         // prevent warnings when trying to clear a buffer that does not exist
1637         if (!colorvalue)
1638                 colorvalue = blackcolor;
1639         if (!vid.stencil)
1640         {
1641                 mask &= ~GL_STENCIL_BUFFER_BIT;
1642                 stencilvalue = 0;
1643         }
1644         switch(vid.renderpath)
1645         {
1646         case RENDERPATH_GL20:
1647         case RENDERPATH_GLES2:
1648                 CHECKGLERROR
1649                 if (mask & GL_COLOR_BUFFER_BIT)
1650                 {
1651                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1652                 }
1653                 if (mask & GL_DEPTH_BUFFER_BIT)
1654                 {
1655 #ifdef USE_GLES2
1656                         qglClearDepthf(depthvalue);CHECKGLERROR
1657 #else
1658                         qglClearDepth(depthvalue);CHECKGLERROR
1659 #endif
1660                 }
1661                 if (mask & GL_STENCIL_BUFFER_BIT)
1662                 {
1663                         qglClearStencil(stencilvalue);CHECKGLERROR
1664                 }
1665                 qglClear(mask);CHECKGLERROR
1666                 break;
1667         }
1668 }
1669
1670 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1671 {
1672         switch(vid.renderpath)
1673         {
1674         case RENDERPATH_GL20:
1675         case RENDERPATH_GLES2:
1676                 CHECKGLERROR
1677 #ifndef GL_BGRA
1678                 {
1679                         int i;
1680                         int r;
1681                 //      int g;
1682                         int b;
1683                 //      int a;
1684                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1685                         for (i = 0;i < width * height * 4;i += 4)
1686                         {
1687                                 r = outpixels[i+0];
1688                 //              g = outpixels[i+1];
1689                                 b = outpixels[i+2];
1690                 //              a = outpixels[i+3];
1691                                 outpixels[i+0] = b;
1692                 //              outpixels[i+1] = g;
1693                                 outpixels[i+2] = r;
1694                 //              outpixels[i+3] = a;
1695                         }
1696                 }
1697 #else
1698                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1699 #endif
1700                         break;
1701         }
1702 }
1703
1704 // called at beginning of frame
1705 void R_Mesh_Start(void)
1706 {
1707         BACKENDACTIVECHECK
1708         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1709         R_Mesh_SetUseVBO();
1710         if (gl_printcheckerror.integer && !gl_paranoid.integer)
1711         {
1712                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1713                 Cvar_SetValueQuick(&gl_paranoid, 1);
1714         }
1715 }
1716
1717 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1718 {
1719         int shaderobject;
1720         int shadercompiled;
1721         char compilelog[MAX_INPUTLINE];
1722         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1723         if (!shaderobject)
1724                 return false;
1725         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1726         qglCompileShader(shaderobject);CHECKGLERROR
1727         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1728         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1729         if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
1730         {
1731                 int i, j, pretextlines = 0;
1732                 for (i = 0;i < numstrings - 1;i++)
1733                         for (j = 0;strings[i][j];j++)
1734                                 if (strings[i][j] == '\n')
1735                                         pretextlines++;
1736                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1737         }
1738         if (!shadercompiled)
1739         {
1740                 qglDeleteShader(shaderobject);CHECKGLERROR
1741                 return false;
1742         }
1743         qglAttachShader(programobject, shaderobject);CHECKGLERROR
1744         qglDeleteShader(shaderobject);CHECKGLERROR
1745         return true;
1746 }
1747
1748 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)
1749 {
1750         GLint programlinked;
1751         GLuint programobject = 0;
1752         char linklog[MAX_INPUTLINE];
1753         CHECKGLERROR
1754
1755         programobject = qglCreateProgram();CHECKGLERROR
1756         if (!programobject)
1757                 return 0;
1758
1759         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1760         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
1761         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1762         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1763         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1764         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1765         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1766         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1767         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1768         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1769 #ifndef USE_GLES2
1770         if(vid.support.gl20shaders130)
1771                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1772 #endif
1773
1774         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1775                 goto cleanup;
1776
1777 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1778         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1779                 goto cleanup;
1780 #endif
1781
1782         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1783                 goto cleanup;
1784
1785         qglLinkProgram(programobject);CHECKGLERROR
1786         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1787         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1788
1789         if (linklog[0])
1790         {
1791
1792                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1793                         Con_DPrintf("program link log:\n%s\n", linklog);
1794
1795                 // software vertex shader is ok but software fragment shader is WAY
1796                 // too slow, fail program if so.
1797                 // NOTE: this string might be ATI specific, but that's ok because the
1798                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1799                 // software fragment shader due to low instruction and dependent
1800                 // texture limits.
1801                 if (strstr(linklog, "fragment shader will run in software"))
1802                         programlinked = false;
1803         }
1804
1805         if (!programlinked)
1806                 goto cleanup;
1807
1808         return programobject;
1809 cleanup:
1810         qglDeleteProgram(programobject);CHECKGLERROR
1811         return 0;
1812 }
1813
1814 void GL_Backend_FreeProgram(unsigned int prog)
1815 {
1816         CHECKGLERROR
1817         qglDeleteProgram(prog);
1818         CHECKGLERROR
1819 }
1820
1821 // renders triangles using vertices from the active arrays
1822 int paranoidblah = 0;
1823 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
1824 {
1825         unsigned int numelements = numtriangles * 3;
1826         int bufferobject3i;
1827         size_t bufferoffset3i;
1828         int bufferobject3s;
1829         size_t bufferoffset3s;
1830         if (numvertices < 3 || numtriangles < 1)
1831         {
1832                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1833                         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);
1834                 return;
1835         }
1836         // adjust the pointers for firsttriangle
1837         if (element3i)
1838                 element3i += firsttriangle * 3;
1839         if (element3i_indexbuffer)
1840                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1841         if (element3s)
1842                 element3s += firsttriangle * 3;
1843         if (element3s_indexbuffer)
1844                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1845         switch(vid.renderpath)
1846         {
1847         case RENDERPATH_GL20:
1848         case RENDERPATH_GLES2:
1849                 // check if the user specified to ignore static index buffers
1850                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
1851                 {
1852                         element3i_indexbuffer = NULL;
1853                         element3s_indexbuffer = NULL;
1854                 }
1855                 break;
1856         }
1857         // upload a dynamic index buffer if needed
1858         if (element3s)
1859         {
1860                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
1861                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1862         }
1863         else if (element3i)
1864         {
1865                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
1866                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1867         }
1868         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1869         bufferoffset3i = element3i_bufferoffset;
1870         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1871         bufferoffset3s = element3s_bufferoffset;
1872         r_refdef.stats[r_stat_draws]++;
1873         r_refdef.stats[r_stat_draws_vertices] += numvertices;
1874         r_refdef.stats[r_stat_draws_elements] += numelements;
1875         if (gl_paranoid.integer)
1876         {
1877                 unsigned int i;
1878                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
1879 #if 0
1880                 unsigned int j, size;
1881                 const int *p;
1882                 // note: there's no validation done here on buffer objects because it
1883                 // is somewhat difficult to get at the data, and gl_paranoid can be
1884                 // used without buffer objects if the need arises
1885                 // (the data could be gotten using glMapBuffer but it would be very
1886                 //  slow due to uncachable video memory reads)
1887                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1888                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1889                 CHECKGLERROR
1890                 if (gl_state.pointer_vertex_pointer)
1891                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1892                                 paranoidblah += *p;
1893                 if (gl_state.pointer_color_enabled)
1894                 {
1895                         if (!qglIsEnabled(GL_COLOR_ARRAY))
1896                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1897                         CHECKGLERROR
1898                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1899                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1900                                         paranoidblah += *p;
1901                 }
1902                 for (i = 0;i < vid.texarrayunits;i++)
1903                 {
1904                         if (gl_state.units[i].arrayenabled)
1905                         {
1906                                 GL_ClientActiveTexture(i);
1907                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1908                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1909                                 CHECKGLERROR
1910                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1911                                         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++)
1912                                                 paranoidblah += *p;
1913                         }
1914                 }
1915 #endif
1916                 if (element3i)
1917                 {
1918                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1919                         {
1920                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1921                                 {
1922                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1923                                         return;
1924                                 }
1925                         }
1926                 }
1927                 if (element3s)
1928                 {
1929                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1930                         {
1931                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1932                                 {
1933                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1934                                         return;
1935                                 }
1936                         }
1937                 }
1938         }
1939         if (r_render.integer || r_refdef.draw2dstage)
1940         {
1941                 switch(vid.renderpath)
1942                 {
1943                 case RENDERPATH_GL20:
1944                         CHECKGLERROR
1945                         if (bufferobject3s)
1946                         {
1947                                 GL_BindEBO(bufferobject3s);
1948 #ifndef USE_GLES2
1949                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1950                                 {
1951                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
1952                                         CHECKGLERROR
1953                                 }
1954                                 else
1955 #endif
1956                                 {
1957                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
1958                                         CHECKGLERROR
1959                                 }
1960                         }
1961                         else if (bufferobject3i)
1962                         {
1963                                 GL_BindEBO(bufferobject3i);
1964 #ifndef USE_GLES2
1965                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1966                                 {
1967                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
1968                                         CHECKGLERROR
1969                                 }
1970                                 else
1971 #endif
1972                                 {
1973                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
1974                                         CHECKGLERROR
1975                                 }
1976                         }
1977                         else if (element3s)
1978                         {
1979                                 GL_BindEBO(0);
1980 #ifndef USE_GLES2
1981                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1982                                 {
1983                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1984                                         CHECKGLERROR
1985                                 }
1986                                 else
1987 #endif
1988                                 {
1989                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1990                                         CHECKGLERROR
1991                                 }
1992                         }
1993                         else if (element3i)
1994                         {
1995                                 GL_BindEBO(0);
1996 #ifndef USE_GLES2
1997                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1998                                 {
1999                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2000                                         CHECKGLERROR
2001                                 }
2002                                 else
2003 #endif
2004                                 {
2005                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2006                                         CHECKGLERROR
2007                                 }
2008                         }
2009                         else
2010                         {
2011                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2012                                 CHECKGLERROR
2013                         }
2014                         break;
2015                 case RENDERPATH_GLES2:
2016                         // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
2017                         if (bufferobject3s)
2018                         {
2019                                 GL_BindEBO(bufferobject3s);
2020                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2021                                 CHECKGLERROR
2022                         }
2023                         else if (bufferobject3i)
2024                         {
2025                                 GL_BindEBO(bufferobject3i);
2026                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2027                                 CHECKGLERROR
2028                         }
2029                         else if (element3s)
2030                         {
2031                                 GL_BindEBO(0);
2032                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2033                                 CHECKGLERROR
2034                         }
2035                         else if (element3i)
2036                         {
2037                                 GL_BindEBO(0);
2038                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2039                                 CHECKGLERROR
2040                         }
2041                         else
2042                         {
2043                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2044                                 CHECKGLERROR
2045                         }
2046                         break;
2047                 }
2048         }
2049 }
2050
2051 // restores backend state, used when done with 3D rendering
2052 void R_Mesh_Finish(void)
2053 {
2054         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2055 }
2056
2057 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
2058 {
2059         r_meshbuffer_t *buffer;
2060         if (isuniformbuffer)
2061         {
2062                 if (!vid.support.arb_uniform_buffer_object)
2063                         return NULL;
2064         }
2065         else
2066         {
2067                 if (!vid.support.arb_vertex_buffer_object)
2068                         return NULL;
2069                 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
2070                         return NULL;
2071         }
2072         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2073         memset(buffer, 0, sizeof(*buffer));
2074         buffer->bufferobject = 0;
2075         buffer->devicebuffer = NULL;
2076         buffer->size = size;
2077         buffer->isindexbuffer = isindexbuffer;
2078         buffer->isuniformbuffer = isuniformbuffer;
2079         buffer->isdynamic = isdynamic;
2080         buffer->isindex16 = isindex16;
2081         strlcpy(buffer->name, name, sizeof(buffer->name));
2082         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
2083         return buffer;
2084 }
2085
2086 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
2087 {
2088         if (!buffer)
2089                 return;
2090         if (buffer->isindexbuffer)
2091         {
2092                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
2093                 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
2094         }
2095         else
2096         {
2097                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
2098                 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
2099         }
2100         if (!subdata)
2101                 buffer->size = size;
2102         switch(vid.renderpath)
2103         {
2104         case RENDERPATH_GL20:
2105         case RENDERPATH_GLES2:
2106                 if (!buffer->bufferobject)
2107                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2108                 if (buffer->isuniformbuffer)
2109                         GL_BindUBO(buffer->bufferobject);
2110                 else if (buffer->isindexbuffer)
2111                         GL_BindEBO(buffer->bufferobject);
2112                 else
2113                         GL_BindVBO(buffer->bufferobject);
2114
2115                 {
2116                         int buffertype;
2117                         buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
2118 #ifdef GL_UNIFORM_BUFFER
2119                         if (buffer->isuniformbuffer)
2120                                 buffertype = GL_UNIFORM_BUFFER;
2121 #endif
2122                         if (subdata)
2123                                 qglBufferSubDataARB(buffertype, offset, size, data);
2124                         else
2125                                 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
2126                 }
2127                 if (buffer->isuniformbuffer)
2128                         GL_BindUBO(0);
2129                 break;
2130         }
2131 }
2132
2133 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2134 {
2135         if (!buffer)
2136                 return;
2137         switch(vid.renderpath)
2138         {
2139         case RENDERPATH_GL20:
2140         case RENDERPATH_GLES2:
2141                 // GL clears the binding if we delete something bound
2142                 if (gl_state.uniformbufferobject == buffer->bufferobject)
2143                         gl_state.uniformbufferobject = 0;
2144                 if (gl_state.vertexbufferobject == buffer->bufferobject)
2145                         gl_state.vertexbufferobject = 0;
2146                 if (gl_state.elementbufferobject == buffer->bufferobject)
2147                         gl_state.elementbufferobject = 0;
2148                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2149                 break;
2150         }
2151         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2152 }
2153
2154 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
2155 void GL_Mesh_ListVBOs(qboolean printeach)
2156 {
2157         int i, endindex;
2158         int type;
2159         int isdynamic;
2160         int index16count, index16mem;
2161         int index32count, index32mem;
2162         int vertexcount, vertexmem;
2163         int uniformcount, uniformmem;
2164         int totalcount, totalmem;
2165         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
2166         r_meshbuffer_t *buffer;
2167         memset(bufferstat, 0, sizeof(bufferstat));
2168         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2169         for (i = 0;i < endindex;i++)
2170         {
2171                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2172                 if (!buffer)
2173                         continue;
2174                 if (buffer->isuniformbuffer)
2175                         type = R_BUFFERDATA_UNIFORM;
2176                 else if (buffer->isindexbuffer && buffer->isindex16)
2177                         type = R_BUFFERDATA_INDEX16;
2178                 else if (buffer->isindexbuffer)
2179                         type = R_BUFFERDATA_INDEX32;
2180                 else
2181                         type = R_BUFFERDATA_VERTEX;
2182                 isdynamic = buffer->isdynamic;
2183                 bufferstat[type][isdynamic][0]++;
2184                 bufferstat[type][isdynamic][1] += buffer->size;
2185                 if (printeach)
2186                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
2187         }
2188         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
2189         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
2190         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
2191         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
2192         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
2193         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
2194         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
2195         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
2196         totalcount = index16count + index32count + vertexcount + uniformcount;
2197         totalmem = index16mem + index32mem + vertexmem + uniformmem;
2198         Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
2199 }
2200
2201
2202
2203 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2204 {
2205         switch(vid.renderpath)
2206         {
2207         case RENDERPATH_GL20:
2208         case RENDERPATH_GLES2:
2209                 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)
2210                 {
2211                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2212                         gl_state.pointer_vertex_components = components;
2213                         gl_state.pointer_vertex_gltype = gltype;
2214                         gl_state.pointer_vertex_stride = stride;
2215                         gl_state.pointer_vertex_pointer = pointer;
2216                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2217                         gl_state.pointer_vertex_offset = bufferoffset;
2218                         CHECKGLERROR
2219                         GL_BindVBO(bufferobject);
2220                         // LordHavoc: special flag added to gltype for unnormalized types
2221                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2222                 }
2223                 break;
2224         }
2225 }
2226
2227 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2228 {
2229         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2230         // the pointer only.
2231         switch(vid.renderpath)
2232         {
2233         case RENDERPATH_GL20:
2234         case RENDERPATH_GLES2:
2235                 CHECKGLERROR
2236                 if (pointer)
2237                 {
2238                         // caller wants color array enabled
2239                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2240                         if (!gl_state.pointer_color_enabled)
2241                         {
2242                                 gl_state.pointer_color_enabled = true;
2243                                 CHECKGLERROR
2244                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2245                         }
2246                         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)
2247                         {
2248                                 gl_state.pointer_color_components = components;
2249                                 gl_state.pointer_color_gltype = gltype;
2250                                 gl_state.pointer_color_stride = stride;
2251                                 gl_state.pointer_color_pointer = pointer;
2252                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2253                                 gl_state.pointer_color_offset = bufferoffset;
2254                                 CHECKGLERROR
2255                                 GL_BindVBO(bufferobject);
2256                                 // LordHavoc: special flag added to gltype for unnormalized types
2257                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2258                         }
2259                 }
2260                 else
2261                 {
2262                         // caller wants color array disabled
2263                         if (gl_state.pointer_color_enabled)
2264                         {
2265                                 gl_state.pointer_color_enabled = false;
2266                                 CHECKGLERROR
2267                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2268                                 // when color array is on the current color gets trashed, set it again
2269                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2270                         }
2271                 }
2272                 break;
2273         }
2274 }
2275
2276 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)
2277 {
2278         gltextureunit_t *unit = gl_state.units + unitnum;
2279         // update array settings
2280         // note: there is no need to check bufferobject here because all cases
2281         // that involve a valid bufferobject also supply a texcoord array
2282         switch(vid.renderpath)
2283         {
2284         case RENDERPATH_GL20:
2285         case RENDERPATH_GLES2:
2286                 CHECKGLERROR
2287                 if (pointer)
2288                 {
2289                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2290                         // texture array unit is enabled, enable the array
2291                         if (!unit->arrayenabled)
2292                         {
2293                                 unit->arrayenabled = true;
2294                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2295                         }
2296                         // texcoord array
2297                         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)
2298                         {
2299                                 unit->pointer_texcoord_components = components;
2300                                 unit->pointer_texcoord_gltype = gltype;
2301                                 unit->pointer_texcoord_stride = stride;
2302                                 unit->pointer_texcoord_pointer = pointer;
2303                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2304                                 unit->pointer_texcoord_offset = bufferoffset;
2305                                 GL_BindVBO(bufferobject);
2306                                 // LordHavoc: special flag added to gltype for unnormalized types
2307                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2308                         }
2309                 }
2310                 else
2311                 {
2312                         // texture array unit is disabled, disable the array
2313                         if (unit->arrayenabled)
2314                         {
2315                                 unit->arrayenabled = false;
2316                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2317                         }
2318                 }
2319                 break;
2320         }
2321 }
2322
2323 int R_Mesh_TexBound(unsigned int unitnum, int id)
2324 {
2325         gltextureunit_t *unit = gl_state.units + unitnum;
2326         if (unitnum >= vid.teximageunits)
2327                 return 0;
2328         if (id == GL_TEXTURE_2D)
2329                 return unit->t2d;
2330         if (id == GL_TEXTURE_3D)
2331                 return unit->t3d;
2332         if (id == GL_TEXTURE_CUBE_MAP)
2333                 return unit->tcubemap;
2334         return 0;
2335 }
2336
2337 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2338 {
2339         switch(vid.renderpath)
2340         {
2341         case RENDERPATH_GL20:
2342         case RENDERPATH_GLES2:
2343                 R_Mesh_TexBind(0, tex);
2344                 GL_ActiveTexture(0);CHECKGLERROR
2345                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2346                 break;
2347         }
2348 }
2349
2350 void R_Mesh_ClearBindingsForTexture(int texnum)
2351 {
2352         gltextureunit_t *unit;
2353         unsigned int unitnum;
2354         // 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)
2355         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2356         {
2357                 unit = gl_state.units + unitnum;
2358                 if (unit->t2d == texnum)
2359                         unit->t2d = -1;
2360                 if (unit->t3d == texnum)
2361                         unit->t3d = -1;
2362                 if (unit->tcubemap == texnum)
2363                         unit->tcubemap = -1;
2364         }
2365 }
2366
2367 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2368 {
2369         gltextureunit_t *unit = gl_state.units + unitnum;
2370         int texnum;
2371         if (unitnum >= vid.teximageunits)
2372                 return;
2373         if (unit->texture == tex)
2374                 return;
2375         switch(vid.renderpath)
2376         {
2377         case RENDERPATH_GL20:
2378         case RENDERPATH_GLES2:
2379                 if (!tex)
2380                 {
2381                         tex = r_texture_white;
2382                         // not initialized enough yet...
2383                         if (!tex)
2384                                 return;
2385                 }
2386                 unit->texture = tex;
2387                 texnum = R_GetTexture(tex);
2388                 switch(tex->gltexturetypeenum)
2389                 {
2390                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2391                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2392                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2393                 }
2394                 break;
2395         }
2396 }
2397
2398 void R_Mesh_ResetTextureState(void)
2399 {
2400         unsigned int unitnum;
2401
2402         BACKENDACTIVECHECK
2403
2404         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2405                 R_Mesh_TexBind(unitnum, NULL);
2406         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
2407                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2408 }
2409
2410 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2411 {
2412         // upload temporary vertexbuffer for this rendering
2413         if (!gl_state.usevbo_staticvertex)
2414                 vertexbuffer = NULL;
2415         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2416                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2417         if (vertexbuffer)
2418         {
2419                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2420                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2421                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2422                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2423                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2424                 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2425                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2426                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2427                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2428                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2429         }
2430         else
2431         {
2432                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2433                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2434                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2435                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2436                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2437                 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2438                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2439                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2440                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2441                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2442         }
2443 }
2444
2445 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2446 {
2447         if (gl_state.usevbo_dynamicvertex)
2448         {
2449                 r_meshbuffer_t *buffer_vertex3f = NULL;
2450                 r_meshbuffer_t *buffer_color4f = NULL;
2451                 r_meshbuffer_t *buffer_texcoord2f = NULL;
2452                 int bufferoffset_vertex3f = 0;
2453                 int bufferoffset_color4f = 0;
2454                 int bufferoffset_texcoord2f = 0;
2455                 buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
2456                 buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
2457                 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2458                 R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2459                 R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2460                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
2461                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2462                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2463                 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2464                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2465                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2466                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2467                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2468         }
2469         else
2470         {
2471                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2472                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2473                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
2474                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2475                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2476                 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2477                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2478                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2479                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2480                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2481         }
2482 }
2483
2484 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)
2485 {
2486         if (gl_state.usevbo_dynamicvertex)
2487         {
2488                 r_meshbuffer_t *buffer_vertex3f = NULL;
2489                 r_meshbuffer_t *buffer_color4f = NULL;
2490                 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2491                 r_meshbuffer_t *buffer_svector3f = NULL;
2492                 r_meshbuffer_t *buffer_tvector3f = NULL;
2493                 r_meshbuffer_t *buffer_normal3f = NULL;
2494                 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2495                 int bufferoffset_vertex3f = 0;
2496                 int bufferoffset_color4f = 0;
2497                 int bufferoffset_texcoordtexture2f = 0;
2498                 int bufferoffset_svector3f = 0;
2499                 int bufferoffset_tvector3f = 0;
2500                 int bufferoffset_normal3f = 0;
2501                 int bufferoffset_texcoordlightmap2f = 0;
2502                 buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
2503                 buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
2504                 buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
2505                 buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
2506                 buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
2507                 buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2508                 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2509                 R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2510                 R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2511                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2512                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
2513                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
2514                 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
2515                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2516                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2517                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2518                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2519         }
2520         else
2521         {
2522                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2523                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2524                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
2525                 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
2526                 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
2527                 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
2528                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
2529                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2530                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2531                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2532         }
2533 }
2534
2535 void GL_BlendEquationSubtract(qboolean negated)
2536 {
2537         if(negated)
2538         {
2539                 switch(vid.renderpath)
2540                 {
2541                 case RENDERPATH_GL20:
2542                 case RENDERPATH_GLES2:
2543                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
2544                         break;
2545                 }
2546         }
2547         else
2548         {
2549                 switch(vid.renderpath)
2550                 {
2551                 case RENDERPATH_GL20:
2552                 case RENDERPATH_GLES2:
2553                         qglBlendEquationEXT(GL_FUNC_ADD);
2554                         break;
2555                 }
2556         }
2557 }