3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
104 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
106 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
107 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
109 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
110 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
111 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
112 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
113 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
116 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
117 qboolean v_flipped_state = false;
119 r_viewport_t gl_viewport;
120 matrix4x4_t gl_modelmatrix;
121 matrix4x4_t gl_viewmatrix;
122 matrix4x4_t gl_modelviewmatrix;
123 matrix4x4_t gl_projectionmatrix;
124 matrix4x4_t gl_modelviewprojectionmatrix;
125 float gl_modelview16f[16];
126 float gl_modelviewprojection16f[16];
127 qboolean gl_modelmatrixchanged;
129 int gl_maxdrawrangeelementsvertices;
130 int gl_maxdrawrangeelementsindices;
135 void GL_PrintError(int errornumber, const char *filename, int linenumber)
139 #ifdef GL_INVALID_ENUM
140 case GL_INVALID_ENUM:
141 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
144 #ifdef GL_INVALID_VALUE
145 case GL_INVALID_VALUE:
146 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
149 #ifdef GL_INVALID_OPERATION
150 case GL_INVALID_OPERATION:
151 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
154 #ifdef GL_STACK_OVERFLOW
155 case GL_STACK_OVERFLOW:
156 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
159 #ifdef GL_STACK_UNDERFLOW
160 case GL_STACK_UNDERFLOW:
161 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
164 #ifdef GL_OUT_OF_MEMORY
165 case GL_OUT_OF_MEMORY:
166 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
169 #ifdef GL_TABLE_TOO_LARGE
170 case GL_TABLE_TOO_LARGE:
171 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
174 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
175 case GL_INVALID_FRAMEBUFFER_OPERATION:
176 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
180 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
186 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188 void SCR_ScreenShot_f (void);
190 typedef struct gltextureunit_s
192 int pointer_texcoord_components;
193 int pointer_texcoord_gltype;
194 size_t pointer_texcoord_stride;
195 const void *pointer_texcoord_pointer;
196 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
197 size_t pointer_texcoord_offset;
200 int t2d, t3d, tcubemap;
202 int rgbscale, alphascale;
204 int combinergb, combinealpha;
205 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
206 int texmatrixenabled;
211 typedef struct gl_state_s
219 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
223 float polygonoffset[2];
226 float alphafuncvalue;
227 qboolean alphatocoverage;
230 unsigned int clientunit;
231 gltextureunit_t units[MAX_TEXTUREUNITS];
235 int vertexbufferobject;
236 int elementbufferobject;
237 int uniformbufferobject;
238 int framebufferobject;
239 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240 qboolean pointer_color_enabled;
242 int pointer_vertex_components;
243 int pointer_vertex_gltype;
244 size_t pointer_vertex_stride;
245 const void *pointer_vertex_pointer;
246 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247 size_t pointer_vertex_offset;
249 int pointer_color_components;
250 int pointer_color_gltype;
251 size_t pointer_color_stride;
252 const void *pointer_color_pointer;
253 const r_meshbuffer_t *pointer_color_vertexbuffer;
254 size_t pointer_color_offset;
256 void *preparevertices_tempdata;
257 size_t preparevertices_tempdatamaxsize;
258 r_vertexgeneric_t *preparevertices_vertexgeneric;
259 r_vertexmesh_t *preparevertices_vertexmesh;
260 int preparevertices_numvertices;
262 qboolean usevbo_staticvertex;
263 qboolean usevbo_staticindex;
264 qboolean usevbo_dynamicvertex;
265 qboolean usevbo_dynamicindex;
267 memexpandablearray_t meshbufferarray;
272 // rtexture_t *d3drt_depthtexture;
273 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
274 IDirect3DSurface9 *d3drt_depthsurface;
275 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
276 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
277 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
278 void *d3dvertexbuffer;
285 static gl_state_t gl_state;
289 note: here's strip order for a terrain row:
296 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
298 *elements++ = i + row;
300 *elements++ = i + row + 1;
303 *elements++ = i + row + 1;
306 for (y = 0;y < rows - 1;y++)
308 for (x = 0;x < columns - 1;x++)
311 *elements++ = i + columns;
313 *elements++ = i + columns + 1;
316 *elements++ = i + columns + 1;
327 for (y = 0;y < rows - 1;y++)
329 for (x = 0;x < columns - 1;x++)
333 *elements++ = i + columns;
334 *elements++ = i + columns + 1;
335 *elements++ = i + columns;
336 *elements++ = i + columns + 1;
342 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
343 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
345 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
347 static void GL_VBOStats_f(void)
349 GL_Mesh_ListVBOs(true);
352 static void GL_Backend_ResetState(void);
354 static void R_Mesh_InitVertexDeclarations(void);
355 static void R_Mesh_DestroyVertexDeclarations(void);
357 static void R_Mesh_SetUseVBO(void)
359 switch(vid.renderpath)
361 case RENDERPATH_GL11:
362 case RENDERPATH_GL13:
363 case RENDERPATH_GL20:
364 case RENDERPATH_GLES1:
365 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
366 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
367 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
368 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
370 case RENDERPATH_D3D9:
371 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
372 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
374 case RENDERPATH_D3D10:
375 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
377 case RENDERPATH_D3D11:
378 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
380 case RENDERPATH_SOFT:
381 gl_state.usevbo_staticvertex = false;
382 gl_state.usevbo_staticindex = false;
383 gl_state.usevbo_dynamicvertex = false;
384 gl_state.usevbo_dynamicindex = false;
386 case RENDERPATH_GLES2:
387 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
388 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
390 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
395 static void gl_backend_start(void)
397 memset(&gl_state, 0, sizeof(gl_state));
399 R_Mesh_InitVertexDeclarations();
402 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
404 Con_DPrintf("OpenGL backend started.\n");
408 GL_Backend_ResetState();
410 switch(vid.renderpath)
412 case RENDERPATH_GL11:
413 case RENDERPATH_GL13:
414 case RENDERPATH_GL20:
415 case RENDERPATH_GLES1:
416 case RENDERPATH_GLES2:
417 // fetch current fbo here (default fbo is not 0 on some GLES devices)
418 if (vid.support.ext_framebuffer_object)
419 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
421 case RENDERPATH_D3D9:
423 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
424 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
427 case RENDERPATH_D3D10:
428 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
430 case RENDERPATH_D3D11:
431 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
433 case RENDERPATH_SOFT:
438 static void gl_backend_shutdown(void)
440 Con_DPrint("OpenGL Backend shutting down\n");
442 switch(vid.renderpath)
444 case RENDERPATH_GL11:
445 case RENDERPATH_GL13:
446 case RENDERPATH_GL20:
447 case RENDERPATH_SOFT:
448 case RENDERPATH_GLES1:
449 case RENDERPATH_GLES2:
451 case RENDERPATH_D3D9:
453 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
454 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
457 case RENDERPATH_D3D10:
458 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
460 case RENDERPATH_D3D11:
461 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
465 if (gl_state.preparevertices_tempdata)
466 Mem_Free(gl_state.preparevertices_tempdata);
468 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
470 R_Mesh_DestroyVertexDeclarations();
472 memset(&gl_state, 0, sizeof(gl_state));
475 static void gl_backend_newmap(void)
479 static void gl_backend_devicelost(void)
482 r_meshbuffer_t *buffer;
484 gl_state.d3dvertexbuffer = NULL;
486 switch(vid.renderpath)
488 case RENDERPATH_GL11:
489 case RENDERPATH_GL13:
490 case RENDERPATH_GL20:
491 case RENDERPATH_SOFT:
492 case RENDERPATH_GLES1:
493 case RENDERPATH_GLES2:
495 case RENDERPATH_D3D9:
497 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
498 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
501 case RENDERPATH_D3D10:
502 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
504 case RENDERPATH_D3D11:
505 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
508 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
509 for (i = 0;i < endindex;i++)
511 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
512 if (!buffer || !buffer->isdynamic)
514 switch(vid.renderpath)
516 case RENDERPATH_GL11:
517 case RENDERPATH_GL13:
518 case RENDERPATH_GL20:
519 case RENDERPATH_SOFT:
520 case RENDERPATH_GLES1:
521 case RENDERPATH_GLES2:
523 case RENDERPATH_D3D9:
525 if (buffer->devicebuffer)
527 if (buffer->isindexbuffer)
528 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
530 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
531 buffer->devicebuffer = NULL;
535 case RENDERPATH_D3D10:
536 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
538 case RENDERPATH_D3D11:
539 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
545 static void gl_backend_devicerestored(void)
547 switch(vid.renderpath)
549 case RENDERPATH_GL11:
550 case RENDERPATH_GL13:
551 case RENDERPATH_GL20:
552 case RENDERPATH_SOFT:
553 case RENDERPATH_GLES1:
554 case RENDERPATH_GLES2:
556 case RENDERPATH_D3D9:
558 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
559 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
562 case RENDERPATH_D3D10:
563 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
565 case RENDERPATH_D3D11:
566 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
571 void gl_backend_init(void)
575 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
577 polygonelement3s[i * 3 + 0] = 0;
578 polygonelement3s[i * 3 + 1] = i + 1;
579 polygonelement3s[i * 3 + 2] = i + 2;
581 // elements for rendering a series of quads as triangles
582 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
584 quadelement3s[i * 6 + 0] = i * 4;
585 quadelement3s[i * 6 + 1] = i * 4 + 1;
586 quadelement3s[i * 6 + 2] = i * 4 + 2;
587 quadelement3s[i * 6 + 3] = i * 4;
588 quadelement3s[i * 6 + 4] = i * 4 + 2;
589 quadelement3s[i * 6 + 5] = i * 4 + 3;
592 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
593 polygonelement3i[i] = polygonelement3s[i];
594 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
595 quadelement3i[i] = quadelement3s[i];
597 Cvar_RegisterVariable(&r_render);
598 Cvar_RegisterVariable(&r_renderview);
599 Cvar_RegisterVariable(&r_waterwarp);
600 Cvar_RegisterVariable(&gl_polyblend);
601 Cvar_RegisterVariable(&v_flipped);
602 Cvar_RegisterVariable(&gl_dither);
603 Cvar_RegisterVariable(&gl_vbo);
604 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
605 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
606 Cvar_RegisterVariable(&gl_paranoid);
607 Cvar_RegisterVariable(&gl_printcheckerror);
609 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
610 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
612 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
614 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
617 void GL_SetMirrorState(qboolean state);
619 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
623 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
624 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
626 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
628 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
629 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
630 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
632 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
637 switch(vid.renderpath)
639 case RENDERPATH_GL11:
640 case RENDERPATH_GL13:
641 case RENDERPATH_GL20:
642 case RENDERPATH_GLES1:
643 case RENDERPATH_GLES2:
646 case RENDERPATH_D3D9:
647 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
649 case RENDERPATH_D3D10:
650 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
652 case RENDERPATH_D3D11:
653 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
655 case RENDERPATH_SOFT:
661 static int bboxedges[12][2] =
680 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
682 int i, ix1, iy1, ix2, iy2;
683 float x1, y1, x2, y2;
694 scissor[0] = r_refdef.view.viewport.x;
695 scissor[1] = r_refdef.view.viewport.y;
696 scissor[2] = r_refdef.view.viewport.width;
697 scissor[3] = r_refdef.view.viewport.height;
699 // if view is inside the box, just say yes it's visible
700 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
703 // transform all corners that are infront of the nearclip plane
704 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
705 plane4f[3] = r_refdef.view.frustum[4].dist;
707 for (i = 0;i < 8;i++)
709 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
710 dist[i] = DotProduct4(corner[i], plane4f);
711 sign[i] = dist[i] > 0;
714 VectorCopy(corner[i], vertex[numvertices]);
718 // if some points are behind the nearclip, add clipped edge points to make
719 // sure that the scissor boundary is complete
720 if (numvertices > 0 && numvertices < 8)
722 // add clipped edge points
723 for (i = 0;i < 12;i++)
727 if (sign[j] != sign[k])
729 f = dist[j] / (dist[j] - dist[k]);
730 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
736 // if we have no points to check, it is behind the view plane
740 // if we have some points to transform, check what screen area is covered
741 x1 = y1 = x2 = y2 = 0;
743 //Con_Printf("%i vertices to transform...\n", numvertices);
744 for (i = 0;i < numvertices;i++)
746 VectorCopy(vertex[i], v);
747 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
748 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
751 if (x1 > v2[0]) x1 = v2[0];
752 if (x2 < v2[0]) x2 = v2[0];
753 if (y1 > v2[1]) y1 = v2[1];
754 if (y2 < v2[1]) y2 = v2[1];
763 // now convert the scissor rectangle to integer screen coordinates
764 ix1 = (int)(x1 - 1.0f);
765 //iy1 = vid.height - (int)(y2 - 1.0f);
766 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
767 iy1 = (int)(y1 - 1.0f);
768 ix2 = (int)(x2 + 1.0f);
769 //iy2 = vid.height - (int)(y1 + 1.0f);
770 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
771 iy2 = (int)(y2 + 1.0f);
772 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
774 // clamp it to the screen
775 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
776 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
777 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
778 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
780 // if it is inside out, it's not visible
781 if (ix2 <= ix1 || iy2 <= iy1)
784 // the light area is visible, set up the scissor rectangle
787 scissor[2] = ix2 - ix1;
788 scissor[3] = iy2 - iy1;
790 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
791 switch(vid.renderpath)
793 case RENDERPATH_D3D9:
794 case RENDERPATH_D3D10:
795 case RENDERPATH_D3D11:
796 scissor[1] = vid.height - scissor[1] - scissor[3];
798 case RENDERPATH_GL11:
799 case RENDERPATH_GL13:
800 case RENDERPATH_GL20:
801 case RENDERPATH_SOFT:
802 case RENDERPATH_GLES1:
803 case RENDERPATH_GLES2:
811 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
815 float clipPlane[4], v3[3], v4[3];
818 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
820 VectorSet(normal, normalx, normaly, normalz);
821 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
822 VectorScale(normal, -dist, v3);
823 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
824 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
825 clipPlane[3] = -DotProduct(v4, clipPlane);
829 // testing code for comparing results
831 VectorCopy4(clipPlane, clipPlane2);
832 R_EntityMatrix(&identitymatrix);
833 VectorSet(q, normal[0], normal[1], normal[2], -dist);
834 qglClipPlane(GL_CLIP_PLANE0, q);
835 qglGetClipPlane(GL_CLIP_PLANE0, q);
836 VectorCopy4(q, clipPlane);
840 // Calculate the clip-space corner point opposite the clipping plane
841 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
842 // transform it into camera space by multiplying it
843 // by the inverse of the projection matrix
844 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
845 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
847 q[3] = (1.0f + m[10]) / m[14];
849 // Calculate the scaled plane vector
850 d = 2.0f / DotProduct4(clipPlane, q);
852 // Replace the third row of the projection matrix
853 m[2] = clipPlane[0] * d;
854 m[6] = clipPlane[1] * d;
855 m[10] = clipPlane[2] * d + 1.0f;
856 m[14] = clipPlane[3] * d;
859 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
861 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
863 memset(v, 0, sizeof(*v));
864 v->type = R_VIEWPORTTYPE_ORTHO;
865 v->cameramatrix = *cameramatrix;
872 memset(m, 0, sizeof(m));
873 m[0] = 2/(right - left);
874 m[5] = 2/(top - bottom);
875 m[10] = -2/(zFar - zNear);
876 m[12] = - (right + left)/(right - left);
877 m[13] = - (top + bottom)/(top - bottom);
878 m[14] = - (zFar + zNear)/(zFar - zNear);
880 switch(vid.renderpath)
882 case RENDERPATH_GL11:
883 case RENDERPATH_GL13:
884 case RENDERPATH_GL20:
885 case RENDERPATH_SOFT:
886 case RENDERPATH_GLES1:
887 case RENDERPATH_GLES2:
889 case RENDERPATH_D3D9:
890 case RENDERPATH_D3D10:
891 case RENDERPATH_D3D11:
892 m[10] = -1/(zFar - zNear);
893 m[14] = -zNear/(zFar-zNear);
896 v->screentodepth[0] = -farclip / (farclip - nearclip);
897 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
899 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
902 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
904 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
910 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
911 R_Viewport_TransformToScreen(v, test1, test2);
912 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
917 void R_Viewport_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)
919 matrix4x4_t tempmatrix, basematrix;
921 memset(v, 0, sizeof(*v));
923 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
924 v->cameramatrix = *cameramatrix;
931 memset(m, 0, sizeof(m));
932 m[0] = 1.0 / frustumx;
933 m[5] = 1.0 / frustumy;
934 m[10] = -(farclip + nearclip) / (farclip - nearclip);
936 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
937 v->screentodepth[0] = -farclip / (farclip - nearclip);
938 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
940 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
941 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
942 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
943 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
946 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
948 if(v_flipped.integer)
956 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
959 void R_Viewport_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)
961 matrix4x4_t tempmatrix, basematrix;
962 const float nudge = 1.0 - 1.0 / (1<<23);
964 memset(v, 0, sizeof(*v));
966 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
967 v->cameramatrix = *cameramatrix;
974 memset(m, 0, sizeof(m));
975 m[ 0] = 1.0 / frustumx;
976 m[ 5] = 1.0 / frustumy;
979 m[14] = -2 * nearclip * nudge;
980 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
981 v->screentodepth[1] = m[14] * -0.5;
983 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
984 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
985 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
986 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
989 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
991 if(v_flipped.integer)
999 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1002 float cubeviewmatrix[6][16] =
1004 // standard cubemap projections
1042 float rectviewmatrix[6][16] =
1044 // sign-preserving cubemap projections
1083 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1085 matrix4x4_t tempmatrix, basematrix;
1087 memset(v, 0, sizeof(*v));
1088 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1089 v->cameramatrix = *cameramatrix;
1093 memset(m, 0, sizeof(m));
1095 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1097 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1099 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1100 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1101 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1104 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1106 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1109 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)
1111 matrix4x4_t tempmatrix, basematrix;
1113 memset(v, 0, sizeof(*v));
1114 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1115 v->cameramatrix = *cameramatrix;
1116 v->x = (side & 1) * size;
1117 v->y = (side >> 1) * size;
1121 memset(m, 0, sizeof(m));
1122 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1123 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1125 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1127 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1128 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1129 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1131 switch(vid.renderpath)
1133 case RENDERPATH_GL20:
1134 case RENDERPATH_GL13:
1135 case RENDERPATH_GL11:
1136 case RENDERPATH_SOFT:
1137 case RENDERPATH_GLES1:
1138 case RENDERPATH_GLES2:
1140 case RENDERPATH_D3D9:
1143 case RENDERPATH_D3D10:
1144 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1146 case RENDERPATH_D3D11:
1147 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1152 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1154 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1157 void R_SetViewport(const r_viewport_t *v)
1161 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1162 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1164 // copy over the matrices to our state
1165 gl_viewmatrix = v->viewmatrix;
1166 gl_projectionmatrix = v->projectmatrix;
1168 switch(vid.renderpath)
1170 case RENDERPATH_GL13:
1171 case RENDERPATH_GL11:
1172 case RENDERPATH_GLES1:
1177 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1178 // Load the projection matrix into OpenGL
1179 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1180 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1181 qglLoadMatrixf(m);CHECKGLERROR
1182 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1186 case RENDERPATH_D3D9:
1189 D3DVIEWPORT9 d3dviewport;
1190 d3dviewport.X = gl_viewport.x;
1191 d3dviewport.Y = gl_viewport.y;
1192 d3dviewport.Width = gl_viewport.width;
1193 d3dviewport.Height = gl_viewport.height;
1194 d3dviewport.MinZ = gl_state.depthrange[0];
1195 d3dviewport.MaxZ = gl_state.depthrange[1];
1196 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1200 case RENDERPATH_D3D10:
1201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1203 case RENDERPATH_D3D11:
1204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1206 case RENDERPATH_SOFT:
1207 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1209 case RENDERPATH_GL20:
1210 case RENDERPATH_GLES2:
1212 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1216 // force an update of the derived matrices
1217 gl_modelmatrixchanged = true;
1218 R_EntityMatrix(&gl_modelmatrix);
1221 void R_GetViewport(r_viewport_t *v)
1226 static void GL_BindVBO(int bufferobject)
1228 if (gl_state.vertexbufferobject != bufferobject)
1230 gl_state.vertexbufferobject = bufferobject;
1232 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1236 static void GL_BindEBO(int bufferobject)
1238 if (gl_state.elementbufferobject != bufferobject)
1240 gl_state.elementbufferobject = bufferobject;
1242 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1246 static void GL_BindUBO(int bufferobject)
1248 if (gl_state.uniformbufferobject != bufferobject)
1250 gl_state.uniformbufferobject = bufferobject;
1251 #ifdef GL_UNIFORM_BUFFER
1253 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1258 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1259 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1261 switch(vid.renderpath)
1263 case RENDERPATH_GL11:
1264 case RENDERPATH_GL13:
1265 case RENDERPATH_GL20:
1266 case RENDERPATH_GLES1:
1267 case RENDERPATH_GLES2:
1268 if (vid.support.arb_framebuffer_object)
1272 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1273 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1274 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1276 // FIXME: separate stencil attachment on GLES
1277 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1278 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1280 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1281 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1283 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1284 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1285 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1286 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1287 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1288 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1289 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1290 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1293 if (colortexture4 && qglDrawBuffersARB)
1295 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1296 qglReadBuffer(GL_NONE);CHECKGLERROR
1298 else if (colortexture3 && qglDrawBuffersARB)
1300 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1301 qglReadBuffer(GL_NONE);CHECKGLERROR
1303 else if (colortexture2 && qglDrawBuffersARB)
1305 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1306 qglReadBuffer(GL_NONE);CHECKGLERROR
1308 else if (colortexture && qglDrawBuffer)
1310 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1311 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1313 else if (qglDrawBuffer)
1315 qglDrawBuffer(GL_NONE);CHECKGLERROR
1316 qglReadBuffer(GL_NONE);CHECKGLERROR
1319 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1320 if (status != GL_FRAMEBUFFER_COMPLETE)
1322 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1323 gl_state.framebufferobject = 0; // GL unbinds it for us
1324 qglDeleteFramebuffers(1, (GLuint*)&temp);
1329 else if (vid.support.ext_framebuffer_object)
1333 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1334 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1335 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1336 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1337 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1338 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1339 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1340 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1341 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1342 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1343 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1344 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1345 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1348 if (colortexture4 && qglDrawBuffersARB)
1350 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1351 qglReadBuffer(GL_NONE);CHECKGLERROR
1353 else if (colortexture3 && qglDrawBuffersARB)
1355 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1356 qglReadBuffer(GL_NONE);CHECKGLERROR
1358 else if (colortexture2 && qglDrawBuffersARB)
1360 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1361 qglReadBuffer(GL_NONE);CHECKGLERROR
1363 else if (colortexture && qglDrawBuffer)
1365 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1366 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1368 else if (qglDrawBuffer)
1370 qglDrawBuffer(GL_NONE);CHECKGLERROR
1371 qglReadBuffer(GL_NONE);CHECKGLERROR
1374 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1375 if (status != GL_FRAMEBUFFER_COMPLETE)
1377 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1378 gl_state.framebufferobject = 0; // GL unbinds it for us
1379 qglDeleteFramebuffers(1, (GLuint*)&temp);
1385 case RENDERPATH_D3D9:
1386 case RENDERPATH_D3D10:
1387 case RENDERPATH_D3D11:
1389 case RENDERPATH_SOFT:
1395 void R_Mesh_DestroyFramebufferObject(int fbo)
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL11:
1400 case RENDERPATH_GL13:
1401 case RENDERPATH_GL20:
1402 case RENDERPATH_GLES1:
1403 case RENDERPATH_GLES2:
1406 // GL clears the binding if we delete something bound
1407 if (gl_state.framebufferobject == fbo)
1408 gl_state.framebufferobject = 0;
1409 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1412 case RENDERPATH_D3D9:
1413 case RENDERPATH_D3D10:
1414 case RENDERPATH_D3D11:
1416 case RENDERPATH_SOFT:
1422 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1424 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1425 if (gl_state.d3drt_depthsurface != depthsurface)
1427 gl_state.d3drt_depthsurface = depthsurface;
1428 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1430 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1432 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1433 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1435 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1437 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1438 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1440 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1442 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1443 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1445 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1447 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1448 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1453 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1457 rtexture_t *textures[5];
1458 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1459 textures[4] = depthtexture;
1460 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1461 for (j = 0;j < 5;j++)
1463 for (i = 0;i < vid.teximageunits;i++)
1464 if (gl_state.units[i].texture == textures[j])
1465 R_Mesh_TexBind(i, NULL);
1466 // set up framebuffer object or render targets for the active rendering API
1467 switch(vid.renderpath)
1469 case RENDERPATH_GL11:
1470 case RENDERPATH_GL13:
1471 case RENDERPATH_GL20:
1472 case RENDERPATH_GLES1:
1473 case RENDERPATH_GLES2:
1474 if (gl_state.framebufferobject != fbo)
1476 gl_state.framebufferobject = fbo;
1477 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1480 case RENDERPATH_D3D9:
1482 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1483 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1486 IDirect3DSurface9 *surfaces[5];
1487 for (i = 0;i < 5;i++)
1492 if (textures[i]->d3dsurface)
1493 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1495 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1498 // set the render targets for real
1499 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1500 // release the texture surface levels (they won't be lost while bound...)
1501 for (i = 0;i < 5;i++)
1502 if (textures[i] && !textures[i]->d3dsurface)
1503 IDirect3DSurface9_Release(surfaces[i]);
1506 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1509 case RENDERPATH_D3D10:
1510 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1512 case RENDERPATH_D3D11:
1513 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1515 case RENDERPATH_SOFT:
1519 unsigned int *pointers[5];
1520 memset(pointers, 0, sizeof(pointers));
1521 for (i = 0;i < 5;i++)
1522 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1523 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1524 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1525 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1528 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1534 static int d3dcmpforglfunc(int f)
1538 case GL_NEVER: return D3DCMP_NEVER;
1539 case GL_LESS: return D3DCMP_LESS;
1540 case GL_EQUAL: return D3DCMP_EQUAL;
1541 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1542 case GL_GREATER: return D3DCMP_GREATER;
1543 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1544 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1545 case GL_ALWAYS: return D3DCMP_ALWAYS;
1546 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1550 static int d3dstencilopforglfunc(int f)
1554 case GL_KEEP: return D3DSTENCILOP_KEEP;
1555 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1556 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1557 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1562 static void GL_Backend_ResetState(void)
1565 gl_state.active = true;
1566 gl_state.depthtest = true;
1567 gl_state.alphatest = false;
1568 gl_state.alphafunc = GL_GEQUAL;
1569 gl_state.alphafuncvalue = 0.5f;
1570 gl_state.alphatocoverage = false;
1571 gl_state.blendfunc1 = GL_ONE;
1572 gl_state.blendfunc2 = GL_ZERO;
1573 gl_state.blend = false;
1574 gl_state.depthmask = GL_TRUE;
1575 gl_state.colormask = 15;
1576 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1577 gl_state.lockrange_first = 0;
1578 gl_state.lockrange_count = 0;
1579 gl_state.cullface = GL_FRONT;
1580 gl_state.cullfaceenable = false;
1581 gl_state.polygonoffset[0] = 0;
1582 gl_state.polygonoffset[1] = 0;
1583 gl_state.framebufferobject = 0;
1584 gl_state.depthfunc = GL_LEQUAL;
1586 switch(vid.renderpath)
1588 case RENDERPATH_D3D9:
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1593 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1594 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1595 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1596 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1597 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1601 case RENDERPATH_D3D10:
1602 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1604 case RENDERPATH_D3D11:
1605 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1607 case RENDERPATH_GL11:
1608 case RENDERPATH_GL13:
1609 case RENDERPATH_GLES1:
1613 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1614 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1615 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1616 if (qglBlendFuncSeparate)
1618 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1622 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1624 qglDisable(GL_BLEND);CHECKGLERROR
1625 qglCullFace(gl_state.cullface);CHECKGLERROR
1626 qglDisable(GL_CULL_FACE);CHECKGLERROR
1627 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1628 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1629 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1630 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1632 if (vid.support.arb_vertex_buffer_object)
1634 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1635 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1638 if (vid.support.ext_framebuffer_object)
1640 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1641 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1644 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1645 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1647 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1648 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1649 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1651 if (vid.support.ext_framebuffer_object)
1652 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1654 gl_state.unit = MAX_TEXTUREUNITS;
1655 gl_state.clientunit = MAX_TEXTUREUNITS;
1656 for (i = 0;i < vid.texunits;i++)
1658 GL_ActiveTexture(i);
1659 GL_ClientActiveTexture(i);
1660 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1661 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1662 if (vid.support.ext_texture_3d)
1664 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1665 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1667 if (vid.support.arb_texture_cube_map)
1669 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1670 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1673 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1674 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1675 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1676 qglLoadIdentity();CHECKGLERROR
1677 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1678 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1683 case RENDERPATH_SOFT:
1684 DPSOFTRAST_ColorMask(1,1,1,1);
1685 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1686 DPSOFTRAST_CullFace(gl_state.cullface);
1687 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1688 DPSOFTRAST_DepthMask(gl_state.depthmask);
1689 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1690 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1691 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1693 case RENDERPATH_GL20:
1694 case RENDERPATH_GLES2:
1696 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1697 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1698 qglDisable(GL_BLEND);CHECKGLERROR
1699 qglCullFace(gl_state.cullface);CHECKGLERROR
1700 qglDisable(GL_CULL_FACE);CHECKGLERROR
1701 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1702 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1703 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1704 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1705 if (vid.support.arb_vertex_buffer_object)
1707 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1708 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1710 if (vid.support.ext_framebuffer_object)
1711 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1712 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1713 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1714 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1715 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1716 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1717 gl_state.unit = MAX_TEXTUREUNITS;
1718 gl_state.clientunit = MAX_TEXTUREUNITS;
1719 for (i = 0;i < vid.teximageunits;i++)
1721 GL_ActiveTexture(i);
1722 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1723 if (vid.support.ext_texture_3d)
1725 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1727 if (vid.support.arb_texture_cube_map)
1729 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1732 for (i = 0;i < vid.texarrayunits;i++)
1735 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1736 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1743 void GL_ActiveTexture(unsigned int num)
1745 if (gl_state.unit != num)
1747 gl_state.unit = num;
1748 switch(vid.renderpath)
1750 case RENDERPATH_GL11:
1751 case RENDERPATH_GL13:
1752 case RENDERPATH_GL20:
1753 case RENDERPATH_GLES1:
1754 case RENDERPATH_GLES2:
1755 if (qglActiveTexture)
1758 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1762 case RENDERPATH_D3D9:
1763 case RENDERPATH_D3D10:
1764 case RENDERPATH_D3D11:
1766 case RENDERPATH_SOFT:
1772 void GL_ClientActiveTexture(unsigned int num)
1774 if (gl_state.clientunit != num)
1776 gl_state.clientunit = num;
1777 switch(vid.renderpath)
1779 case RENDERPATH_GL11:
1780 case RENDERPATH_GL13:
1781 case RENDERPATH_GLES1:
1783 if (qglActiveTexture)
1786 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1791 case RENDERPATH_D3D9:
1792 case RENDERPATH_D3D10:
1793 case RENDERPATH_D3D11:
1795 case RENDERPATH_SOFT:
1797 case RENDERPATH_GL20:
1798 case RENDERPATH_GLES2:
1804 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1806 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1808 qboolean blendenable;
1809 gl_state.blendfunc1 = blendfunc1;
1810 gl_state.blendfunc2 = blendfunc2;
1811 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1812 switch(vid.renderpath)
1814 case RENDERPATH_GL11:
1815 case RENDERPATH_GL13:
1816 case RENDERPATH_GL20:
1817 case RENDERPATH_GLES1:
1818 case RENDERPATH_GLES2:
1820 if (qglBlendFuncSeparate)
1822 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1826 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1828 if (gl_state.blend != blendenable)
1830 gl_state.blend = blendenable;
1831 if (!gl_state.blend)
1833 qglDisable(GL_BLEND);CHECKGLERROR
1837 qglEnable(GL_BLEND);CHECKGLERROR
1841 case RENDERPATH_D3D9:
1846 D3DBLEND d3dblendfunc[2];
1847 glblendfunc[0] = gl_state.blendfunc1;
1848 glblendfunc[1] = gl_state.blendfunc2;
1849 for (i = 0;i < 2;i++)
1851 switch(glblendfunc[i])
1853 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1854 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1855 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1856 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1857 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1858 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1859 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1860 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1861 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1862 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1865 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1866 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1867 if (gl_state.blend != blendenable)
1869 gl_state.blend = blendenable;
1870 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1875 case RENDERPATH_D3D10:
1876 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1878 case RENDERPATH_D3D11:
1879 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1881 case RENDERPATH_SOFT:
1882 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1888 void GL_DepthMask(int state)
1890 if (gl_state.depthmask != state)
1892 gl_state.depthmask = state;
1893 switch(vid.renderpath)
1895 case RENDERPATH_GL11:
1896 case RENDERPATH_GL13:
1897 case RENDERPATH_GL20:
1898 case RENDERPATH_GLES1:
1899 case RENDERPATH_GLES2:
1901 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1903 case RENDERPATH_D3D9:
1905 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1908 case RENDERPATH_D3D10:
1909 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1911 case RENDERPATH_D3D11:
1912 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1914 case RENDERPATH_SOFT:
1915 DPSOFTRAST_DepthMask(gl_state.depthmask);
1921 void GL_DepthTest(int state)
1923 if (gl_state.depthtest != state)
1925 gl_state.depthtest = state;
1926 switch(vid.renderpath)
1928 case RENDERPATH_GL11:
1929 case RENDERPATH_GL13:
1930 case RENDERPATH_GL20:
1931 case RENDERPATH_GLES1:
1932 case RENDERPATH_GLES2:
1934 if (gl_state.depthtest)
1936 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1940 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1943 case RENDERPATH_D3D9:
1945 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1948 case RENDERPATH_D3D10:
1949 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1951 case RENDERPATH_D3D11:
1952 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1954 case RENDERPATH_SOFT:
1955 DPSOFTRAST_DepthTest(gl_state.depthtest);
1961 void GL_DepthFunc(int state)
1963 if (gl_state.depthfunc != state)
1965 gl_state.depthfunc = state;
1966 switch(vid.renderpath)
1968 case RENDERPATH_GL11:
1969 case RENDERPATH_GL13:
1970 case RENDERPATH_GL20:
1971 case RENDERPATH_GLES1:
1972 case RENDERPATH_GLES2:
1974 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1976 case RENDERPATH_D3D9:
1978 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1981 case RENDERPATH_D3D10:
1982 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1984 case RENDERPATH_D3D11:
1985 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1987 case RENDERPATH_SOFT:
1988 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1994 void GL_DepthRange(float nearfrac, float farfrac)
1996 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1998 gl_state.depthrange[0] = nearfrac;
1999 gl_state.depthrange[1] = farfrac;
2000 switch(vid.renderpath)
2002 case RENDERPATH_GL11:
2003 case RENDERPATH_GL13:
2004 case RENDERPATH_GL20:
2005 case RENDERPATH_GLES1:
2006 case RENDERPATH_GLES2:
2008 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
2010 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2013 case RENDERPATH_D3D9:
2016 D3DVIEWPORT9 d3dviewport;
2017 d3dviewport.X = gl_viewport.x;
2018 d3dviewport.Y = gl_viewport.y;
2019 d3dviewport.Width = gl_viewport.width;
2020 d3dviewport.Height = gl_viewport.height;
2021 d3dviewport.MinZ = gl_state.depthrange[0];
2022 d3dviewport.MaxZ = gl_state.depthrange[1];
2023 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2027 case RENDERPATH_D3D10:
2028 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030 case RENDERPATH_D3D11:
2031 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2033 case RENDERPATH_SOFT:
2034 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2040 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
2042 switch (vid.renderpath)
2044 case RENDERPATH_GL11:
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GL20:
2047 case RENDERPATH_GLES1:
2048 case RENDERPATH_GLES2:
2052 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2056 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2058 if (vid.support.ati_separate_stencil)
2060 qglStencilMask(writemask);CHECKGLERROR
2061 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2062 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2063 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2064 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2066 else if (vid.support.ext_stencil_two_side)
2068 #if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
2069 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2070 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2071 qglStencilMask(writemask);CHECKGLERROR
2072 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2073 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2074 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2075 qglStencilMask(writemask);CHECKGLERROR
2076 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2077 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2081 case RENDERPATH_D3D9:
2083 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2084 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2085 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2086 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2087 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2088 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2089 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2090 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2091 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2092 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2093 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2094 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2095 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2098 case RENDERPATH_D3D10:
2099 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2101 case RENDERPATH_D3D11:
2102 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2104 case RENDERPATH_SOFT:
2105 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2110 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2112 switch (vid.renderpath)
2114 case RENDERPATH_GL11:
2115 case RENDERPATH_GL13:
2116 case RENDERPATH_GL20:
2117 case RENDERPATH_GLES1:
2118 case RENDERPATH_GLES2:
2122 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2126 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2128 if (vid.support.ext_stencil_two_side)
2130 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2131 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2134 qglStencilMask(writemask);CHECKGLERROR
2135 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2136 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2139 case RENDERPATH_D3D9:
2141 if (vid.support.ati_separate_stencil)
2142 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2143 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2144 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2145 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2146 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2147 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2148 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2149 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2150 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2153 case RENDERPATH_D3D10:
2154 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2156 case RENDERPATH_D3D11:
2157 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2159 case RENDERPATH_SOFT:
2160 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2165 void GL_PolygonOffset(float planeoffset, float depthoffset)
2167 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2169 gl_state.polygonoffset[0] = planeoffset;
2170 gl_state.polygonoffset[1] = depthoffset;
2171 switch(vid.renderpath)
2173 case RENDERPATH_GL11:
2174 case RENDERPATH_GL13:
2175 case RENDERPATH_GL20:
2176 case RENDERPATH_GLES1:
2177 case RENDERPATH_GLES2:
2178 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2180 case RENDERPATH_D3D9:
2182 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2183 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2186 case RENDERPATH_D3D10:
2187 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2189 case RENDERPATH_D3D11:
2190 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2192 case RENDERPATH_SOFT:
2193 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2199 void GL_SetMirrorState(qboolean state)
2201 if (v_flipped_state != state)
2203 v_flipped_state = state;
2204 if (gl_state.cullface == GL_BACK)
2205 gl_state.cullface = GL_FRONT;
2206 else if (gl_state.cullface == GL_FRONT)
2207 gl_state.cullface = GL_BACK;
2210 switch(vid.renderpath)
2212 case RENDERPATH_GL11:
2213 case RENDERPATH_GL13:
2214 case RENDERPATH_GL20:
2215 case RENDERPATH_GLES1:
2216 case RENDERPATH_GLES2:
2217 qglCullFace(gl_state.cullface);CHECKGLERROR
2219 case RENDERPATH_D3D9:
2221 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2224 case RENDERPATH_D3D10:
2225 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2227 case RENDERPATH_D3D11:
2228 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2230 case RENDERPATH_SOFT:
2231 DPSOFTRAST_CullFace(gl_state.cullface);
2237 void GL_CullFace(int state)
2241 if(state == GL_FRONT)
2243 else if(state == GL_BACK)
2247 switch(vid.renderpath)
2249 case RENDERPATH_GL11:
2250 case RENDERPATH_GL13:
2251 case RENDERPATH_GL20:
2252 case RENDERPATH_GLES1:
2253 case RENDERPATH_GLES2:
2256 if (state != GL_NONE)
2258 if (!gl_state.cullfaceenable)
2260 gl_state.cullfaceenable = true;
2261 qglEnable(GL_CULL_FACE);CHECKGLERROR
2263 if (gl_state.cullface != state)
2265 gl_state.cullface = state;
2266 qglCullFace(gl_state.cullface);CHECKGLERROR
2271 if (gl_state.cullfaceenable)
2273 gl_state.cullfaceenable = false;
2274 qglDisable(GL_CULL_FACE);CHECKGLERROR
2278 case RENDERPATH_D3D9:
2280 if (gl_state.cullface != state)
2282 gl_state.cullface = state;
2283 switch(gl_state.cullface)
2286 gl_state.cullfaceenable = false;
2287 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2290 gl_state.cullfaceenable = true;
2291 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2294 gl_state.cullfaceenable = true;
2295 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2301 case RENDERPATH_D3D10:
2302 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2304 case RENDERPATH_D3D11:
2305 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2307 case RENDERPATH_SOFT:
2308 if (gl_state.cullface != state)
2310 gl_state.cullface = state;
2311 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2312 DPSOFTRAST_CullFace(gl_state.cullface);
2318 void GL_AlphaTest(int state)
2320 if (gl_state.alphatest != state)
2322 gl_state.alphatest = state;
2323 switch(vid.renderpath)
2325 case RENDERPATH_GL11:
2326 case RENDERPATH_GL13:
2327 case RENDERPATH_GLES1:
2328 #ifdef GL_ALPHA_TEST
2329 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2331 if (gl_state.alphatest)
2333 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2337 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2341 case RENDERPATH_D3D9:
2342 case RENDERPATH_D3D10:
2343 case RENDERPATH_D3D11:
2344 case RENDERPATH_SOFT:
2345 case RENDERPATH_GL20:
2346 case RENDERPATH_GLES2:
2352 void GL_AlphaToCoverage(qboolean state)
2354 if (gl_state.alphatocoverage != state)
2356 gl_state.alphatocoverage = state;
2357 switch(vid.renderpath)
2359 case RENDERPATH_GL11:
2360 case RENDERPATH_GL13:
2361 case RENDERPATH_GLES1:
2362 case RENDERPATH_GLES2:
2363 case RENDERPATH_D3D9:
2364 case RENDERPATH_D3D10:
2365 case RENDERPATH_D3D11:
2366 case RENDERPATH_SOFT:
2368 case RENDERPATH_GL20:
2369 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2370 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2372 if (gl_state.alphatocoverage)
2374 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2375 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2379 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2380 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2388 void GL_ColorMask(int r, int g, int b, int a)
2390 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2391 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2392 if (gl_state.colormask != state)
2394 gl_state.colormask = state;
2395 switch(vid.renderpath)
2397 case RENDERPATH_GL11:
2398 case RENDERPATH_GL13:
2399 case RENDERPATH_GL20:
2400 case RENDERPATH_GLES1:
2401 case RENDERPATH_GLES2:
2403 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2405 case RENDERPATH_D3D9:
2407 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2410 case RENDERPATH_D3D10:
2411 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2413 case RENDERPATH_D3D11:
2414 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2416 case RENDERPATH_SOFT:
2417 DPSOFTRAST_ColorMask(r, g, b, a);
2423 void GL_Color(float cr, float cg, float cb, float ca)
2425 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)
2427 gl_state.color4f[0] = cr;
2428 gl_state.color4f[1] = cg;
2429 gl_state.color4f[2] = cb;
2430 gl_state.color4f[3] = ca;
2431 switch(vid.renderpath)
2433 case RENDERPATH_GL11:
2434 case RENDERPATH_GL13:
2435 case RENDERPATH_GLES1:
2438 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2442 case RENDERPATH_D3D9:
2443 case RENDERPATH_D3D10:
2444 case RENDERPATH_D3D11:
2445 // no equivalent in D3D
2447 case RENDERPATH_SOFT:
2448 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2450 case RENDERPATH_GL20:
2451 case RENDERPATH_GLES2:
2452 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2458 void GL_Scissor (int x, int y, int width, int height)
2460 switch(vid.renderpath)
2462 case RENDERPATH_GL11:
2463 case RENDERPATH_GL13:
2464 case RENDERPATH_GL20:
2465 case RENDERPATH_GLES1:
2466 case RENDERPATH_GLES2:
2468 qglScissor(x, y,width,height);
2471 case RENDERPATH_D3D9:
2477 d3drect.right = x + width;
2478 d3drect.bottom = y + height;
2479 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2483 case RENDERPATH_D3D10:
2484 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2486 case RENDERPATH_D3D11:
2487 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2489 case RENDERPATH_SOFT:
2490 DPSOFTRAST_Scissor(x, y, width, height);
2495 void GL_ScissorTest(int state)
2497 if (gl_state.scissortest != state)
2499 gl_state.scissortest = state;
2500 switch(vid.renderpath)
2502 case RENDERPATH_GL11:
2503 case RENDERPATH_GL13:
2504 case RENDERPATH_GL20:
2505 case RENDERPATH_GLES1:
2506 case RENDERPATH_GLES2:
2508 if(gl_state.scissortest)
2509 qglEnable(GL_SCISSOR_TEST);
2511 qglDisable(GL_SCISSOR_TEST);
2514 case RENDERPATH_D3D9:
2516 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2519 case RENDERPATH_D3D10:
2520 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2522 case RENDERPATH_D3D11:
2523 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2525 case RENDERPATH_SOFT:
2526 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2532 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2534 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
2535 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
2536 // prevent warnings when trying to clear a buffer that does not exist
2538 colorvalue = blackcolor;
2541 mask &= ~GL_STENCIL_BUFFER_BIT;
2544 switch(vid.renderpath)
2546 case RENDERPATH_GL11:
2547 case RENDERPATH_GL13:
2548 case RENDERPATH_GL20:
2549 case RENDERPATH_GLES1:
2550 case RENDERPATH_GLES2:
2552 if (mask & GL_COLOR_BUFFER_BIT)
2554 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2556 if (mask & GL_DEPTH_BUFFER_BIT)
2559 qglClearDepthf(depthvalue);CHECKGLERROR
2561 qglClearDepth(depthvalue);CHECKGLERROR
2564 if (mask & GL_STENCIL_BUFFER_BIT)
2566 qglClearStencil(stencilvalue);CHECKGLERROR
2568 qglClear(mask);CHECKGLERROR
2570 case RENDERPATH_D3D9:
2572 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2575 case RENDERPATH_D3D10:
2576 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2578 case RENDERPATH_D3D11:
2579 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2581 case RENDERPATH_SOFT:
2582 if (mask & GL_COLOR_BUFFER_BIT)
2583 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2584 if (mask & GL_DEPTH_BUFFER_BIT)
2585 DPSOFTRAST_ClearDepth(depthvalue);
2590 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2592 switch(vid.renderpath)
2594 case RENDERPATH_GL11:
2595 case RENDERPATH_GL13:
2596 case RENDERPATH_GL20:
2597 case RENDERPATH_GLES1:
2598 case RENDERPATH_GLES2:
2607 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2608 for (i = 0;i < width * height * 4;i += 4)
2611 // g = outpixels[i+1];
2613 // a = outpixels[i+3];
2615 // outpixels[i+1] = g;
2617 // outpixels[i+3] = a;
2621 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2624 case RENDERPATH_D3D9:
2627 // LordHavoc: we can't directly download the backbuffer because it may be
2628 // multisampled, and it may not be lockable, so we blit it to a lockable
2629 // surface of the same dimensions (but without multisample) to resolve the
2630 // multisample buffer to a normal image, and then lock that...
2631 IDirect3DSurface9 *stretchsurface = NULL;
2632 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2634 D3DLOCKED_RECT lockedrect;
2635 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2637 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2640 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2641 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2642 memcpy(outpixels + line * width * 4, row, width * 4);
2643 IDirect3DSurface9_UnlockRect(stretchsurface);
2646 IDirect3DSurface9_Release(stretchsurface);
2649 //IDirect3DSurface9 *syssurface = NULL;
2650 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2651 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2652 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2653 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2654 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2655 //IDirect3DSurface9_UnlockRect(syssurface);
2656 //IDirect3DSurface9_Release(syssurface);
2660 case RENDERPATH_D3D10:
2661 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663 case RENDERPATH_D3D11:
2664 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666 case RENDERPATH_SOFT:
2667 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2672 // called at beginning of frame
2673 void R_Mesh_Start(void)
2676 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2678 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2680 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2681 Cvar_SetValueQuick(&gl_paranoid, 1);
2685 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2689 char compilelog[MAX_INPUTLINE];
2690 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2693 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2694 qglCompileShader(shaderobject);CHECKGLERROR
2695 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2696 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2697 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))
2699 int i, j, pretextlines = 0;
2700 for (i = 0;i < numstrings - 1;i++)
2701 for (j = 0;strings[i][j];j++)
2702 if (strings[i][j] == '\n')
2704 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2706 if (!shadercompiled)
2708 qglDeleteShader(shaderobject);CHECKGLERROR
2711 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2712 qglDeleteShader(shaderobject);CHECKGLERROR
2716 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)
2718 GLint programlinked;
2719 GLuint programobject = 0;
2720 char linklog[MAX_INPUTLINE];
2723 programobject = qglCreateProgram();CHECKGLERROR
2727 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2728 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2729 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2730 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2731 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2732 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2733 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2734 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2735 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2736 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2738 if(vid.support.gl20shaders130)
2739 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2742 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2745 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
2746 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2750 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2753 qglLinkProgram(programobject);CHECKGLERROR
2754 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2755 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2760 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2761 Con_DPrintf("program link log:\n%s\n", linklog);
2763 // software vertex shader is ok but software fragment shader is WAY
2764 // too slow, fail program if so.
2765 // NOTE: this string might be ATI specific, but that's ok because the
2766 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2767 // software fragment shader due to low instruction and dependent
2769 if (strstr(linklog, "fragment shader will run in software"))
2770 programlinked = false;
2776 return programobject;
2778 qglDeleteProgram(programobject);CHECKGLERROR
2782 void GL_Backend_FreeProgram(unsigned int prog)
2785 qglDeleteProgram(prog);
2789 // renders triangles using vertices from the active arrays
2790 int paranoidblah = 0;
2791 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)
2793 unsigned int numelements = numtriangles * 3;
2795 size_t bufferoffset3i;
2797 size_t bufferoffset3s;
2798 if (numvertices < 3 || numtriangles < 1)
2800 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2801 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);
2804 // adjust the pointers for firsttriangle
2806 element3i += firsttriangle * 3;
2807 if (element3i_indexbuffer)
2808 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2810 element3s += firsttriangle * 3;
2811 if (element3s_indexbuffer)
2812 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2813 switch(vid.renderpath)
2815 case RENDERPATH_GL11:
2816 case RENDERPATH_GL13:
2817 case RENDERPATH_GL20:
2818 case RENDERPATH_GLES1:
2819 case RENDERPATH_GLES2:
2820 // check if the user specified to ignore static index buffers
2821 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2823 element3i_indexbuffer = NULL;
2824 element3s_indexbuffer = NULL;
2827 case RENDERPATH_D3D9:
2828 case RENDERPATH_D3D10:
2829 case RENDERPATH_D3D11:
2831 case RENDERPATH_SOFT:
2834 // upload a dynamic index buffer if needed
2837 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2838 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2842 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2843 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2845 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2846 bufferoffset3i = element3i_bufferoffset;
2847 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2848 bufferoffset3s = element3s_bufferoffset;
2849 r_refdef.stats[r_stat_draws]++;
2850 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2851 r_refdef.stats[r_stat_draws_elements] += numelements;
2852 if (gl_paranoid.integer)
2855 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2857 unsigned int j, size;
2859 // note: there's no validation done here on buffer objects because it
2860 // is somewhat difficult to get at the data, and gl_paranoid can be
2861 // used without buffer objects if the need arises
2862 // (the data could be gotten using glMapBuffer but it would be very
2863 // slow due to uncachable video memory reads)
2864 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2865 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2867 if (gl_state.pointer_vertex_pointer)
2868 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2870 if (gl_state.pointer_color_enabled)
2872 if (!qglIsEnabled(GL_COLOR_ARRAY))
2873 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2875 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2876 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2879 for (i = 0;i < vid.texarrayunits;i++)
2881 if (gl_state.units[i].arrayenabled)
2883 GL_ClientActiveTexture(i);
2884 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2885 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2887 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2888 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++)
2895 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2897 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2899 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2906 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2908 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2910 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2916 if (r_render.integer || r_refdef.draw2dstage)
2918 switch(vid.renderpath)
2920 case RENDERPATH_GL11:
2921 case RENDERPATH_GL13:
2922 case RENDERPATH_GL20:
2924 if (gl_mesh_testmanualfeeding.integer)
2927 unsigned int i, j, element;
2929 qglBegin(GL_TRIANGLES);
2930 if(vid.renderpath == RENDERPATH_GL20)
2932 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2935 element = element3i[i];
2937 element = element3s[i];
2939 element = firstvertex + i;
2940 for (j = 0;j < vid.texarrayunits;j++)
2942 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2944 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2946 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2947 if (gl_state.units[j].pointer_texcoord_components == 4)
2948 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2949 else if (gl_state.units[j].pointer_texcoord_components == 3)
2950 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2951 else if (gl_state.units[j].pointer_texcoord_components == 2)
2952 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2954 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2956 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2958 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2959 if (gl_state.units[j].pointer_texcoord_components == 4)
2960 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2961 else if (gl_state.units[j].pointer_texcoord_components == 3)
2962 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2963 else if (gl_state.units[j].pointer_texcoord_components == 2)
2964 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2965 else if (gl_state.units[j].pointer_texcoord_components == 1)
2966 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2968 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2970 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2971 if (gl_state.units[j].pointer_texcoord_components == 4)
2972 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2973 else if (gl_state.units[j].pointer_texcoord_components == 3)
2974 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2975 else if (gl_state.units[j].pointer_texcoord_components == 2)
2976 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2977 else if (gl_state.units[j].pointer_texcoord_components == 1)
2978 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2980 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2982 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2983 if (gl_state.units[j].pointer_texcoord_components == 4)
2984 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2985 else if (gl_state.units[j].pointer_texcoord_components == 3)
2986 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2987 else if (gl_state.units[j].pointer_texcoord_components == 2)
2988 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2989 else if (gl_state.units[j].pointer_texcoord_components == 1)
2990 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2992 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2994 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2995 if (gl_state.units[j].pointer_texcoord_components == 4)
2996 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2997 else if (gl_state.units[j].pointer_texcoord_components == 3)
2998 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2999 else if (gl_state.units[j].pointer_texcoord_components == 2)
3000 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
3001 else if (gl_state.units[j].pointer_texcoord_components == 1)
3002 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
3006 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3008 if (gl_state.pointer_color_gltype == GL_FLOAT)
3010 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3011 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
3013 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3015 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3016 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
3019 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3021 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3022 if (gl_state.pointer_vertex_components == 4)
3023 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
3024 else if (gl_state.pointer_vertex_components == 3)
3025 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
3027 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3033 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3036 element = element3i[i];
3038 element = element3s[i];
3040 element = firstvertex + i;
3041 for (j = 0;j < vid.texarrayunits;j++)
3043 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3045 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3047 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3048 if (vid.texarrayunits > 1)
3050 if (gl_state.units[j].pointer_texcoord_components == 4)
3051 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3052 else if (gl_state.units[j].pointer_texcoord_components == 3)
3053 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3054 else if (gl_state.units[j].pointer_texcoord_components == 2)
3055 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3057 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3061 if (gl_state.units[j].pointer_texcoord_components == 4)
3062 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3063 else if (gl_state.units[j].pointer_texcoord_components == 3)
3064 qglTexCoord3f(p[0], p[1], p[2]);
3065 else if (gl_state.units[j].pointer_texcoord_components == 2)
3066 qglTexCoord2f(p[0], p[1]);
3068 qglTexCoord1f(p[0]);
3071 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3073 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3074 if (vid.texarrayunits > 1)
3076 if (gl_state.units[j].pointer_texcoord_components == 4)
3077 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3078 else if (gl_state.units[j].pointer_texcoord_components == 3)
3079 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3080 else if (gl_state.units[j].pointer_texcoord_components == 2)
3081 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3082 else if (gl_state.units[j].pointer_texcoord_components == 1)
3083 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3087 if (gl_state.units[j].pointer_texcoord_components == 4)
3088 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3089 else if (gl_state.units[j].pointer_texcoord_components == 3)
3090 qglTexCoord3f(s[0], s[1], s[2]);
3091 else if (gl_state.units[j].pointer_texcoord_components == 2)
3092 qglTexCoord2f(s[0], s[1]);
3093 else if (gl_state.units[j].pointer_texcoord_components == 1)
3094 qglTexCoord1f(s[0]);
3097 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3099 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3100 if (vid.texarrayunits > 1)
3102 if (gl_state.units[j].pointer_texcoord_components == 4)
3103 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3104 else if (gl_state.units[j].pointer_texcoord_components == 3)
3105 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3106 else if (gl_state.units[j].pointer_texcoord_components == 2)
3107 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3108 else if (gl_state.units[j].pointer_texcoord_components == 1)
3109 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3113 if (gl_state.units[j].pointer_texcoord_components == 4)
3114 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3115 else if (gl_state.units[j].pointer_texcoord_components == 3)
3116 qglTexCoord3f(sb[0], sb[1], sb[2]);
3117 else if (gl_state.units[j].pointer_texcoord_components == 2)
3118 qglTexCoord2f(sb[0], sb[1]);
3119 else if (gl_state.units[j].pointer_texcoord_components == 1)
3120 qglTexCoord1f(sb[0]);
3125 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3127 if (gl_state.pointer_color_gltype == GL_FLOAT)
3129 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3130 qglColor4f(p[0], p[1], p[2], p[3]);
3132 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3134 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3135 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3138 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3140 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3141 if (gl_state.pointer_vertex_components == 4)
3142 qglVertex4f(p[0], p[1], p[2], p[3]);
3143 else if (gl_state.pointer_vertex_components == 3)
3144 qglVertex3f(p[0], p[1], p[2]);
3146 qglVertex2f(p[0], p[1]);
3154 else if (bufferobject3s)
3156 GL_BindEBO(bufferobject3s);
3158 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3160 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3166 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3170 else if (bufferobject3i)
3172 GL_BindEBO(bufferobject3i);
3174 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3176 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3182 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3190 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3192 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3198 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3206 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3208 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3214 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3220 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3224 case RENDERPATH_D3D9:
3226 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3228 if (element3s_indexbuffer)
3230 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3231 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3233 else if (element3i_indexbuffer)
3235 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3236 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3239 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3244 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3246 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3248 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3252 case RENDERPATH_D3D10:
3253 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3255 case RENDERPATH_D3D11:
3256 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3258 case RENDERPATH_SOFT:
3259 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3261 case RENDERPATH_GLES1:
3262 case RENDERPATH_GLES2:
3263 // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
3266 GL_BindEBO(bufferobject3s);
3267 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3270 else if (bufferobject3i)
3272 GL_BindEBO(bufferobject3i);
3273 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3279 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3285 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3290 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3298 // restores backend state, used when done with 3D rendering
3299 void R_Mesh_Finish(void)
3301 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3304 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3306 r_meshbuffer_t *buffer;
3307 if (isuniformbuffer)
3309 if (!vid.support.arb_uniform_buffer_object)
3314 if (!vid.support.arb_vertex_buffer_object)
3316 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3319 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3320 memset(buffer, 0, sizeof(*buffer));
3321 buffer->bufferobject = 0;
3322 buffer->devicebuffer = NULL;
3323 buffer->size = size;
3324 buffer->isindexbuffer = isindexbuffer;
3325 buffer->isuniformbuffer = isuniformbuffer;
3326 buffer->isdynamic = isdynamic;
3327 buffer->isindex16 = isindex16;
3328 strlcpy(buffer->name, name, sizeof(buffer->name));
3329 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3333 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3337 if (buffer->isindexbuffer)
3339 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3340 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
3344 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3345 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
3348 buffer->size = size;
3349 switch(vid.renderpath)
3351 case RENDERPATH_GL11:
3352 case RENDERPATH_GL13:
3353 case RENDERPATH_GL20:
3354 case RENDERPATH_GLES1:
3355 case RENDERPATH_GLES2:
3356 if (!buffer->bufferobject)
3357 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3358 if (buffer->isuniformbuffer)
3359 GL_BindUBO(buffer->bufferobject);
3360 else if (buffer->isindexbuffer)
3361 GL_BindEBO(buffer->bufferobject);
3363 GL_BindVBO(buffer->bufferobject);
3367 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
3368 #ifdef GL_UNIFORM_BUFFER
3369 if (buffer->isuniformbuffer)
3370 buffertype = GL_UNIFORM_BUFFER;
3373 qglBufferSubDataARB(buffertype, offset, size, data);
3375 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3377 if (buffer->isuniformbuffer)
3380 case RENDERPATH_D3D9:
3384 void *datapointer = NULL;
3385 if (buffer->isindexbuffer)
3387 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3388 if (offset+size > buffer->size || !buffer->devicebuffer)
3390 if (buffer->devicebuffer)
3391 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3392 buffer->devicebuffer = NULL;
3393 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3394 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
3395 buffer->devicebuffer = (void *)d3d9indexbuffer;
3396 buffer->size = offset+size;
3398 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3401 memcpy(datapointer, data, size);
3403 memset(datapointer, 0, size);
3404 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3409 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3410 if (offset+size > buffer->size || !buffer->devicebuffer)
3412 if (buffer->devicebuffer)
3413 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3414 buffer->devicebuffer = NULL;
3415 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3416 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
3417 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3418 buffer->size = offset+size;
3420 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3423 memcpy(datapointer, data, size);
3425 memset(datapointer, 0, size);
3426 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3432 case RENDERPATH_D3D10:
3433 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3435 case RENDERPATH_D3D11:
3436 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3438 case RENDERPATH_SOFT:
3443 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3447 switch(vid.renderpath)
3449 case RENDERPATH_GL11:
3450 case RENDERPATH_GL13:
3451 case RENDERPATH_GL20:
3452 case RENDERPATH_GLES1:
3453 case RENDERPATH_GLES2:
3454 // GL clears the binding if we delete something bound
3455 if (gl_state.uniformbufferobject == buffer->bufferobject)
3456 gl_state.uniformbufferobject = 0;
3457 if (gl_state.vertexbufferobject == buffer->bufferobject)
3458 gl_state.vertexbufferobject = 0;
3459 if (gl_state.elementbufferobject == buffer->bufferobject)
3460 gl_state.elementbufferobject = 0;
3461 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3463 case RENDERPATH_D3D9:
3465 if (gl_state.d3dvertexbuffer == (void *)buffer)
3466 gl_state.d3dvertexbuffer = NULL;
3467 if (buffer->devicebuffer)
3469 if (buffer->isindexbuffer)
3470 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3472 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3473 buffer->devicebuffer = NULL;
3477 case RENDERPATH_D3D10:
3478 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3480 case RENDERPATH_D3D11:
3481 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3483 case RENDERPATH_SOFT:
3486 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3489 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3490 void GL_Mesh_ListVBOs(qboolean printeach)
3495 int index16count, index16mem;
3496 int index32count, index32mem;
3497 int vertexcount, vertexmem;
3498 int uniformcount, uniformmem;
3499 int totalcount, totalmem;
3500 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3501 r_meshbuffer_t *buffer;
3502 memset(bufferstat, 0, sizeof(bufferstat));
3503 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3504 for (i = 0;i < endindex;i++)
3506 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3509 if (buffer->isuniformbuffer)
3510 type = R_BUFFERDATA_UNIFORM;
3511 else if (buffer->isindexbuffer && buffer->isindex16)
3512 type = R_BUFFERDATA_INDEX16;
3513 else if (buffer->isindexbuffer)
3514 type = R_BUFFERDATA_INDEX32;
3516 type = R_BUFFERDATA_VERTEX;
3517 isdynamic = buffer->isdynamic;
3518 bufferstat[type][isdynamic][0]++;
3519 bufferstat[type][isdynamic][1] += buffer->size;
3521 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3523 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3524 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3525 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3526 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3527 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3528 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3529 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3530 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3531 totalcount = index16count + index32count + vertexcount + uniformcount;
3532 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3533 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);
3538 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3540 switch(vid.renderpath)
3542 case RENDERPATH_GL11:
3543 case RENDERPATH_GL13:
3544 case RENDERPATH_GLES1:
3546 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)
3548 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3549 gl_state.pointer_vertex_components = components;
3550 gl_state.pointer_vertex_gltype = gltype;
3551 gl_state.pointer_vertex_stride = stride;
3552 gl_state.pointer_vertex_pointer = pointer;
3553 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3554 gl_state.pointer_vertex_offset = bufferoffset;
3556 GL_BindVBO(bufferobject);
3557 qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3561 case RENDERPATH_GL20:
3562 case RENDERPATH_GLES2:
3563 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)
3565 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3566 gl_state.pointer_vertex_components = components;
3567 gl_state.pointer_vertex_gltype = gltype;
3568 gl_state.pointer_vertex_stride = stride;
3569 gl_state.pointer_vertex_pointer = pointer;
3570 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3571 gl_state.pointer_vertex_offset = bufferoffset;
3573 GL_BindVBO(bufferobject);
3574 // LordHavoc: special flag added to gltype for unnormalized types
3575 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3578 case RENDERPATH_D3D9:
3579 case RENDERPATH_D3D10:
3580 case RENDERPATH_D3D11:
3581 case RENDERPATH_SOFT:
3586 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3588 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3589 // the pointer only.
3590 switch(vid.renderpath)
3592 case RENDERPATH_GL11:
3593 case RENDERPATH_GL13:
3594 case RENDERPATH_GLES1:
3599 // caller wants color array enabled
3600 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3601 if (!gl_state.pointer_color_enabled)
3603 gl_state.pointer_color_enabled = true;
3605 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3607 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)
3609 gl_state.pointer_color_components = components;
3610 gl_state.pointer_color_gltype = gltype;
3611 gl_state.pointer_color_stride = stride;
3612 gl_state.pointer_color_pointer = pointer;
3613 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3614 gl_state.pointer_color_offset = bufferoffset;
3616 GL_BindVBO(bufferobject);
3617 qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3622 // caller wants color array disabled
3623 if (gl_state.pointer_color_enabled)
3625 gl_state.pointer_color_enabled = false;
3627 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3628 // when color array is on the glColor gets trashed, set it again
3629 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3634 case RENDERPATH_GL20:
3635 case RENDERPATH_GLES2:
3639 // caller wants color array enabled
3640 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3641 if (!gl_state.pointer_color_enabled)
3643 gl_state.pointer_color_enabled = true;
3645 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3647 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)
3649 gl_state.pointer_color_components = components;
3650 gl_state.pointer_color_gltype = gltype;
3651 gl_state.pointer_color_stride = stride;
3652 gl_state.pointer_color_pointer = pointer;
3653 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3654 gl_state.pointer_color_offset = bufferoffset;
3656 GL_BindVBO(bufferobject);
3657 // LordHavoc: special flag added to gltype for unnormalized types
3658 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3663 // caller wants color array disabled
3664 if (gl_state.pointer_color_enabled)
3666 gl_state.pointer_color_enabled = false;
3668 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3669 // when color array is on the glColor gets trashed, set it again
3670 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3674 case RENDERPATH_D3D9:
3675 case RENDERPATH_D3D10:
3676 case RENDERPATH_D3D11:
3677 case RENDERPATH_SOFT:
3682 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)
3684 gltextureunit_t *unit = gl_state.units + unitnum;
3685 // update array settings
3686 // note: there is no need to check bufferobject here because all cases
3687 // that involve a valid bufferobject also supply a texcoord array
3688 switch(vid.renderpath)
3690 case RENDERPATH_GL11:
3691 case RENDERPATH_GL13:
3692 case RENDERPATH_GLES1:
3697 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3698 // texture array unit is enabled, enable the array
3699 if (!unit->arrayenabled)
3701 unit->arrayenabled = true;
3702 GL_ClientActiveTexture(unitnum);
3703 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3706 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)
3708 unit->pointer_texcoord_components = components;
3709 unit->pointer_texcoord_gltype = gltype;
3710 unit->pointer_texcoord_stride = stride;
3711 unit->pointer_texcoord_pointer = pointer;
3712 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3713 unit->pointer_texcoord_offset = bufferoffset;
3714 GL_ClientActiveTexture(unitnum);
3715 GL_BindVBO(bufferobject);
3716 qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3721 // texture array unit is disabled, disable the array
3722 if (unit->arrayenabled)
3724 unit->arrayenabled = false;
3725 GL_ClientActiveTexture(unitnum);
3726 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3731 case RENDERPATH_GL20:
3732 case RENDERPATH_GLES2:
3736 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3737 // texture array unit is enabled, enable the array
3738 if (!unit->arrayenabled)
3740 unit->arrayenabled = true;
3741 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3744 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)
3746 unit->pointer_texcoord_components = components;
3747 unit->pointer_texcoord_gltype = gltype;
3748 unit->pointer_texcoord_stride = stride;
3749 unit->pointer_texcoord_pointer = pointer;
3750 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3751 unit->pointer_texcoord_offset = bufferoffset;
3752 GL_BindVBO(bufferobject);
3753 // LordHavoc: special flag added to gltype for unnormalized types
3754 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3759 // texture array unit is disabled, disable the array
3760 if (unit->arrayenabled)
3762 unit->arrayenabled = false;
3763 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3767 case RENDERPATH_D3D9:
3768 case RENDERPATH_D3D10:
3769 case RENDERPATH_D3D11:
3770 case RENDERPATH_SOFT:
3775 int R_Mesh_TexBound(unsigned int unitnum, int id)
3777 gltextureunit_t *unit = gl_state.units + unitnum;
3778 if (unitnum >= vid.teximageunits)
3780 if (id == GL_TEXTURE_2D)
3782 if (id == GL_TEXTURE_3D)
3784 if (id == GL_TEXTURE_CUBE_MAP)
3785 return unit->tcubemap;
3789 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3791 switch(vid.renderpath)
3793 case RENDERPATH_GL11:
3794 case RENDERPATH_GL13:
3795 case RENDERPATH_GL20:
3796 case RENDERPATH_GLES1:
3797 case RENDERPATH_GLES2:
3798 R_Mesh_TexBind(0, tex);
3799 GL_ActiveTexture(0);CHECKGLERROR
3800 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3802 case RENDERPATH_D3D9:
3805 IDirect3DSurface9 *currentsurface = NULL;
3806 IDirect3DSurface9 *texturesurface = NULL;
3809 sourcerect.left = sx;
3810 sourcerect.top = sy;
3811 sourcerect.right = sx + width;
3812 sourcerect.bottom = sy + height;
3815 destrect.right = tx + width;
3816 destrect.bottom = ty + height;
3817 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3819 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3821 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3822 IDirect3DSurface9_Release(currentsurface);
3824 IDirect3DSurface9_Release(texturesurface);
3829 case RENDERPATH_D3D10:
3830 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3832 case RENDERPATH_D3D11:
3833 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3835 case RENDERPATH_SOFT:
3836 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3842 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
3845 void R_Mesh_ClearBindingsForTexture(int texnum)
3847 gltextureunit_t *unit;
3848 unsigned int unitnum;
3849 // 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)
3850 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3852 unit = gl_state.units + unitnum;
3853 if (unit->t2d == texnum)
3855 if (unit->t3d == texnum)
3857 if (unit->tcubemap == texnum)
3858 unit->tcubemap = -1;
3862 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3864 gltextureunit_t *unit = gl_state.units + unitnum;
3865 int tex2d, tex3d, texcubemap, texnum;
3866 if (unitnum >= vid.teximageunits)
3868 // if (unit->texture == tex)
3870 switch(vid.renderpath)
3872 case RENDERPATH_GL20:
3873 case RENDERPATH_GLES2:
3876 tex = r_texture_white;
3877 // not initialized enough yet...
3881 unit->texture = tex;
3882 texnum = R_GetTexture(tex);
3883 switch(tex->gltexturetypeenum)
3885 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3886 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3887 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3890 case RENDERPATH_GL11:
3891 case RENDERPATH_GL13:
3892 case RENDERPATH_GLES1:
3893 unit->texture = tex;
3899 texnum = R_GetTexture(tex);
3900 switch(tex->gltexturetypeenum)
3908 case GL_TEXTURE_CUBE_MAP:
3909 texcubemap = texnum;
3913 // update 2d texture binding
3914 if (unit->t2d != tex2d)
3916 GL_ActiveTexture(unitnum);
3921 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3928 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3932 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3934 // update 3d texture binding
3935 if (unit->t3d != tex3d)
3937 GL_ActiveTexture(unitnum);
3942 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3949 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3953 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3955 // update cubemap texture binding
3956 if (unit->tcubemap != texcubemap)
3958 GL_ActiveTexture(unitnum);
3961 if (unit->tcubemap == 0)
3963 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3970 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3973 unit->tcubemap = texcubemap;
3974 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3977 case RENDERPATH_D3D9:
3980 extern cvar_t gl_texture_anisotropy;
3983 tex = r_texture_white;
3984 // not initialized enough yet...
3988 // upload texture if needed
3990 if (unit->texture == tex)
3992 unit->texture = tex;
3993 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3994 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3995 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3996 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3997 if (tex->d3daddressw)
3998 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3999 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
4000 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
4001 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
4002 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
4003 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
4004 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
4008 case RENDERPATH_D3D10:
4009 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4011 case RENDERPATH_D3D11:
4012 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4014 case RENDERPATH_SOFT:
4017 tex = r_texture_white;
4018 // not initialized enough yet...
4022 texnum = R_GetTexture(tex);
4023 if (unit->texture == tex)
4025 unit->texture = tex;
4026 DPSOFTRAST_SetTexture(unitnum, texnum);
4031 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
4033 switch(vid.renderpath)
4035 case RENDERPATH_GL11:
4036 case RENDERPATH_GL13:
4037 case RENDERPATH_GL20:
4038 case RENDERPATH_GLES1:
4039 case RENDERPATH_GLES2:
4041 if (matrix && matrix->m[3][3])
4043 gltextureunit_t *unit = gl_state.units + unitnum;
4044 // texmatrix specified, check if it is different
4045 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4048 unit->texmatrixenabled = true;
4049 unit->matrix = *matrix;
4051 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4052 GL_ActiveTexture(unitnum);
4053 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4054 qglLoadMatrixf(glmatrix);CHECKGLERROR
4055 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4060 // no texmatrix specified, revert to identity
4061 gltextureunit_t *unit = gl_state.units + unitnum;
4062 if (unit->texmatrixenabled)
4064 unit->texmatrixenabled = false;
4065 unit->matrix = identitymatrix;
4067 GL_ActiveTexture(unitnum);
4068 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4069 qglLoadIdentity();CHECKGLERROR
4070 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4075 case RENDERPATH_D3D9:
4076 case RENDERPATH_D3D10:
4077 case RENDERPATH_D3D11:
4079 case RENDERPATH_SOFT:
4084 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4086 #if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
4087 gltextureunit_t *unit = gl_state.units + unitnum;
4089 switch(vid.renderpath)
4091 case RENDERPATH_GL20:
4092 case RENDERPATH_GLES2:
4095 case RENDERPATH_GL13:
4096 case RENDERPATH_GLES1:
4097 // GL_ARB_texture_env_combine
4099 combinergb = GL_MODULATE;
4101 combinealpha = GL_MODULATE;
4106 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4108 if (combinergb == GL_DECAL)
4109 combinergb = GL_INTERPOLATE;
4110 if (unit->combine != GL_COMBINE)
4112 unit->combine = GL_COMBINE;
4113 GL_ActiveTexture(unitnum);
4114 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4115 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4117 if (unit->combinergb != combinergb)
4119 unit->combinergb = combinergb;
4120 GL_ActiveTexture(unitnum);
4121 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4123 if (unit->combinealpha != combinealpha)
4125 unit->combinealpha = combinealpha;
4126 GL_ActiveTexture(unitnum);
4127 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4129 if (unit->rgbscale != rgbscale)
4131 unit->rgbscale = rgbscale;
4132 GL_ActiveTexture(unitnum);
4133 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4135 if (unit->alphascale != alphascale)
4137 unit->alphascale = alphascale;
4138 GL_ActiveTexture(unitnum);
4139 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4144 if (unit->combine != combinergb)
4146 unit->combine = combinergb;
4147 GL_ActiveTexture(unitnum);
4148 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4152 case RENDERPATH_GL11:
4155 combinergb = GL_MODULATE;
4156 if (unit->combine != combinergb)
4158 unit->combine = combinergb;
4159 GL_ActiveTexture(unitnum);
4160 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4163 case RENDERPATH_D3D9:
4164 case RENDERPATH_D3D10:
4165 case RENDERPATH_D3D11:
4167 case RENDERPATH_SOFT:
4173 void R_Mesh_ResetTextureState(void)
4175 unsigned int unitnum;
4179 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4180 R_Mesh_TexBind(unitnum, NULL);
4181 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4182 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4183 switch(vid.renderpath)
4185 case RENDERPATH_GL20:
4186 case RENDERPATH_GLES2:
4187 case RENDERPATH_D3D9:
4188 case RENDERPATH_D3D10:
4189 case RENDERPATH_D3D11:
4190 case RENDERPATH_SOFT:
4192 case RENDERPATH_GL11:
4193 case RENDERPATH_GL13:
4194 case RENDERPATH_GLES1:
4195 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4197 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4198 R_Mesh_TexMatrix(unitnum, NULL);
4207 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4208 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4209 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4211 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4213 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4217 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4219 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4220 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4221 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4225 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4227 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4228 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4229 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4230 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4231 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4232 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4233 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4234 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4235 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4239 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4240 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4241 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4244 static void R_Mesh_InitVertexDeclarations(void)
4247 r_vertex3f_d3d9decl = NULL;
4248 r_vertexgeneric_d3d9decl = NULL;
4249 r_vertexmesh_d3d9decl = NULL;
4250 switch(vid.renderpath)
4252 case RENDERPATH_GL20:
4253 case RENDERPATH_GL13:
4254 case RENDERPATH_GL11:
4255 case RENDERPATH_GLES1:
4256 case RENDERPATH_GLES2:
4258 case RENDERPATH_D3D9:
4259 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4260 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4261 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4263 case RENDERPATH_D3D10:
4264 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4266 case RENDERPATH_D3D11:
4267 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4269 case RENDERPATH_SOFT:
4275 static void R_Mesh_DestroyVertexDeclarations(void)
4278 if (r_vertex3f_d3d9decl)
4279 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4280 r_vertex3f_d3d9decl = NULL;
4281 if (r_vertexgeneric_d3d9decl)
4282 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4283 r_vertexgeneric_d3d9decl = NULL;
4284 if (r_vertexmesh_d3d9decl)
4285 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4286 r_vertexmesh_d3d9decl = NULL;
4290 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4292 // upload temporary vertexbuffer for this rendering
4293 if (!gl_state.usevbo_staticvertex)
4294 vertexbuffer = NULL;
4295 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4296 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4297 switch(vid.renderpath)
4299 case RENDERPATH_GL20:
4300 case RENDERPATH_GLES2:
4303 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4304 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4305 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4306 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4307 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4309 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4310 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4311 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4312 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4316 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4317 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4318 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4319 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4320 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4321 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4322 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4323 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4324 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4325 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4328 case RENDERPATH_GL13:
4329 case RENDERPATH_GLES1:
4332 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4333 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4334 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4335 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4339 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4340 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4341 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4342 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4345 case RENDERPATH_GL11:
4348 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4349 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4350 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4354 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4355 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4356 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4359 case RENDERPATH_D3D9:
4361 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4363 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4365 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4366 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4367 gl_state.d3dvertexdata = (void *)vertex3f;
4368 gl_state.d3dvertexsize = sizeof(float[3]);
4371 case RENDERPATH_D3D10:
4372 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4374 case RENDERPATH_D3D11:
4375 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4377 case RENDERPATH_SOFT:
4378 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4379 DPSOFTRAST_SetColorPointer(NULL, 0);
4380 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4381 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4382 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4383 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4384 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4391 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4394 size = sizeof(r_vertexgeneric_t) * numvertices;
4395 if (gl_state.preparevertices_tempdatamaxsize < size)
4397 gl_state.preparevertices_tempdatamaxsize = size;
4398 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4400 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4401 gl_state.preparevertices_numvertices = numvertices;
4402 return gl_state.preparevertices_vertexgeneric;
4405 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4407 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4408 gl_state.preparevertices_vertexgeneric = NULL;
4409 gl_state.preparevertices_numvertices = 0;
4413 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4416 r_vertexgeneric_t *vertex;
4417 switch(vid.renderpath)
4419 case RENDERPATH_GL20:
4420 case RENDERPATH_GLES2:
4421 if (gl_state.usevbo_dynamicvertex)
4423 r_meshbuffer_t *buffer_vertex3f = NULL;
4424 r_meshbuffer_t *buffer_color4f = NULL;
4425 r_meshbuffer_t *buffer_texcoord2f = NULL;
4426 int bufferoffset_vertex3f = 0;
4427 int bufferoffset_color4f = 0;
4428 int bufferoffset_texcoord2f = 0;
4429 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4430 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4431 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4432 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4433 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4434 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
4435 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4436 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4437 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4438 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4439 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4440 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4441 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4443 else if (!vid.useinterleavedarrays)
4445 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4446 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4447 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4448 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4449 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4450 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4451 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4452 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4453 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4454 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4458 case RENDERPATH_GL11:
4459 case RENDERPATH_GL13:
4460 case RENDERPATH_GLES1:
4461 if (!vid.useinterleavedarrays)
4463 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4464 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4465 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4466 if (vid.texunits >= 2)
4467 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4468 if (vid.texunits >= 3)
4469 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4473 case RENDERPATH_D3D9:
4474 case RENDERPATH_D3D10:
4475 case RENDERPATH_D3D11:
4477 case RENDERPATH_SOFT:
4478 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4479 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4480 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4481 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4482 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4483 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4484 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4488 // no quick path for this case, convert to vertex structs
4489 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4490 for (i = 0;i < numvertices;i++)
4491 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4494 for (i = 0;i < numvertices;i++)
4495 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4499 for (i = 0;i < numvertices;i++)
4500 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4503 for (i = 0;i < numvertices;i++)
4504 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4505 R_Mesh_PrepareVertices_Generic_Unlock();
4506 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4509 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4511 // upload temporary vertexbuffer for this rendering
4512 if (!gl_state.usevbo_staticvertex)
4513 vertexbuffer = NULL;
4514 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4515 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4516 switch(vid.renderpath)
4518 case RENDERPATH_GL20:
4519 case RENDERPATH_GLES2:
4522 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4523 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4524 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4525 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4526 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4527 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4528 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4529 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4530 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4531 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4535 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4536 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4537 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4538 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4539 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4540 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4541 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4542 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4543 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4544 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4547 case RENDERPATH_GL13:
4548 case RENDERPATH_GLES1:
4551 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4552 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4553 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4554 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4558 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4559 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4560 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4561 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4564 case RENDERPATH_GL11:
4567 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4568 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4569 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4573 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4574 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4575 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4578 case RENDERPATH_D3D9:
4580 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4582 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4584 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4585 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4586 gl_state.d3dvertexdata = (void *)vertex;
4587 gl_state.d3dvertexsize = sizeof(*vertex);
4590 case RENDERPATH_D3D10:
4591 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4593 case RENDERPATH_D3D11:
4594 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4596 case RENDERPATH_SOFT:
4597 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4598 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4599 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4600 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4601 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4602 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4603 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4610 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4613 size = sizeof(r_vertexmesh_t) * numvertices;
4614 if (gl_state.preparevertices_tempdatamaxsize < size)
4616 gl_state.preparevertices_tempdatamaxsize = size;
4617 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4619 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4620 gl_state.preparevertices_numvertices = numvertices;
4621 return gl_state.preparevertices_vertexmesh;
4624 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4626 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4627 gl_state.preparevertices_vertexmesh = NULL;
4628 gl_state.preparevertices_numvertices = 0;
4632 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)
4635 r_vertexmesh_t *vertex;
4636 switch(vid.renderpath)
4638 case RENDERPATH_GL20:
4639 case RENDERPATH_GLES2:
4640 if (gl_state.usevbo_dynamicvertex)
4642 r_meshbuffer_t *buffer_vertex3f = NULL;
4643 r_meshbuffer_t *buffer_color4f = NULL;
4644 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4645 r_meshbuffer_t *buffer_svector3f = NULL;
4646 r_meshbuffer_t *buffer_tvector3f = NULL;
4647 r_meshbuffer_t *buffer_normal3f = NULL;
4648 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4649 int bufferoffset_vertex3f = 0;
4650 int bufferoffset_color4f = 0;
4651 int bufferoffset_texcoordtexture2f = 0;
4652 int bufferoffset_svector3f = 0;
4653 int bufferoffset_tvector3f = 0;
4654 int bufferoffset_normal3f = 0;
4655 int bufferoffset_texcoordlightmap2f = 0;
4656 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4657 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4658 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
4659 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
4660 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
4661 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4662 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4663 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4664 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4665 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4666 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
4667 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
4668 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
4669 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4670 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4671 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4672 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4674 else if (!vid.useinterleavedarrays)
4676 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4677 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4678 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4679 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4680 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4681 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4682 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4683 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4684 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4685 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4689 case RENDERPATH_GL11:
4690 case RENDERPATH_GL13:
4691 case RENDERPATH_GLES1:
4692 if (!vid.useinterleavedarrays)
4694 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4695 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4696 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4697 if (vid.texunits >= 2)
4698 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4699 if (vid.texunits >= 3)
4700 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4704 case RENDERPATH_D3D9:
4705 case RENDERPATH_D3D10:
4706 case RENDERPATH_D3D11:
4708 case RENDERPATH_SOFT:
4709 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4710 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4711 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4712 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4713 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4714 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4715 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4719 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4720 for (i = 0;i < numvertices;i++)
4721 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4723 for (i = 0;i < numvertices;i++)
4724 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4726 for (i = 0;i < numvertices;i++)
4727 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4729 for (i = 0;i < numvertices;i++)
4730 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4733 for (i = 0;i < numvertices;i++)
4734 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4738 for (i = 0;i < numvertices;i++)
4739 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4741 if (texcoordtexture2f)
4742 for (i = 0;i < numvertices;i++)
4743 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4744 if (texcoordlightmap2f)
4745 for (i = 0;i < numvertices;i++)
4746 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4747 R_Mesh_PrepareVertices_Mesh_Unlock();
4748 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4751 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4753 // upload temporary vertexbuffer for this rendering
4754 if (!gl_state.usevbo_staticvertex)
4755 vertexbuffer = NULL;
4756 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4757 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4758 switch(vid.renderpath)
4760 case RENDERPATH_GL20:
4761 case RENDERPATH_GLES2:
4764 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4765 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4766 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4767 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4768 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4769 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4770 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4771 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4772 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4773 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4777 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4778 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4779 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4780 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4781 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4782 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4783 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4784 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4785 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4786 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4789 case RENDERPATH_GL13:
4790 case RENDERPATH_GLES1:
4793 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4794 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4795 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4796 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4800 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4801 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4802 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4803 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4806 case RENDERPATH_GL11:
4809 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4810 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4811 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4815 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4816 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4817 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4820 case RENDERPATH_D3D9:
4822 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4824 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4826 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4827 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4828 gl_state.d3dvertexdata = (void *)vertex;
4829 gl_state.d3dvertexsize = sizeof(*vertex);
4832 case RENDERPATH_D3D10:
4833 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4835 case RENDERPATH_D3D11:
4836 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4838 case RENDERPATH_SOFT:
4839 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4840 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4841 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4842 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4843 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4844 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4845 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4850 void GL_BlendEquationSubtract(qboolean negated)
4854 switch(vid.renderpath)
4856 case RENDERPATH_GL11:
4857 case RENDERPATH_GL13:
4858 case RENDERPATH_GL20:
4859 case RENDERPATH_GLES1:
4860 case RENDERPATH_GLES2:
4861 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4863 case RENDERPATH_D3D9:
4865 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4868 case RENDERPATH_D3D10:
4869 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4871 case RENDERPATH_D3D11:
4872 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4874 case RENDERPATH_SOFT:
4875 DPSOFTRAST_BlendSubtract(true);
4881 switch(vid.renderpath)
4883 case RENDERPATH_GL11:
4884 case RENDERPATH_GL13:
4885 case RENDERPATH_GL20:
4886 case RENDERPATH_GLES1:
4887 case RENDERPATH_GLES2:
4888 qglBlendEquationEXT(GL_FUNC_ADD);
4890 case RENDERPATH_D3D9:
4892 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4895 case RENDERPATH_D3D10:
4896 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4898 case RENDERPATH_D3D11:
4899 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4901 case RENDERPATH_SOFT:
4902 DPSOFTRAST_BlendSubtract(false);