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;
280 size_t d3dvertexsize;
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 = 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)
1162 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1163 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1165 // copy over the matrices to our state
1166 gl_viewmatrix = v->viewmatrix;
1167 gl_projectionmatrix = v->projectmatrix;
1169 switch(vid.renderpath)
1171 case RENDERPATH_GL13:
1172 case RENDERPATH_GL11:
1173 case RENDERPATH_GLES1:
1174 #ifdef GL_PROJECTION
1176 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1177 // Load the projection matrix into OpenGL
1178 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1179 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1180 qglLoadMatrixf(m);CHECKGLERROR
1181 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1184 case RENDERPATH_D3D9:
1187 D3DVIEWPORT9 d3dviewport;
1188 d3dviewport.X = gl_viewport.x;
1189 d3dviewport.Y = gl_viewport.y;
1190 d3dviewport.Width = gl_viewport.width;
1191 d3dviewport.Height = gl_viewport.height;
1192 d3dviewport.MinZ = gl_state.depthrange[0];
1193 d3dviewport.MaxZ = gl_state.depthrange[1];
1194 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1198 case RENDERPATH_D3D10:
1199 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1201 case RENDERPATH_D3D11:
1202 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1204 case RENDERPATH_SOFT:
1205 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1207 case RENDERPATH_GL20:
1208 case RENDERPATH_GLES2:
1210 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1214 // force an update of the derived matrices
1215 gl_modelmatrixchanged = true;
1216 R_EntityMatrix(&gl_modelmatrix);
1219 void R_GetViewport(r_viewport_t *v)
1224 static void GL_BindVBO(int bufferobject)
1226 if (gl_state.vertexbufferobject != bufferobject)
1228 gl_state.vertexbufferobject = bufferobject;
1230 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1234 static void GL_BindEBO(int bufferobject)
1236 if (gl_state.elementbufferobject != bufferobject)
1238 gl_state.elementbufferobject = bufferobject;
1240 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1244 static void GL_BindUBO(int bufferobject)
1246 if (gl_state.uniformbufferobject != bufferobject)
1248 gl_state.uniformbufferobject = bufferobject;
1250 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1254 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1255 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1257 switch(vid.renderpath)
1259 case RENDERPATH_GL11:
1260 case RENDERPATH_GL13:
1261 case RENDERPATH_GL20:
1262 case RENDERPATH_GLES1:
1263 case RENDERPATH_GLES2:
1264 if (vid.support.arb_framebuffer_object)
1268 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1269 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1270 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1272 // FIXME: separate stencil attachment on GLES
1273 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1275 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1277 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1278 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1279 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1280 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1281 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1282 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1283 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1284 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1285 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1288 if (colortexture4 && qglDrawBuffersARB)
1290 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1291 qglReadBuffer(GL_NONE);CHECKGLERROR
1293 else if (colortexture3 && qglDrawBuffersARB)
1295 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1296 qglReadBuffer(GL_NONE);CHECKGLERROR
1298 else if (colortexture2 && qglDrawBuffersARB)
1300 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1301 qglReadBuffer(GL_NONE);CHECKGLERROR
1303 else if (colortexture && qglDrawBuffer)
1305 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1306 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1308 else if (qglDrawBuffer)
1310 qglDrawBuffer(GL_NONE);CHECKGLERROR
1311 qglReadBuffer(GL_NONE);CHECKGLERROR
1314 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1315 if (status != GL_FRAMEBUFFER_COMPLETE)
1317 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1318 gl_state.framebufferobject = 0; // GL unbinds it for us
1319 qglDeleteFramebuffers(1, (GLuint*)&temp);
1324 else if (vid.support.ext_framebuffer_object)
1328 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1329 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1330 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1331 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1332 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1333 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1334 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1335 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1336 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1337 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1338 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1339 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1340 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1343 if (colortexture4 && qglDrawBuffersARB)
1345 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1346 qglReadBuffer(GL_NONE);CHECKGLERROR
1348 else if (colortexture3 && qglDrawBuffersARB)
1350 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1351 qglReadBuffer(GL_NONE);CHECKGLERROR
1353 else if (colortexture2 && qglDrawBuffersARB)
1355 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1356 qglReadBuffer(GL_NONE);CHECKGLERROR
1358 else if (colortexture && qglDrawBuffer)
1360 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1361 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1363 else if (qglDrawBuffer)
1365 qglDrawBuffer(GL_NONE);CHECKGLERROR
1366 qglReadBuffer(GL_NONE);CHECKGLERROR
1369 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1370 if (status != GL_FRAMEBUFFER_COMPLETE)
1372 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1373 gl_state.framebufferobject = 0; // GL unbinds it for us
1374 qglDeleteFramebuffers(1, (GLuint*)&temp);
1380 case RENDERPATH_D3D9:
1381 case RENDERPATH_D3D10:
1382 case RENDERPATH_D3D11:
1384 case RENDERPATH_SOFT:
1390 void R_Mesh_DestroyFramebufferObject(int fbo)
1392 switch(vid.renderpath)
1394 case RENDERPATH_GL11:
1395 case RENDERPATH_GL13:
1396 case RENDERPATH_GL20:
1397 case RENDERPATH_GLES1:
1398 case RENDERPATH_GLES2:
1401 // GL clears the binding if we delete something bound
1402 if (gl_state.framebufferobject == fbo)
1403 gl_state.framebufferobject = 0;
1404 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1407 case RENDERPATH_D3D9:
1408 case RENDERPATH_D3D10:
1409 case RENDERPATH_D3D11:
1411 case RENDERPATH_SOFT:
1417 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1419 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1420 if (gl_state.d3drt_depthsurface != depthsurface)
1422 gl_state.d3drt_depthsurface = depthsurface;
1423 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1425 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1427 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1428 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1430 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1432 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1433 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1435 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1437 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1438 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1440 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1442 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1443 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1448 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1452 rtexture_t *textures[5];
1453 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1454 textures[4] = depthtexture;
1455 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1456 for (j = 0;j < 5;j++)
1458 for (i = 0;i < vid.teximageunits;i++)
1459 if (gl_state.units[i].texture == textures[j])
1460 R_Mesh_TexBind(i, NULL);
1461 // set up framebuffer object or render targets for the active rendering API
1462 switch(vid.renderpath)
1464 case RENDERPATH_GL11:
1465 case RENDERPATH_GL13:
1466 case RENDERPATH_GL20:
1467 case RENDERPATH_GLES1:
1468 case RENDERPATH_GLES2:
1469 if (gl_state.framebufferobject != fbo)
1471 gl_state.framebufferobject = fbo;
1472 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1475 case RENDERPATH_D3D9:
1477 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1478 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1481 IDirect3DSurface9 *surfaces[5];
1482 for (i = 0;i < 5;i++)
1487 if (textures[i]->d3dsurface)
1488 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1490 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1493 // set the render targets for real
1494 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1495 // release the texture surface levels (they won't be lost while bound...)
1496 for (i = 0;i < 5;i++)
1497 if (textures[i] && !textures[i]->d3dsurface)
1498 IDirect3DSurface9_Release(surfaces[i]);
1501 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1504 case RENDERPATH_D3D10:
1505 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1507 case RENDERPATH_D3D11:
1508 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1510 case RENDERPATH_SOFT:
1514 unsigned int *pointers[5];
1515 memset(pointers, 0, sizeof(pointers));
1516 for (i = 0;i < 5;i++)
1517 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1518 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1519 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1520 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1523 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1529 static int d3dcmpforglfunc(int f)
1533 case GL_NEVER: return D3DCMP_NEVER;
1534 case GL_LESS: return D3DCMP_LESS;
1535 case GL_EQUAL: return D3DCMP_EQUAL;
1536 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1537 case GL_GREATER: return D3DCMP_GREATER;
1538 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1539 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1540 case GL_ALWAYS: return D3DCMP_ALWAYS;
1541 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1545 static int d3dstencilopforglfunc(int f)
1549 case GL_KEEP: return D3DSTENCILOP_KEEP;
1550 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1551 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1552 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1557 static void GL_Backend_ResetState(void)
1560 gl_state.active = true;
1561 gl_state.depthtest = true;
1562 gl_state.alphatest = false;
1563 gl_state.alphafunc = GL_GEQUAL;
1564 gl_state.alphafuncvalue = 0.5f;
1565 gl_state.alphatocoverage = false;
1566 gl_state.blendfunc1 = GL_ONE;
1567 gl_state.blendfunc2 = GL_ZERO;
1568 gl_state.blend = false;
1569 gl_state.depthmask = GL_TRUE;
1570 gl_state.colormask = 15;
1571 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1572 gl_state.lockrange_first = 0;
1573 gl_state.lockrange_count = 0;
1574 gl_state.cullface = GL_FRONT;
1575 gl_state.cullfaceenable = false;
1576 gl_state.polygonoffset[0] = 0;
1577 gl_state.polygonoffset[1] = 0;
1578 gl_state.framebufferobject = 0;
1579 gl_state.depthfunc = GL_LEQUAL;
1581 switch(vid.renderpath)
1583 case RENDERPATH_D3D9:
1586 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1587 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1588 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1589 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1590 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1596 case RENDERPATH_D3D10:
1597 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1599 case RENDERPATH_D3D11:
1600 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1602 case RENDERPATH_GL11:
1603 case RENDERPATH_GL13:
1604 case RENDERPATH_GLES1:
1605 #ifdef GL_ALPHA_TEST
1608 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1609 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1610 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1611 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1612 qglDisable(GL_BLEND);CHECKGLERROR
1613 qglCullFace(gl_state.cullface);CHECKGLERROR
1614 qglDisable(GL_CULL_FACE);CHECKGLERROR
1615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1616 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1617 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1618 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1620 if (vid.support.arb_vertex_buffer_object)
1622 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1623 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1626 if (vid.support.ext_framebuffer_object)
1628 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1629 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1632 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1633 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1635 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1636 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1637 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1639 if (vid.support.ext_framebuffer_object)
1640 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1642 gl_state.unit = MAX_TEXTUREUNITS;
1643 gl_state.clientunit = MAX_TEXTUREUNITS;
1644 for (i = 0;i < vid.texunits;i++)
1646 GL_ActiveTexture(i);
1647 GL_ClientActiveTexture(i);
1648 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1649 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1650 if (vid.support.ext_texture_3d)
1652 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1653 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1655 if (vid.support.arb_texture_cube_map)
1657 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1658 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1661 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1662 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1663 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1664 qglLoadIdentity();CHECKGLERROR
1665 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1666 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1671 case RENDERPATH_SOFT:
1672 DPSOFTRAST_ColorMask(1,1,1,1);
1673 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1674 DPSOFTRAST_CullFace(gl_state.cullface);
1675 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1676 DPSOFTRAST_DepthMask(gl_state.depthmask);
1677 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1678 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1679 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1681 case RENDERPATH_GL20:
1682 case RENDERPATH_GLES2:
1684 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1685 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1686 qglDisable(GL_BLEND);CHECKGLERROR
1687 qglCullFace(gl_state.cullface);CHECKGLERROR
1688 qglDisable(GL_CULL_FACE);CHECKGLERROR
1689 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1690 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1691 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1692 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1693 if (vid.support.arb_vertex_buffer_object)
1695 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1696 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1698 if (vid.support.ext_framebuffer_object)
1699 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1700 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1701 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1702 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1703 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1704 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1705 gl_state.unit = MAX_TEXTUREUNITS;
1706 gl_state.clientunit = MAX_TEXTUREUNITS;
1707 for (i = 0;i < vid.teximageunits;i++)
1709 GL_ActiveTexture(i);
1710 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1711 if (vid.support.ext_texture_3d)
1713 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1715 if (vid.support.arb_texture_cube_map)
1717 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1720 for (i = 0;i < vid.texarrayunits;i++)
1723 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1724 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1731 void GL_ActiveTexture(unsigned int num)
1733 if (gl_state.unit != num)
1735 gl_state.unit = num;
1736 switch(vid.renderpath)
1738 case RENDERPATH_GL11:
1739 case RENDERPATH_GL13:
1740 case RENDERPATH_GL20:
1741 case RENDERPATH_GLES1:
1742 case RENDERPATH_GLES2:
1743 if (qglActiveTexture)
1746 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1750 case RENDERPATH_D3D9:
1751 case RENDERPATH_D3D10:
1752 case RENDERPATH_D3D11:
1754 case RENDERPATH_SOFT:
1760 void GL_ClientActiveTexture(unsigned int num)
1762 if (gl_state.clientunit != num)
1764 gl_state.clientunit = num;
1765 switch(vid.renderpath)
1767 case RENDERPATH_GL11:
1768 case RENDERPATH_GL13:
1769 case RENDERPATH_GLES1:
1770 if (qglActiveTexture)
1773 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1777 case RENDERPATH_D3D9:
1778 case RENDERPATH_D3D10:
1779 case RENDERPATH_D3D11:
1781 case RENDERPATH_SOFT:
1783 case RENDERPATH_GL20:
1784 case RENDERPATH_GLES2:
1790 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1792 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1794 qboolean blendenable;
1795 gl_state.blendfunc1 = blendfunc1;
1796 gl_state.blendfunc2 = blendfunc2;
1797 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1798 switch(vid.renderpath)
1800 case RENDERPATH_GL11:
1801 case RENDERPATH_GL13:
1802 case RENDERPATH_GL20:
1803 case RENDERPATH_GLES1:
1804 case RENDERPATH_GLES2:
1806 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1807 if (gl_state.blend != blendenable)
1809 gl_state.blend = blendenable;
1810 if (!gl_state.blend)
1812 qglDisable(GL_BLEND);CHECKGLERROR
1816 qglEnable(GL_BLEND);CHECKGLERROR
1820 case RENDERPATH_D3D9:
1825 D3DBLEND d3dblendfunc[2];
1826 glblendfunc[0] = gl_state.blendfunc1;
1827 glblendfunc[1] = gl_state.blendfunc2;
1828 for (i = 0;i < 2;i++)
1830 switch(glblendfunc[i])
1832 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1833 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1834 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1835 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1836 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1837 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1838 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1839 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1840 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1841 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1844 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1845 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1846 if (gl_state.blend != blendenable)
1848 gl_state.blend = blendenable;
1849 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1854 case RENDERPATH_D3D10:
1855 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_D3D11:
1858 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1860 case RENDERPATH_SOFT:
1861 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1867 void GL_DepthMask(int state)
1869 if (gl_state.depthmask != state)
1871 gl_state.depthmask = state;
1872 switch(vid.renderpath)
1874 case RENDERPATH_GL11:
1875 case RENDERPATH_GL13:
1876 case RENDERPATH_GL20:
1877 case RENDERPATH_GLES1:
1878 case RENDERPATH_GLES2:
1880 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1882 case RENDERPATH_D3D9:
1884 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1893 case RENDERPATH_SOFT:
1894 DPSOFTRAST_DepthMask(gl_state.depthmask);
1900 void GL_DepthTest(int state)
1902 if (gl_state.depthtest != state)
1904 gl_state.depthtest = state;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL11:
1908 case RENDERPATH_GL13:
1909 case RENDERPATH_GL20:
1910 case RENDERPATH_GLES1:
1911 case RENDERPATH_GLES2:
1913 if (gl_state.depthtest)
1915 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1919 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1922 case RENDERPATH_D3D9:
1924 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1927 case RENDERPATH_D3D10:
1928 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1930 case RENDERPATH_D3D11:
1931 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1933 case RENDERPATH_SOFT:
1934 DPSOFTRAST_DepthTest(gl_state.depthtest);
1940 void GL_DepthFunc(int state)
1942 if (gl_state.depthfunc != state)
1944 gl_state.depthfunc = state;
1945 switch(vid.renderpath)
1947 case RENDERPATH_GL11:
1948 case RENDERPATH_GL13:
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES1:
1951 case RENDERPATH_GLES2:
1953 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1955 case RENDERPATH_D3D9:
1957 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1960 case RENDERPATH_D3D10:
1961 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1963 case RENDERPATH_D3D11:
1964 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1966 case RENDERPATH_SOFT:
1967 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1973 void GL_DepthRange(float nearfrac, float farfrac)
1975 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1977 gl_state.depthrange[0] = nearfrac;
1978 gl_state.depthrange[1] = farfrac;
1979 switch(vid.renderpath)
1981 case RENDERPATH_GL11:
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GL20:
1984 case RENDERPATH_GLES1:
1985 case RENDERPATH_GLES2:
1987 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1989 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1992 case RENDERPATH_D3D9:
1995 D3DVIEWPORT9 d3dviewport;
1996 d3dviewport.X = gl_viewport.x;
1997 d3dviewport.Y = gl_viewport.y;
1998 d3dviewport.Width = gl_viewport.width;
1999 d3dviewport.Height = gl_viewport.height;
2000 d3dviewport.MinZ = gl_state.depthrange[0];
2001 d3dviewport.MaxZ = gl_state.depthrange[1];
2002 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2006 case RENDERPATH_D3D10:
2007 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2009 case RENDERPATH_D3D11:
2010 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2012 case RENDERPATH_SOFT:
2013 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2019 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)
2021 switch (vid.renderpath)
2023 case RENDERPATH_GL11:
2024 case RENDERPATH_GL13:
2025 case RENDERPATH_GL20:
2026 case RENDERPATH_GLES1:
2027 case RENDERPATH_GLES2:
2031 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2035 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2037 if (vid.support.ati_separate_stencil)
2039 qglStencilMask(writemask);CHECKGLERROR
2040 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2041 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2042 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2043 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2045 else if (vid.support.ext_stencil_two_side)
2047 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2048 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2049 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2050 qglStencilMask(writemask);CHECKGLERROR
2051 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2052 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2053 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2054 qglStencilMask(writemask);CHECKGLERROR
2055 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2056 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2060 case RENDERPATH_D3D9:
2062 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2063 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2064 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2065 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2066 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2067 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2068 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2069 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2070 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2071 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2072 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2073 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2074 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2077 case RENDERPATH_D3D10:
2078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2080 case RENDERPATH_D3D11:
2081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2083 case RENDERPATH_SOFT:
2084 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2089 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2091 switch (vid.renderpath)
2093 case RENDERPATH_GL11:
2094 case RENDERPATH_GL13:
2095 case RENDERPATH_GL20:
2096 case RENDERPATH_GLES1:
2097 case RENDERPATH_GLES2:
2101 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2105 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2107 if (vid.support.ext_stencil_two_side)
2109 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2110 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2113 qglStencilMask(writemask);CHECKGLERROR
2114 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2115 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2118 case RENDERPATH_D3D9:
2120 if (vid.support.ati_separate_stencil)
2121 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2122 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2123 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2124 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2125 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2126 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2127 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2128 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2129 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2132 case RENDERPATH_D3D10:
2133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2135 case RENDERPATH_D3D11:
2136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2138 case RENDERPATH_SOFT:
2139 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2144 void GL_PolygonOffset(float planeoffset, float depthoffset)
2146 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2148 gl_state.polygonoffset[0] = planeoffset;
2149 gl_state.polygonoffset[1] = depthoffset;
2150 switch(vid.renderpath)
2152 case RENDERPATH_GL11:
2153 case RENDERPATH_GL13:
2154 case RENDERPATH_GL20:
2155 case RENDERPATH_GLES1:
2156 case RENDERPATH_GLES2:
2157 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2159 case RENDERPATH_D3D9:
2161 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2162 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2165 case RENDERPATH_D3D10:
2166 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2168 case RENDERPATH_D3D11:
2169 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2171 case RENDERPATH_SOFT:
2172 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2178 void GL_SetMirrorState(qboolean state)
2180 if (v_flipped_state != state)
2182 v_flipped_state = state;
2183 if (gl_state.cullface == GL_BACK)
2184 gl_state.cullface = GL_FRONT;
2185 else if (gl_state.cullface == GL_FRONT)
2186 gl_state.cullface = GL_BACK;
2189 switch(vid.renderpath)
2191 case RENDERPATH_GL11:
2192 case RENDERPATH_GL13:
2193 case RENDERPATH_GL20:
2194 case RENDERPATH_GLES1:
2195 case RENDERPATH_GLES2:
2196 qglCullFace(gl_state.cullface);CHECKGLERROR
2198 case RENDERPATH_D3D9:
2200 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2203 case RENDERPATH_D3D10:
2204 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2206 case RENDERPATH_D3D11:
2207 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2209 case RENDERPATH_SOFT:
2210 DPSOFTRAST_CullFace(gl_state.cullface);
2216 void GL_CullFace(int state)
2220 if(state == GL_FRONT)
2222 else if(state == GL_BACK)
2226 switch(vid.renderpath)
2228 case RENDERPATH_GL11:
2229 case RENDERPATH_GL13:
2230 case RENDERPATH_GL20:
2231 case RENDERPATH_GLES1:
2232 case RENDERPATH_GLES2:
2235 if (state != GL_NONE)
2237 if (!gl_state.cullfaceenable)
2239 gl_state.cullfaceenable = true;
2240 qglEnable(GL_CULL_FACE);CHECKGLERROR
2242 if (gl_state.cullface != state)
2244 gl_state.cullface = state;
2245 qglCullFace(gl_state.cullface);CHECKGLERROR
2250 if (gl_state.cullfaceenable)
2252 gl_state.cullfaceenable = false;
2253 qglDisable(GL_CULL_FACE);CHECKGLERROR
2257 case RENDERPATH_D3D9:
2259 if (gl_state.cullface != state)
2261 gl_state.cullface = state;
2262 switch(gl_state.cullface)
2265 gl_state.cullfaceenable = false;
2266 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2269 gl_state.cullfaceenable = true;
2270 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2273 gl_state.cullfaceenable = true;
2274 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2280 case RENDERPATH_D3D10:
2281 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2283 case RENDERPATH_D3D11:
2284 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2286 case RENDERPATH_SOFT:
2287 if (gl_state.cullface != state)
2289 gl_state.cullface = state;
2290 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2291 DPSOFTRAST_CullFace(gl_state.cullface);
2297 void GL_AlphaTest(int state)
2299 if (gl_state.alphatest != state)
2301 gl_state.alphatest = state;
2302 switch(vid.renderpath)
2304 case RENDERPATH_GL11:
2305 case RENDERPATH_GL13:
2306 case RENDERPATH_GLES1:
2307 #ifdef GL_ALPHA_TEST
2308 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2310 if (gl_state.alphatest)
2312 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2316 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2320 case RENDERPATH_D3D9:
2321 case RENDERPATH_D3D10:
2322 case RENDERPATH_D3D11:
2323 case RENDERPATH_SOFT:
2324 case RENDERPATH_GL20:
2325 case RENDERPATH_GLES2:
2331 void GL_AlphaToCoverage(qboolean state)
2333 if (gl_state.alphatocoverage != state)
2335 gl_state.alphatocoverage = state;
2336 switch(vid.renderpath)
2338 case RENDERPATH_GL11:
2339 case RENDERPATH_GL13:
2340 case RENDERPATH_GLES1:
2341 case RENDERPATH_GLES2:
2342 case RENDERPATH_D3D9:
2343 case RENDERPATH_D3D10:
2344 case RENDERPATH_D3D11:
2345 case RENDERPATH_SOFT:
2347 case RENDERPATH_GL20:
2348 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2349 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2351 if (gl_state.alphatocoverage)
2353 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2354 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2358 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2359 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2367 void GL_ColorMask(int r, int g, int b, int a)
2369 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2370 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2371 if (gl_state.colormask != state)
2373 gl_state.colormask = state;
2374 switch(vid.renderpath)
2376 case RENDERPATH_GL11:
2377 case RENDERPATH_GL13:
2378 case RENDERPATH_GL20:
2379 case RENDERPATH_GLES1:
2380 case RENDERPATH_GLES2:
2382 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2384 case RENDERPATH_D3D9:
2386 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2389 case RENDERPATH_D3D10:
2390 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2392 case RENDERPATH_D3D11:
2393 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2395 case RENDERPATH_SOFT:
2396 DPSOFTRAST_ColorMask(r, g, b, a);
2402 void GL_Color(float cr, float cg, float cb, float ca)
2404 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)
2406 gl_state.color4f[0] = cr;
2407 gl_state.color4f[1] = cg;
2408 gl_state.color4f[2] = cb;
2409 gl_state.color4f[3] = ca;
2410 switch(vid.renderpath)
2412 case RENDERPATH_GL11:
2413 case RENDERPATH_GL13:
2414 case RENDERPATH_GLES1:
2416 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2419 case RENDERPATH_D3D9:
2420 case RENDERPATH_D3D10:
2421 case RENDERPATH_D3D11:
2422 // no equivalent in D3D
2424 case RENDERPATH_SOFT:
2425 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2427 case RENDERPATH_GL20:
2428 case RENDERPATH_GLES2:
2429 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2435 void GL_Scissor (int x, int y, int width, int height)
2437 switch(vid.renderpath)
2439 case RENDERPATH_GL11:
2440 case RENDERPATH_GL13:
2441 case RENDERPATH_GL20:
2442 case RENDERPATH_GLES1:
2443 case RENDERPATH_GLES2:
2445 qglScissor(x, y,width,height);
2448 case RENDERPATH_D3D9:
2454 d3drect.right = x + width;
2455 d3drect.bottom = y + height;
2456 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2460 case RENDERPATH_D3D10:
2461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2463 case RENDERPATH_D3D11:
2464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2466 case RENDERPATH_SOFT:
2467 DPSOFTRAST_Scissor(x, y, width, height);
2472 void GL_ScissorTest(int state)
2474 if (gl_state.scissortest != state)
2476 gl_state.scissortest = state;
2477 switch(vid.renderpath)
2479 case RENDERPATH_GL11:
2480 case RENDERPATH_GL13:
2481 case RENDERPATH_GL20:
2482 case RENDERPATH_GLES1:
2483 case RENDERPATH_GLES2:
2485 if(gl_state.scissortest)
2486 qglEnable(GL_SCISSOR_TEST);
2488 qglDisable(GL_SCISSOR_TEST);
2491 case RENDERPATH_D3D9:
2493 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2496 case RENDERPATH_D3D10:
2497 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2499 case RENDERPATH_D3D11:
2500 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2502 case RENDERPATH_SOFT:
2503 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2509 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2511 static const float blackcolor[4] = {0, 0, 0, 0};
2512 // prevent warnings when trying to clear a buffer that does not exist
2514 colorvalue = blackcolor;
2517 mask &= ~GL_STENCIL_BUFFER_BIT;
2520 switch(vid.renderpath)
2522 case RENDERPATH_GL11:
2523 case RENDERPATH_GL13:
2524 case RENDERPATH_GL20:
2525 case RENDERPATH_GLES1:
2526 case RENDERPATH_GLES2:
2528 if (mask & GL_COLOR_BUFFER_BIT)
2530 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2532 if (mask & GL_DEPTH_BUFFER_BIT)
2535 qglClearDepthf(depthvalue);CHECKGLERROR
2537 qglClearDepth(depthvalue);CHECKGLERROR
2540 if (mask & GL_STENCIL_BUFFER_BIT)
2542 qglClearStencil(stencilvalue);CHECKGLERROR
2544 qglClear(mask);CHECKGLERROR
2546 case RENDERPATH_D3D9:
2548 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);
2551 case RENDERPATH_D3D10:
2552 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2554 case RENDERPATH_D3D11:
2555 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2557 case RENDERPATH_SOFT:
2558 if (mask & GL_COLOR_BUFFER_BIT)
2559 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2560 if (mask & GL_DEPTH_BUFFER_BIT)
2561 DPSOFTRAST_ClearDepth(depthvalue);
2566 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2568 switch(vid.renderpath)
2570 case RENDERPATH_GL11:
2571 case RENDERPATH_GL13:
2572 case RENDERPATH_GL20:
2573 case RENDERPATH_GLES1:
2574 case RENDERPATH_GLES2:
2576 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2578 case RENDERPATH_D3D9:
2581 // LordHavoc: we can't directly download the backbuffer because it may be
2582 // multisampled, and it may not be lockable, so we blit it to a lockable
2583 // surface of the same dimensions (but without multisample) to resolve the
2584 // multisample buffer to a normal image, and then lock that...
2585 IDirect3DSurface9 *stretchsurface = NULL;
2586 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2588 D3DLOCKED_RECT lockedrect;
2589 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2591 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2594 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2595 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2596 memcpy(outpixels + line * width * 4, row, width * 4);
2597 IDirect3DSurface9_UnlockRect(stretchsurface);
2600 IDirect3DSurface9_Release(stretchsurface);
2603 //IDirect3DSurface9 *syssurface = NULL;
2604 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2605 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2606 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2607 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2608 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2609 //IDirect3DSurface9_UnlockRect(syssurface);
2610 //IDirect3DSurface9_Release(syssurface);
2614 case RENDERPATH_D3D10:
2615 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2617 case RENDERPATH_D3D11:
2618 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2620 case RENDERPATH_SOFT:
2621 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2626 // called at beginning of frame
2627 void R_Mesh_Start(void)
2630 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2632 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2634 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2635 Cvar_SetValueQuick(&gl_paranoid, 1);
2639 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2643 char compilelog[MAX_INPUTLINE];
2644 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2647 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2648 qglCompileShader(shaderobject);CHECKGLERROR
2649 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2650 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2651 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))
2653 int i, j, pretextlines = 0;
2654 for (i = 0;i < numstrings - 1;i++)
2655 for (j = 0;strings[i][j];j++)
2656 if (strings[i][j] == '\n')
2658 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2660 if (!shadercompiled)
2662 qglDeleteShader(shaderobject);CHECKGLERROR
2665 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2666 qglDeleteShader(shaderobject);CHECKGLERROR
2670 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)
2672 GLint programlinked;
2673 GLuint programobject = 0;
2674 char linklog[MAX_INPUTLINE];
2677 programobject = qglCreateProgram();CHECKGLERROR
2681 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2682 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2683 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2684 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2685 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2686 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2687 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2688 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2689 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2690 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2692 if(vid.support.gl20shaders130)
2693 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2696 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2699 #ifdef GL_GEOMETRY_SHADER
2700 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2704 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2707 qglLinkProgram(programobject);CHECKGLERROR
2708 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2709 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2712 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2713 Con_DPrintf("program link log:\n%s\n", linklog);
2714 // software vertex shader is ok but software fragment shader is WAY
2715 // too slow, fail program if so.
2716 // NOTE: this string might be ATI specific, but that's ok because the
2717 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2718 // software fragment shader due to low instruction and dependent
2720 if (strstr(linklog, "fragment shader will run in software"))
2721 programlinked = false;
2725 return programobject;
2727 qglDeleteProgram(programobject);CHECKGLERROR
2731 void GL_Backend_FreeProgram(unsigned int prog)
2734 qglDeleteProgram(prog);
2738 // renders triangles using vertices from the active arrays
2739 int paranoidblah = 0;
2740 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)
2742 unsigned int numelements = numtriangles * 3;
2744 size_t bufferoffset3i;
2746 size_t bufferoffset3s;
2747 if (numvertices < 3 || numtriangles < 1)
2749 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2750 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);
2753 // adjust the pointers for firsttriangle
2755 element3i += firsttriangle * 3;
2756 if (element3i_indexbuffer)
2757 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2759 element3s += firsttriangle * 3;
2760 if (element3s_indexbuffer)
2761 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2762 switch(vid.renderpath)
2764 case RENDERPATH_GL11:
2765 case RENDERPATH_GL13:
2766 case RENDERPATH_GL20:
2767 case RENDERPATH_GLES1:
2768 case RENDERPATH_GLES2:
2769 // check if the user specified to ignore static index buffers
2770 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2772 element3i_indexbuffer = NULL;
2773 element3s_indexbuffer = NULL;
2776 case RENDERPATH_D3D9:
2777 case RENDERPATH_D3D10:
2778 case RENDERPATH_D3D11:
2780 case RENDERPATH_SOFT:
2783 // upload a dynamic index buffer if needed
2786 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2787 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2791 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2792 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2794 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2795 bufferoffset3i = element3i_bufferoffset;
2796 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2797 bufferoffset3s = element3s_bufferoffset;
2798 r_refdef.stats[r_stat_draws]++;
2799 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2800 r_refdef.stats[r_stat_draws_elements] += numelements;
2801 if (gl_paranoid.integer)
2804 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2806 unsigned int j, size;
2808 // note: there's no validation done here on buffer objects because it
2809 // is somewhat difficult to get at the data, and gl_paranoid can be
2810 // used without buffer objects if the need arises
2811 // (the data could be gotten using glMapBuffer but it would be very
2812 // slow due to uncachable video memory reads)
2813 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2814 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2816 if (gl_state.pointer_vertex_pointer)
2817 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2819 if (gl_state.pointer_color_enabled)
2821 if (!qglIsEnabled(GL_COLOR_ARRAY))
2822 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2824 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2825 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2828 for (i = 0;i < vid.texarrayunits;i++)
2830 if (gl_state.units[i].arrayenabled)
2832 GL_ClientActiveTexture(i);
2833 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2834 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2836 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2837 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++)
2844 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2846 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2848 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2855 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2857 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2859 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2865 if (r_render.integer || r_refdef.draw2dstage)
2867 switch(vid.renderpath)
2869 case RENDERPATH_GL11:
2870 case RENDERPATH_GL13:
2871 case RENDERPATH_GL20:
2873 if (gl_mesh_testmanualfeeding.integer)
2876 unsigned int i, j, element;
2878 qglBegin(GL_TRIANGLES);
2879 if(vid.renderpath == RENDERPATH_GL20)
2881 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2884 element = element3i[i];
2886 element = element3s[i];
2888 element = firstvertex + i;
2889 for (j = 0;j < vid.texarrayunits;j++)
2891 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2893 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2895 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2896 if (gl_state.units[j].pointer_texcoord_components == 4)
2897 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2898 else if (gl_state.units[j].pointer_texcoord_components == 3)
2899 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2900 else if (gl_state.units[j].pointer_texcoord_components == 2)
2901 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2903 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2905 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2907 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2908 if (gl_state.units[j].pointer_texcoord_components == 4)
2909 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2910 else if (gl_state.units[j].pointer_texcoord_components == 3)
2911 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2912 else if (gl_state.units[j].pointer_texcoord_components == 2)
2913 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2914 else if (gl_state.units[j].pointer_texcoord_components == 1)
2915 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2917 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2919 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2920 if (gl_state.units[j].pointer_texcoord_components == 4)
2921 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));
2922 else if (gl_state.units[j].pointer_texcoord_components == 3)
2923 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2924 else if (gl_state.units[j].pointer_texcoord_components == 2)
2925 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2926 else if (gl_state.units[j].pointer_texcoord_components == 1)
2927 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2929 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2931 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2932 if (gl_state.units[j].pointer_texcoord_components == 4)
2933 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));
2934 else if (gl_state.units[j].pointer_texcoord_components == 3)
2935 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2936 else if (gl_state.units[j].pointer_texcoord_components == 2)
2937 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2938 else if (gl_state.units[j].pointer_texcoord_components == 1)
2939 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2941 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2943 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2944 if (gl_state.units[j].pointer_texcoord_components == 4)
2945 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2946 else if (gl_state.units[j].pointer_texcoord_components == 3)
2947 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2948 else if (gl_state.units[j].pointer_texcoord_components == 2)
2949 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2950 else if (gl_state.units[j].pointer_texcoord_components == 1)
2951 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2955 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2957 if (gl_state.pointer_color_gltype == GL_FLOAT)
2959 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2960 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2962 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2964 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2965 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2968 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2970 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2971 if (gl_state.pointer_vertex_components == 4)
2972 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2973 else if (gl_state.pointer_vertex_components == 3)
2974 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2976 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2982 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2985 element = element3i[i];
2987 element = element3s[i];
2989 element = firstvertex + i;
2990 for (j = 0;j < vid.texarrayunits;j++)
2992 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2994 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2996 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2997 if (vid.texarrayunits > 1)
2999 if (gl_state.units[j].pointer_texcoord_components == 4)
3000 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3001 else if (gl_state.units[j].pointer_texcoord_components == 3)
3002 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3003 else if (gl_state.units[j].pointer_texcoord_components == 2)
3004 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3006 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3010 if (gl_state.units[j].pointer_texcoord_components == 4)
3011 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3012 else if (gl_state.units[j].pointer_texcoord_components == 3)
3013 qglTexCoord3f(p[0], p[1], p[2]);
3014 else if (gl_state.units[j].pointer_texcoord_components == 2)
3015 qglTexCoord2f(p[0], p[1]);
3017 qglTexCoord1f(p[0]);
3020 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3022 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3023 if (vid.texarrayunits > 1)
3025 if (gl_state.units[j].pointer_texcoord_components == 4)
3026 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3027 else if (gl_state.units[j].pointer_texcoord_components == 3)
3028 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3029 else if (gl_state.units[j].pointer_texcoord_components == 2)
3030 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3031 else if (gl_state.units[j].pointer_texcoord_components == 1)
3032 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3036 if (gl_state.units[j].pointer_texcoord_components == 4)
3037 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3038 else if (gl_state.units[j].pointer_texcoord_components == 3)
3039 qglTexCoord3f(s[0], s[1], s[2]);
3040 else if (gl_state.units[j].pointer_texcoord_components == 2)
3041 qglTexCoord2f(s[0], s[1]);
3042 else if (gl_state.units[j].pointer_texcoord_components == 1)
3043 qglTexCoord1f(s[0]);
3046 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3048 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3049 if (vid.texarrayunits > 1)
3051 if (gl_state.units[j].pointer_texcoord_components == 4)
3052 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3053 else if (gl_state.units[j].pointer_texcoord_components == 3)
3054 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3055 else if (gl_state.units[j].pointer_texcoord_components == 2)
3056 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3057 else if (gl_state.units[j].pointer_texcoord_components == 1)
3058 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3062 if (gl_state.units[j].pointer_texcoord_components == 4)
3063 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3064 else if (gl_state.units[j].pointer_texcoord_components == 3)
3065 qglTexCoord3f(sb[0], sb[1], sb[2]);
3066 else if (gl_state.units[j].pointer_texcoord_components == 2)
3067 qglTexCoord2f(sb[0], sb[1]);
3068 else if (gl_state.units[j].pointer_texcoord_components == 1)
3069 qglTexCoord1f(sb[0]);
3074 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3076 if (gl_state.pointer_color_gltype == GL_FLOAT)
3078 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3079 qglColor4f(p[0], p[1], p[2], p[3]);
3081 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3083 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3084 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3087 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3089 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3090 if (gl_state.pointer_vertex_components == 4)
3091 qglVertex4f(p[0], p[1], p[2], p[3]);
3092 else if (gl_state.pointer_vertex_components == 3)
3093 qglVertex3f(p[0], p[1], p[2]);
3095 qglVertex2f(p[0], p[1]);
3103 else if (bufferobject3s)
3105 GL_BindEBO(bufferobject3s);
3107 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3109 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3115 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3119 else if (bufferobject3i)
3121 GL_BindEBO(bufferobject3i);
3123 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3125 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3131 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3139 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3141 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3147 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3155 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3157 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3163 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3169 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3173 case RENDERPATH_D3D9:
3175 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3177 if (element3s_indexbuffer)
3179 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3180 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3182 else if (element3i_indexbuffer)
3184 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3185 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3188 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3193 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3195 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3197 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3201 case RENDERPATH_D3D10:
3202 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3204 case RENDERPATH_D3D11:
3205 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3207 case RENDERPATH_SOFT:
3208 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3210 case RENDERPATH_GLES1:
3211 case RENDERPATH_GLES2:
3212 // GLES does not have glDrawRangeElements, and generally
3213 // underperforms with index buffers, so this code path is
3214 // relatively straightforward...
3216 if (gl_paranoid.integer)
3218 int r, prog, enabled, i;
3219 GLsizei attriblength;
3222 GLchar attribname[1024];
3223 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3224 if (r != GL_FRAMEBUFFER_COMPLETE)
3225 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3226 #ifndef GL_CURRENT_PROGRAM
3227 #define GL_CURRENT_PROGRAM 0x8B8D
3229 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3230 if (r < 0 || r > 10000)
3231 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3233 for (i = 0;i < 8;i++)
3235 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3238 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3239 Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3245 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3250 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3255 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3263 // restores backend state, used when done with 3D rendering
3264 void R_Mesh_Finish(void)
3266 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3269 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3271 r_meshbuffer_t *buffer;
3272 if (isuniformbuffer)
3274 if (!vid.support.arb_uniform_buffer_object)
3279 if (!vid.support.arb_vertex_buffer_object)
3281 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3284 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3285 memset(buffer, 0, sizeof(*buffer));
3286 buffer->bufferobject = 0;
3287 buffer->devicebuffer = NULL;
3288 buffer->size = size;
3289 buffer->isindexbuffer = isindexbuffer;
3290 buffer->isuniformbuffer = isuniformbuffer;
3291 buffer->isdynamic = isdynamic;
3292 buffer->isindex16 = isindex16;
3293 strlcpy(buffer->name, name, sizeof(buffer->name));
3294 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3298 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3302 if (buffer->isindexbuffer)
3304 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3305 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3309 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3310 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3313 buffer->size = size;
3314 switch(vid.renderpath)
3316 case RENDERPATH_GL11:
3317 case RENDERPATH_GL13:
3318 case RENDERPATH_GL20:
3319 case RENDERPATH_GLES1:
3320 case RENDERPATH_GLES2:
3321 if (!buffer->bufferobject)
3322 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3323 if (buffer->isuniformbuffer)
3324 GL_BindUBO(buffer->bufferobject);
3325 else if (buffer->isindexbuffer)
3326 GL_BindEBO(buffer->bufferobject);
3328 GL_BindVBO(buffer->bufferobject);
3330 qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3332 qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3333 if (buffer->isuniformbuffer)
3336 case RENDERPATH_D3D9:
3340 void *datapointer = NULL;
3341 if (buffer->isindexbuffer)
3343 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3344 if (offset+size > buffer->size || !buffer->devicebuffer)
3346 if (buffer->devicebuffer)
3347 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3348 buffer->devicebuffer = NULL;
3349 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3350 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);
3351 buffer->devicebuffer = (void *)d3d9indexbuffer;
3352 buffer->size = offset+size;
3354 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3357 memcpy(datapointer, data, size);
3359 memset(datapointer, 0, size);
3360 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3365 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3366 if (offset+size > buffer->size || !buffer->devicebuffer)
3368 if (buffer->devicebuffer)
3369 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3370 buffer->devicebuffer = NULL;
3371 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3372 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);
3373 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3374 buffer->size = offset+size;
3376 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3379 memcpy(datapointer, data, size);
3381 memset(datapointer, 0, size);
3382 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3388 case RENDERPATH_D3D10:
3389 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3391 case RENDERPATH_D3D11:
3392 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3394 case RENDERPATH_SOFT:
3399 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3403 switch(vid.renderpath)
3405 case RENDERPATH_GL11:
3406 case RENDERPATH_GL13:
3407 case RENDERPATH_GL20:
3408 case RENDERPATH_GLES1:
3409 case RENDERPATH_GLES2:
3410 // GL clears the binding if we delete something bound
3411 if (gl_state.uniformbufferobject == buffer->bufferobject)
3412 gl_state.uniformbufferobject = 0;
3413 if (gl_state.vertexbufferobject == buffer->bufferobject)
3414 gl_state.vertexbufferobject = 0;
3415 if (gl_state.elementbufferobject == buffer->bufferobject)
3416 gl_state.elementbufferobject = 0;
3417 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3419 case RENDERPATH_D3D9:
3421 if (gl_state.d3dvertexbuffer == (void *)buffer)
3422 gl_state.d3dvertexbuffer = NULL;
3423 if (buffer->devicebuffer)
3425 if (buffer->isindexbuffer)
3426 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3428 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3429 buffer->devicebuffer = NULL;
3433 case RENDERPATH_D3D10:
3434 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3436 case RENDERPATH_D3D11:
3437 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3439 case RENDERPATH_SOFT:
3442 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3445 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3446 void GL_Mesh_ListVBOs(qboolean printeach)
3451 int index16count, index16mem;
3452 int index32count, index32mem;
3453 int vertexcount, vertexmem;
3454 int uniformcount, uniformmem;
3455 int totalcount, totalmem;
3456 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3457 r_meshbuffer_t *buffer;
3458 memset(bufferstat, 0, sizeof(bufferstat));
3459 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3460 for (i = 0;i < endindex;i++)
3462 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3465 if (buffer->isuniformbuffer)
3466 type = R_BUFFERDATA_UNIFORM;
3467 else if (buffer->isindexbuffer && buffer->isindex16)
3468 type = R_BUFFERDATA_INDEX16;
3469 else if (buffer->isindexbuffer)
3470 type = R_BUFFERDATA_INDEX32;
3472 type = R_BUFFERDATA_VERTEX;
3473 isdynamic = buffer->isdynamic;
3474 bufferstat[type][isdynamic][0]++;
3475 bufferstat[type][isdynamic][1] += buffer->size;
3477 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3479 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3480 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3481 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3482 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3483 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3484 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3485 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3486 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3487 totalcount = index16count + index32count + vertexcount + uniformcount;
3488 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3489 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);
3494 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3496 switch(vid.renderpath)
3498 case RENDERPATH_GL11:
3499 case RENDERPATH_GL13:
3500 case RENDERPATH_GLES1:
3501 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)
3503 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3504 gl_state.pointer_vertex_components = components;
3505 gl_state.pointer_vertex_gltype = gltype;
3506 gl_state.pointer_vertex_stride = stride;
3507 gl_state.pointer_vertex_pointer = pointer;
3508 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3509 gl_state.pointer_vertex_offset = bufferoffset;
3511 GL_BindVBO(bufferobject);
3512 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3515 case RENDERPATH_GL20:
3516 case RENDERPATH_GLES2:
3517 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)
3519 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3520 gl_state.pointer_vertex_components = components;
3521 gl_state.pointer_vertex_gltype = gltype;
3522 gl_state.pointer_vertex_stride = stride;
3523 gl_state.pointer_vertex_pointer = pointer;
3524 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3525 gl_state.pointer_vertex_offset = bufferoffset;
3527 GL_BindVBO(bufferobject);
3528 // LordHavoc: special flag added to gltype for unnormalized types
3529 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3532 case RENDERPATH_D3D9:
3533 case RENDERPATH_D3D10:
3534 case RENDERPATH_D3D11:
3535 case RENDERPATH_SOFT:
3540 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3542 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3543 // the pointer only.
3544 switch(vid.renderpath)
3546 case RENDERPATH_GL11:
3547 case RENDERPATH_GL13:
3548 case RENDERPATH_GLES1:
3553 // caller wants color array enabled
3554 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3555 if (!gl_state.pointer_color_enabled)
3557 gl_state.pointer_color_enabled = true;
3559 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3561 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)
3563 gl_state.pointer_color_components = components;
3564 gl_state.pointer_color_gltype = gltype;
3565 gl_state.pointer_color_stride = stride;
3566 gl_state.pointer_color_pointer = pointer;
3567 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3568 gl_state.pointer_color_offset = bufferoffset;
3570 GL_BindVBO(bufferobject);
3571 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3576 // caller wants color array disabled
3577 if (gl_state.pointer_color_enabled)
3579 gl_state.pointer_color_enabled = false;
3581 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3582 // when color array is on the glColor gets trashed, set it again
3583 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3588 case RENDERPATH_GL20:
3589 case RENDERPATH_GLES2:
3593 // caller wants color array enabled
3594 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3595 if (!gl_state.pointer_color_enabled)
3597 gl_state.pointer_color_enabled = true;
3599 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3601 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)
3603 gl_state.pointer_color_components = components;
3604 gl_state.pointer_color_gltype = gltype;
3605 gl_state.pointer_color_stride = stride;
3606 gl_state.pointer_color_pointer = pointer;
3607 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3608 gl_state.pointer_color_offset = bufferoffset;
3610 GL_BindVBO(bufferobject);
3611 // LordHavoc: special flag added to gltype for unnormalized types
3612 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3617 // caller wants color array disabled
3618 if (gl_state.pointer_color_enabled)
3620 gl_state.pointer_color_enabled = false;
3622 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3623 // when color array is on the glColor gets trashed, set it again
3624 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3628 case RENDERPATH_D3D9:
3629 case RENDERPATH_D3D10:
3630 case RENDERPATH_D3D11:
3631 case RENDERPATH_SOFT:
3636 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)
3638 gltextureunit_t *unit = gl_state.units + unitnum;
3639 // update array settings
3640 // note: there is no need to check bufferobject here because all cases
3641 // that involve a valid bufferobject also supply a texcoord array
3642 switch(vid.renderpath)
3644 case RENDERPATH_GL11:
3645 case RENDERPATH_GL13:
3646 case RENDERPATH_GLES1:
3651 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3652 // texture array unit is enabled, enable the array
3653 if (!unit->arrayenabled)
3655 unit->arrayenabled = true;
3656 GL_ClientActiveTexture(unitnum);
3657 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3660 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)
3662 unit->pointer_texcoord_components = components;
3663 unit->pointer_texcoord_gltype = gltype;
3664 unit->pointer_texcoord_stride = stride;
3665 unit->pointer_texcoord_pointer = pointer;
3666 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3667 unit->pointer_texcoord_offset = bufferoffset;
3668 GL_ClientActiveTexture(unitnum);
3669 GL_BindVBO(bufferobject);
3670 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3675 // texture array unit is disabled, disable the array
3676 if (unit->arrayenabled)
3678 unit->arrayenabled = false;
3679 GL_ClientActiveTexture(unitnum);
3680 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3685 case RENDERPATH_GL20:
3686 case RENDERPATH_GLES2:
3690 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3691 // texture array unit is enabled, enable the array
3692 if (!unit->arrayenabled)
3694 unit->arrayenabled = true;
3695 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3698 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)
3700 unit->pointer_texcoord_components = components;
3701 unit->pointer_texcoord_gltype = gltype;
3702 unit->pointer_texcoord_stride = stride;
3703 unit->pointer_texcoord_pointer = pointer;
3704 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3705 unit->pointer_texcoord_offset = bufferoffset;
3706 GL_BindVBO(bufferobject);
3707 // LordHavoc: special flag added to gltype for unnormalized types
3708 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3713 // texture array unit is disabled, disable the array
3714 if (unit->arrayenabled)
3716 unit->arrayenabled = false;
3717 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3721 case RENDERPATH_D3D9:
3722 case RENDERPATH_D3D10:
3723 case RENDERPATH_D3D11:
3724 case RENDERPATH_SOFT:
3729 int R_Mesh_TexBound(unsigned int unitnum, int id)
3731 gltextureunit_t *unit = gl_state.units + unitnum;
3732 if (unitnum >= vid.teximageunits)
3734 if (id == GL_TEXTURE_2D)
3736 if (id == GL_TEXTURE_3D)
3738 if (id == GL_TEXTURE_CUBE_MAP)
3739 return unit->tcubemap;
3743 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3745 switch(vid.renderpath)
3747 case RENDERPATH_GL11:
3748 case RENDERPATH_GL13:
3749 case RENDERPATH_GL20:
3750 case RENDERPATH_GLES1:
3751 case RENDERPATH_GLES2:
3752 R_Mesh_TexBind(0, tex);
3753 GL_ActiveTexture(0);CHECKGLERROR
3754 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3756 case RENDERPATH_D3D9:
3759 IDirect3DSurface9 *currentsurface = NULL;
3760 IDirect3DSurface9 *texturesurface = NULL;
3763 sourcerect.left = sx;
3764 sourcerect.top = sy;
3765 sourcerect.right = sx + width;
3766 sourcerect.bottom = sy + height;
3769 destrect.right = tx + width;
3770 destrect.bottom = ty + height;
3771 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3773 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3775 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3776 IDirect3DSurface9_Release(currentsurface);
3778 IDirect3DSurface9_Release(texturesurface);
3783 case RENDERPATH_D3D10:
3784 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3786 case RENDERPATH_D3D11:
3787 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3789 case RENDERPATH_SOFT:
3790 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3796 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};
3799 void R_Mesh_ClearBindingsForTexture(int texnum)
3801 gltextureunit_t *unit;
3802 unsigned int unitnum;
3803 // 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)
3804 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3806 unit = gl_state.units + unitnum;
3807 if (unit->t2d == texnum)
3809 if (unit->t3d == texnum)
3811 if (unit->tcubemap == texnum)
3812 unit->tcubemap = -1;
3816 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3818 gltextureunit_t *unit = gl_state.units + unitnum;
3819 int tex2d, tex3d, texcubemap, texnum;
3820 if (unitnum >= vid.teximageunits)
3822 // if (unit->texture == tex)
3824 switch(vid.renderpath)
3826 case RENDERPATH_GL20:
3827 case RENDERPATH_GLES2:
3830 tex = r_texture_white;
3831 // not initialized enough yet...
3835 unit->texture = tex;
3836 texnum = R_GetTexture(tex);
3837 switch(tex->gltexturetypeenum)
3839 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3840 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3841 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3844 case RENDERPATH_GL11:
3845 case RENDERPATH_GL13:
3846 case RENDERPATH_GLES1:
3847 unit->texture = tex;
3853 texnum = R_GetTexture(tex);
3854 switch(tex->gltexturetypeenum)
3862 case GL_TEXTURE_CUBE_MAP:
3863 texcubemap = texnum;
3867 // update 2d texture binding
3868 if (unit->t2d != tex2d)
3870 GL_ActiveTexture(unitnum);
3875 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3882 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3886 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3888 // update 3d texture binding
3889 if (unit->t3d != tex3d)
3891 GL_ActiveTexture(unitnum);
3896 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3903 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3907 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3909 // update cubemap texture binding
3910 if (unit->tcubemap != texcubemap)
3912 GL_ActiveTexture(unitnum);
3915 if (unit->tcubemap == 0)
3917 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3924 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3927 unit->tcubemap = texcubemap;
3928 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3931 case RENDERPATH_D3D9:
3934 extern cvar_t gl_texture_anisotropy;
3937 tex = r_texture_white;
3938 // not initialized enough yet...
3942 // upload texture if needed
3944 if (unit->texture == tex)
3946 unit->texture = tex;
3947 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3948 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3949 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3950 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3951 if (tex->d3daddressw)
3952 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3953 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3954 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3955 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3956 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3957 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3958 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3962 case RENDERPATH_D3D10:
3963 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3965 case RENDERPATH_D3D11:
3966 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3968 case RENDERPATH_SOFT:
3971 tex = r_texture_white;
3972 // not initialized enough yet...
3976 texnum = R_GetTexture(tex);
3977 if (unit->texture == tex)
3979 unit->texture = tex;
3980 DPSOFTRAST_SetTexture(unitnum, texnum);
3985 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3987 gltextureunit_t *unit = gl_state.units + unitnum;
3988 switch(vid.renderpath)
3990 case RENDERPATH_GL11:
3991 case RENDERPATH_GL13:
3992 case RENDERPATH_GL20:
3993 case RENDERPATH_GLES1:
3994 case RENDERPATH_GLES2:
3996 if (matrix && matrix->m[3][3])
3998 // texmatrix specified, check if it is different
3999 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4002 unit->texmatrixenabled = true;
4003 unit->matrix = *matrix;
4005 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4006 GL_ActiveTexture(unitnum);
4007 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4008 qglLoadMatrixf(glmatrix);CHECKGLERROR
4009 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4014 // no texmatrix specified, revert to identity
4015 if (unit->texmatrixenabled)
4017 unit->texmatrixenabled = false;
4018 unit->matrix = identitymatrix;
4020 GL_ActiveTexture(unitnum);
4021 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4022 qglLoadIdentity();CHECKGLERROR
4023 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4028 case RENDERPATH_D3D9:
4029 case RENDERPATH_D3D10:
4030 case RENDERPATH_D3D11:
4032 case RENDERPATH_SOFT:
4037 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4039 gltextureunit_t *unit = gl_state.units + unitnum;
4041 switch(vid.renderpath)
4043 case RENDERPATH_GL20:
4044 case RENDERPATH_GLES2:
4047 case RENDERPATH_GL13:
4048 case RENDERPATH_GLES1:
4049 #ifdef GL_TEXTURE_ENV
4050 // GL_ARB_texture_env_combine
4052 combinergb = GL_MODULATE;
4054 combinealpha = GL_MODULATE;
4059 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4061 if (combinergb == GL_DECAL)
4062 combinergb = GL_INTERPOLATE;
4063 if (unit->combine != GL_COMBINE)
4065 unit->combine = GL_COMBINE;
4066 GL_ActiveTexture(unitnum);
4067 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4068 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4070 if (unit->combinergb != combinergb)
4072 unit->combinergb = combinergb;
4073 GL_ActiveTexture(unitnum);
4074 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4076 if (unit->combinealpha != combinealpha)
4078 unit->combinealpha = combinealpha;
4079 GL_ActiveTexture(unitnum);
4080 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4082 if (unit->rgbscale != rgbscale)
4084 unit->rgbscale = rgbscale;
4085 GL_ActiveTexture(unitnum);
4086 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4088 if (unit->alphascale != alphascale)
4090 unit->alphascale = alphascale;
4091 GL_ActiveTexture(unitnum);
4092 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4097 if (unit->combine != combinergb)
4099 unit->combine = combinergb;
4100 GL_ActiveTexture(unitnum);
4101 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4106 case RENDERPATH_GL11:
4108 #ifdef GL_TEXTURE_ENV
4110 combinergb = GL_MODULATE;
4111 if (unit->combine != combinergb)
4113 unit->combine = combinergb;
4114 GL_ActiveTexture(unitnum);
4115 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4119 case RENDERPATH_D3D9:
4120 case RENDERPATH_D3D10:
4121 case RENDERPATH_D3D11:
4123 case RENDERPATH_SOFT:
4128 void R_Mesh_ResetTextureState(void)
4130 unsigned int unitnum;
4134 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4135 R_Mesh_TexBind(unitnum, NULL);
4136 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4137 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4138 switch(vid.renderpath)
4140 case RENDERPATH_GL20:
4141 case RENDERPATH_GLES2:
4142 case RENDERPATH_D3D9:
4143 case RENDERPATH_D3D10:
4144 case RENDERPATH_D3D11:
4145 case RENDERPATH_SOFT:
4147 case RENDERPATH_GL11:
4148 case RENDERPATH_GL13:
4149 case RENDERPATH_GLES1:
4150 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4152 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4153 R_Mesh_TexMatrix(unitnum, NULL);
4162 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4163 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4164 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4166 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4168 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4172 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4174 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4175 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4176 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4180 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4182 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4183 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4184 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4185 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4186 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4187 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4188 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4189 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4190 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4194 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4195 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4196 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4199 static void R_Mesh_InitVertexDeclarations(void)
4202 r_vertex3f_d3d9decl = NULL;
4203 r_vertexgeneric_d3d9decl = NULL;
4204 r_vertexmesh_d3d9decl = NULL;
4205 switch(vid.renderpath)
4207 case RENDERPATH_GL20:
4208 case RENDERPATH_GL13:
4209 case RENDERPATH_GL11:
4210 case RENDERPATH_GLES1:
4211 case RENDERPATH_GLES2:
4213 case RENDERPATH_D3D9:
4214 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4215 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4216 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4218 case RENDERPATH_D3D10:
4219 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4221 case RENDERPATH_D3D11:
4222 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4224 case RENDERPATH_SOFT:
4230 static void R_Mesh_DestroyVertexDeclarations(void)
4233 if (r_vertex3f_d3d9decl)
4234 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4235 r_vertex3f_d3d9decl = NULL;
4236 if (r_vertexgeneric_d3d9decl)
4237 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4238 r_vertexgeneric_d3d9decl = NULL;
4239 if (r_vertexmesh_d3d9decl)
4240 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4241 r_vertexmesh_d3d9decl = NULL;
4245 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4247 // upload temporary vertexbuffer for this rendering
4248 if (!gl_state.usevbo_staticvertex)
4249 vertexbuffer = NULL;
4250 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4251 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4252 switch(vid.renderpath)
4254 case RENDERPATH_GL20:
4255 case RENDERPATH_GLES2:
4258 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4259 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4260 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4261 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4262 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4263 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4264 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4265 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4266 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4267 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4271 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4272 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4273 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4274 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4275 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4276 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4277 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4278 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4279 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4280 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4283 case RENDERPATH_GL13:
4284 case RENDERPATH_GLES1:
4287 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4288 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4289 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4290 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4294 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4295 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4296 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4297 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4300 case RENDERPATH_GL11:
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);
4309 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4310 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4311 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4314 case RENDERPATH_D3D9:
4316 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4318 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4320 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4321 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4322 gl_state.d3dvertexdata = (void *)vertex3f;
4323 gl_state.d3dvertexsize = sizeof(float[3]);
4326 case RENDERPATH_D3D10:
4327 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4329 case RENDERPATH_D3D11:
4330 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4332 case RENDERPATH_SOFT:
4333 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4334 DPSOFTRAST_SetColorPointer(NULL, 0);
4335 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4336 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4337 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4338 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4339 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4346 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4349 size = sizeof(r_vertexgeneric_t) * numvertices;
4350 if (gl_state.preparevertices_tempdatamaxsize < size)
4352 gl_state.preparevertices_tempdatamaxsize = size;
4353 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4355 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4356 gl_state.preparevertices_numvertices = numvertices;
4357 return gl_state.preparevertices_vertexgeneric;
4360 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4362 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4363 gl_state.preparevertices_vertexgeneric = NULL;
4364 gl_state.preparevertices_numvertices = 0;
4368 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4371 r_vertexgeneric_t *vertex;
4372 switch(vid.renderpath)
4374 case RENDERPATH_GL20:
4375 case RENDERPATH_GLES2:
4376 if (gl_state.usevbo_dynamicvertex)
4378 r_meshbuffer_t *buffer_vertex3f = NULL;
4379 r_meshbuffer_t *buffer_color4f = NULL;
4380 r_meshbuffer_t *buffer_texcoord2f = NULL;
4381 int bufferoffset_vertex3f = 0;
4382 int bufferoffset_color4f = 0;
4383 int bufferoffset_texcoord2f = 0;
4384 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4385 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4386 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4387 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4388 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4389 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
4390 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4391 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4392 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4393 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4394 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4395 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4396 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4398 else if (!vid.useinterleavedarrays)
4400 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4401 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4402 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4403 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4404 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4405 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4406 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4407 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4408 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4409 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4413 case RENDERPATH_GL11:
4414 case RENDERPATH_GL13:
4415 case RENDERPATH_GLES1:
4416 if (!vid.useinterleavedarrays)
4418 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4419 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4420 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4421 if (vid.texunits >= 2)
4422 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4423 if (vid.texunits >= 3)
4424 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4428 case RENDERPATH_D3D9:
4429 case RENDERPATH_D3D10:
4430 case RENDERPATH_D3D11:
4432 case RENDERPATH_SOFT:
4433 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4434 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4435 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4436 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4437 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4438 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4439 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4443 // no quick path for this case, convert to vertex structs
4444 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4445 for (i = 0;i < numvertices;i++)
4446 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4449 for (i = 0;i < numvertices;i++)
4450 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4454 for (i = 0;i < numvertices;i++)
4455 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4458 for (i = 0;i < numvertices;i++)
4459 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4460 R_Mesh_PrepareVertices_Generic_Unlock();
4461 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4464 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4466 // upload temporary vertexbuffer for this rendering
4467 if (!gl_state.usevbo_staticvertex)
4468 vertexbuffer = NULL;
4469 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4470 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4471 switch(vid.renderpath)
4473 case RENDERPATH_GL20:
4474 case RENDERPATH_GLES2:
4477 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4478 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4479 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4480 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4481 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4482 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4483 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4484 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4485 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4486 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4490 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4491 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4492 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4493 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4494 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4495 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4496 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4497 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4498 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4499 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4502 case RENDERPATH_GL13:
4503 case RENDERPATH_GLES1:
4506 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4507 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4508 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4509 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4513 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4514 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4515 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4516 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4519 case RENDERPATH_GL11:
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));
4528 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4529 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4530 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4533 case RENDERPATH_D3D9:
4535 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4537 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4539 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4540 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4541 gl_state.d3dvertexdata = (void *)vertex;
4542 gl_state.d3dvertexsize = sizeof(*vertex);
4545 case RENDERPATH_D3D10:
4546 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4548 case RENDERPATH_D3D11:
4549 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4551 case RENDERPATH_SOFT:
4552 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4553 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4554 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4555 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4556 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4557 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4558 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4565 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4568 size = sizeof(r_vertexmesh_t) * numvertices;
4569 if (gl_state.preparevertices_tempdatamaxsize < size)
4571 gl_state.preparevertices_tempdatamaxsize = size;
4572 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4574 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4575 gl_state.preparevertices_numvertices = numvertices;
4576 return gl_state.preparevertices_vertexmesh;
4579 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4581 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4582 gl_state.preparevertices_vertexmesh = NULL;
4583 gl_state.preparevertices_numvertices = 0;
4587 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)
4590 r_vertexmesh_t *vertex;
4591 switch(vid.renderpath)
4593 case RENDERPATH_GL20:
4594 case RENDERPATH_GLES2:
4595 if (gl_state.usevbo_dynamicvertex)
4597 r_meshbuffer_t *buffer_vertex3f = NULL;
4598 r_meshbuffer_t *buffer_color4f = NULL;
4599 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4600 r_meshbuffer_t *buffer_svector3f = NULL;
4601 r_meshbuffer_t *buffer_tvector3f = NULL;
4602 r_meshbuffer_t *buffer_normal3f = NULL;
4603 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4604 int bufferoffset_vertex3f = 0;
4605 int bufferoffset_color4f = 0;
4606 int bufferoffset_texcoordtexture2f = 0;
4607 int bufferoffset_svector3f = 0;
4608 int bufferoffset_tvector3f = 0;
4609 int bufferoffset_normal3f = 0;
4610 int bufferoffset_texcoordlightmap2f = 0;
4611 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4612 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4613 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
4614 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
4615 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
4616 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4617 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4618 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4619 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4620 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4621 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
4622 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
4623 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
4624 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4625 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4626 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4627 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4629 else if (!vid.useinterleavedarrays)
4631 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4632 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4633 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4634 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4635 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4636 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4637 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4638 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4639 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4640 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4644 case RENDERPATH_GL11:
4645 case RENDERPATH_GL13:
4646 case RENDERPATH_GLES1:
4647 if (!vid.useinterleavedarrays)
4649 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4650 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4651 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4652 if (vid.texunits >= 2)
4653 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4654 if (vid.texunits >= 3)
4655 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4659 case RENDERPATH_D3D9:
4660 case RENDERPATH_D3D10:
4661 case RENDERPATH_D3D11:
4663 case RENDERPATH_SOFT:
4664 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4665 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4666 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4667 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4668 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4669 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4670 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4674 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4675 for (i = 0;i < numvertices;i++)
4676 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4678 for (i = 0;i < numvertices;i++)
4679 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4681 for (i = 0;i < numvertices;i++)
4682 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4684 for (i = 0;i < numvertices;i++)
4685 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4688 for (i = 0;i < numvertices;i++)
4689 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4693 for (i = 0;i < numvertices;i++)
4694 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4696 if (texcoordtexture2f)
4697 for (i = 0;i < numvertices;i++)
4698 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4699 if (texcoordlightmap2f)
4700 for (i = 0;i < numvertices;i++)
4701 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4702 R_Mesh_PrepareVertices_Mesh_Unlock();
4703 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4706 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4708 // upload temporary vertexbuffer for this rendering
4709 if (!gl_state.usevbo_staticvertex)
4710 vertexbuffer = NULL;
4711 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4712 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4713 switch(vid.renderpath)
4715 case RENDERPATH_GL20:
4716 case RENDERPATH_GLES2:
4719 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4720 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4721 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4722 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4723 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4724 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4725 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4726 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4727 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4728 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4732 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4733 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4734 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4735 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4736 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4737 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4738 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4739 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4740 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4741 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4744 case RENDERPATH_GL13:
4745 case RENDERPATH_GLES1:
4748 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4749 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4750 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4751 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4755 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4756 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4757 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4758 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4761 case RENDERPATH_GL11:
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));
4770 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4771 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4772 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4775 case RENDERPATH_D3D9:
4777 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4779 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4781 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4782 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4783 gl_state.d3dvertexdata = (void *)vertex;
4784 gl_state.d3dvertexsize = sizeof(*vertex);
4787 case RENDERPATH_D3D10:
4788 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4790 case RENDERPATH_D3D11:
4791 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4793 case RENDERPATH_SOFT:
4794 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4795 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4796 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4797 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4798 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4799 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4800 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4805 void GL_BlendEquationSubtract(qboolean negated)
4809 switch(vid.renderpath)
4811 case RENDERPATH_GL11:
4812 case RENDERPATH_GL13:
4813 case RENDERPATH_GL20:
4814 case RENDERPATH_GLES1:
4815 case RENDERPATH_GLES2:
4816 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4818 case RENDERPATH_D3D9:
4820 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4823 case RENDERPATH_D3D10:
4824 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4826 case RENDERPATH_D3D11:
4827 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4829 case RENDERPATH_SOFT:
4830 DPSOFTRAST_BlendSubtract(true);
4836 switch(vid.renderpath)
4838 case RENDERPATH_GL11:
4839 case RENDERPATH_GL13:
4840 case RENDERPATH_GL20:
4841 case RENDERPATH_GLES1:
4842 case RENDERPATH_GLES2:
4843 qglBlendEquationEXT(GL_FUNC_ADD);
4845 case RENDERPATH_D3D9:
4847 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4850 case RENDERPATH_D3D10:
4851 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4853 case RENDERPATH_D3D11:
4854 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4856 case RENDERPATH_SOFT:
4857 DPSOFTRAST_BlendSubtract(false);