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_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
113 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
115 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
140 #ifdef GL_INVALID_ENUM
141 case GL_INVALID_ENUM:
142 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_VALUE
146 case GL_INVALID_VALUE:
147 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
150 #ifdef GL_INVALID_OPERATION
151 case GL_INVALID_OPERATION:
152 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
155 #ifdef GL_STACK_OVERFLOW
156 case GL_STACK_OVERFLOW:
157 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
160 #ifdef GL_STACK_UNDERFLOW
161 case GL_STACK_UNDERFLOW:
162 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
165 #ifdef GL_OUT_OF_MEMORY
166 case GL_OUT_OF_MEMORY:
167 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
170 #ifdef GL_TABLE_TOO_LARGE
171 case GL_TABLE_TOO_LARGE:
172 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176 case GL_INVALID_FRAMEBUFFER_OPERATION:
177 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
181 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
189 void SCR_ScreenShot_f (void);
191 typedef struct gltextureunit_s
193 int pointer_texcoord_components;
194 int pointer_texcoord_gltype;
195 size_t pointer_texcoord_stride;
196 const void *pointer_texcoord_pointer;
197 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198 size_t pointer_texcoord_offset;
201 int t2d, t3d, tcubemap;
203 int rgbscale, alphascale;
205 int combinergb, combinealpha;
206 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207 int texmatrixenabled;
212 typedef struct gl_state_s
220 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
224 float polygonoffset[2];
227 float alphafuncvalue;
228 qboolean alphatocoverage;
231 unsigned int clientunit;
232 gltextureunit_t units[MAX_TEXTUREUNITS];
236 int vertexbufferobject;
237 int elementbufferobject;
238 int framebufferobject;
239 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240 qboolean pointer_color_enabled;
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_meshbuffer_t *preparevertices_dynamicvertexbuffer;
259 r_vertexgeneric_t *preparevertices_vertexgeneric;
260 r_vertexmesh_t *preparevertices_vertexmesh;
261 int preparevertices_numvertices;
263 r_meshbuffer_t *draw_dynamicindexbuffer;
265 qboolean usevbo_staticvertex;
266 qboolean usevbo_staticindex;
267 qboolean usevbo_dynamicvertex;
268 qboolean usevbo_dynamicindex;
270 memexpandablearray_t meshbufferarray;
275 // rtexture_t *d3drt_depthtexture;
276 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
277 IDirect3DSurface9 *d3drt_depthsurface;
278 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
279 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
280 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
281 void *d3dvertexbuffer;
283 size_t d3dvertexsize;
288 static gl_state_t gl_state;
292 note: here's strip order for a terrain row:
299 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
301 *elements++ = i + row;
303 *elements++ = i + row + 1;
306 *elements++ = i + row + 1;
309 for (y = 0;y < rows - 1;y++)
311 for (x = 0;x < columns - 1;x++)
314 *elements++ = i + columns;
316 *elements++ = i + columns + 1;
319 *elements++ = i + columns + 1;
330 for (y = 0;y < rows - 1;y++)
332 for (x = 0;x < columns - 1;x++)
336 *elements++ = i + columns;
337 *elements++ = i + columns + 1;
338 *elements++ = i + columns;
339 *elements++ = i + columns + 1;
345 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
346 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
348 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
350 static void GL_VBOStats_f(void)
352 GL_Mesh_ListVBOs(true);
355 static void GL_Backend_ResetState(void);
357 static void R_Mesh_InitVertexDeclarations(void);
358 static void R_Mesh_DestroyVertexDeclarations(void);
360 static void R_Mesh_SetUseVBO(void)
362 switch(vid.renderpath)
364 case RENDERPATH_GL11:
365 case RENDERPATH_GL13:
366 case RENDERPATH_GL20:
367 case RENDERPATH_GLES1:
368 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
369 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
370 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
371 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
373 case RENDERPATH_D3D9:
374 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
375 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
377 case RENDERPATH_D3D10:
378 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
380 case RENDERPATH_D3D11:
381 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
383 case RENDERPATH_SOFT:
384 gl_state.usevbo_staticvertex = false;
385 gl_state.usevbo_staticindex = false;
386 gl_state.usevbo_dynamicvertex = false;
387 gl_state.usevbo_dynamicindex = false;
389 case RENDERPATH_GLES2:
390 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
391 gl_state.usevbo_staticindex = false;
392 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
393 gl_state.usevbo_dynamicindex = false;
398 static void gl_backend_start(void)
400 memset(&gl_state, 0, sizeof(gl_state));
402 R_Mesh_InitVertexDeclarations();
405 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
407 Con_DPrintf("OpenGL backend started.\n");
411 GL_Backend_ResetState();
413 switch(vid.renderpath)
415 case RENDERPATH_GL11:
416 case RENDERPATH_GL13:
417 case RENDERPATH_GL20:
418 case RENDERPATH_GLES1:
419 case RENDERPATH_GLES2:
420 // fetch current fbo here (default fbo is not 0 on some GLES devices)
421 if (vid.support.ext_framebuffer_object)
422 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
424 case RENDERPATH_D3D9:
426 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
427 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
430 case RENDERPATH_D3D10:
431 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
433 case RENDERPATH_D3D11:
434 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
436 case RENDERPATH_SOFT:
441 static void gl_backend_shutdown(void)
443 Con_DPrint("OpenGL Backend shutting down\n");
445 switch(vid.renderpath)
447 case RENDERPATH_GL11:
448 case RENDERPATH_GL13:
449 case RENDERPATH_GL20:
450 case RENDERPATH_SOFT:
451 case RENDERPATH_GLES1:
452 case RENDERPATH_GLES2:
454 case RENDERPATH_D3D9:
456 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
457 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
460 case RENDERPATH_D3D10:
461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
463 case RENDERPATH_D3D11:
464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
468 if (gl_state.preparevertices_tempdata)
469 Mem_Free(gl_state.preparevertices_tempdata);
470 if (gl_state.preparevertices_dynamicvertexbuffer)
471 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
473 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
475 R_Mesh_DestroyVertexDeclarations();
477 memset(&gl_state, 0, sizeof(gl_state));
480 static void gl_backend_newmap(void)
484 static void gl_backend_devicelost(void)
487 r_meshbuffer_t *buffer;
489 gl_state.d3dvertexbuffer = NULL;
491 switch(vid.renderpath)
493 case RENDERPATH_GL11:
494 case RENDERPATH_GL13:
495 case RENDERPATH_GL20:
496 case RENDERPATH_SOFT:
497 case RENDERPATH_GLES1:
498 case RENDERPATH_GLES2:
500 case RENDERPATH_D3D9:
502 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
503 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
506 case RENDERPATH_D3D10:
507 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
509 case RENDERPATH_D3D11:
510 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
513 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
514 for (i = 0;i < endindex;i++)
516 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
517 if (!buffer || !buffer->isdynamic)
519 switch(vid.renderpath)
521 case RENDERPATH_GL11:
522 case RENDERPATH_GL13:
523 case RENDERPATH_GL20:
524 case RENDERPATH_SOFT:
525 case RENDERPATH_GLES1:
526 case RENDERPATH_GLES2:
528 case RENDERPATH_D3D9:
530 if (buffer->devicebuffer)
532 if (buffer->isindexbuffer)
533 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
535 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
536 buffer->devicebuffer = NULL;
540 case RENDERPATH_D3D10:
541 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
543 case RENDERPATH_D3D11:
544 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
550 static void gl_backend_devicerestored(void)
552 switch(vid.renderpath)
554 case RENDERPATH_GL11:
555 case RENDERPATH_GL13:
556 case RENDERPATH_GL20:
557 case RENDERPATH_SOFT:
558 case RENDERPATH_GLES1:
559 case RENDERPATH_GLES2:
561 case RENDERPATH_D3D9:
563 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
564 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
567 case RENDERPATH_D3D10:
568 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
570 case RENDERPATH_D3D11:
571 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
576 void gl_backend_init(void)
580 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
582 polygonelement3s[i * 3 + 0] = 0;
583 polygonelement3s[i * 3 + 1] = i + 1;
584 polygonelement3s[i * 3 + 2] = i + 2;
586 // elements for rendering a series of quads as triangles
587 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
589 quadelement3s[i * 6 + 0] = i * 4;
590 quadelement3s[i * 6 + 1] = i * 4 + 1;
591 quadelement3s[i * 6 + 2] = i * 4 + 2;
592 quadelement3s[i * 6 + 3] = i * 4;
593 quadelement3s[i * 6 + 4] = i * 4 + 2;
594 quadelement3s[i * 6 + 5] = i * 4 + 3;
597 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
598 polygonelement3i[i] = polygonelement3s[i];
599 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
600 quadelement3i[i] = quadelement3s[i];
602 Cvar_RegisterVariable(&r_render);
603 Cvar_RegisterVariable(&r_renderview);
604 Cvar_RegisterVariable(&r_waterwarp);
605 Cvar_RegisterVariable(&gl_polyblend);
606 Cvar_RegisterVariable(&v_flipped);
607 Cvar_RegisterVariable(&gl_dither);
608 Cvar_RegisterVariable(&gl_vbo);
609 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
610 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
611 Cvar_RegisterVariable(&gl_paranoid);
612 Cvar_RegisterVariable(&gl_printcheckerror);
614 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
615 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
616 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
618 Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
620 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
623 void GL_SetMirrorState(qboolean state);
625 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
629 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
630 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
632 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
634 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
635 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
636 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
638 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
643 switch(vid.renderpath)
645 case RENDERPATH_GL11:
646 case RENDERPATH_GL13:
647 case RENDERPATH_GL20:
648 case RENDERPATH_GLES1:
649 case RENDERPATH_GLES2:
652 case RENDERPATH_D3D9:
653 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
655 case RENDERPATH_D3D10:
656 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
658 case RENDERPATH_D3D11:
659 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
661 case RENDERPATH_SOFT:
667 static int bboxedges[12][2] =
686 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
688 int i, ix1, iy1, ix2, iy2;
689 float x1, y1, x2, y2;
700 scissor[0] = r_refdef.view.viewport.x;
701 scissor[1] = r_refdef.view.viewport.y;
702 scissor[2] = r_refdef.view.viewport.width;
703 scissor[3] = r_refdef.view.viewport.height;
705 // if view is inside the box, just say yes it's visible
706 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
709 x1 = y1 = x2 = y2 = 0;
711 // transform all corners that are infront of the nearclip plane
712 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
713 plane4f[3] = r_refdef.view.frustum[4].dist;
715 for (i = 0;i < 8;i++)
717 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
718 dist[i] = DotProduct4(corner[i], plane4f);
719 sign[i] = dist[i] > 0;
722 VectorCopy(corner[i], vertex[numvertices]);
726 // if some points are behind the nearclip, add clipped edge points to make
727 // sure that the scissor boundary is complete
728 if (numvertices > 0 && numvertices < 8)
730 // add clipped edge points
731 for (i = 0;i < 12;i++)
735 if (sign[j] != sign[k])
737 f = dist[j] / (dist[j] - dist[k]);
738 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
744 // if we have no points to check, it is behind the view plane
748 // if we have some points to transform, check what screen area is covered
749 x1 = y1 = x2 = y2 = 0;
751 //Con_Printf("%i vertices to transform...\n", numvertices);
752 for (i = 0;i < numvertices;i++)
754 VectorCopy(vertex[i], v);
755 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
756 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
759 if (x1 > v2[0]) x1 = v2[0];
760 if (x2 < v2[0]) x2 = v2[0];
761 if (y1 > v2[1]) y1 = v2[1];
762 if (y2 < v2[1]) y2 = v2[1];
771 // now convert the scissor rectangle to integer screen coordinates
772 ix1 = (int)(x1 - 1.0f);
773 //iy1 = vid.height - (int)(y2 - 1.0f);
774 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
775 iy1 = (int)(y1 - 1.0f);
776 ix2 = (int)(x2 + 1.0f);
777 //iy2 = vid.height - (int)(y1 + 1.0f);
778 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
779 iy2 = (int)(y2 + 1.0f);
780 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
782 // clamp it to the screen
783 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
784 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
785 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
786 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
788 // if it is inside out, it's not visible
789 if (ix2 <= ix1 || iy2 <= iy1)
792 // the light area is visible, set up the scissor rectangle
795 scissor[2] = ix2 - ix1;
796 scissor[3] = iy2 - iy1;
798 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
799 switch(vid.renderpath)
801 case RENDERPATH_D3D9:
802 case RENDERPATH_D3D10:
803 case RENDERPATH_D3D11:
804 scissor[1] = vid.height - scissor[1] - scissor[3];
806 case RENDERPATH_GL11:
807 case RENDERPATH_GL13:
808 case RENDERPATH_GL20:
809 case RENDERPATH_SOFT:
810 case RENDERPATH_GLES1:
811 case RENDERPATH_GLES2:
819 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
823 float clipPlane[4], v3[3], v4[3];
826 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
828 VectorSet(normal, normalx, normaly, normalz);
829 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
830 VectorScale(normal, -dist, v3);
831 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
832 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
833 clipPlane[3] = -DotProduct(v4, clipPlane);
837 // testing code for comparing results
839 VectorCopy4(clipPlane, clipPlane2);
840 R_EntityMatrix(&identitymatrix);
841 VectorSet(q, normal[0], normal[1], normal[2], -dist);
842 qglClipPlane(GL_CLIP_PLANE0, q);
843 qglGetClipPlane(GL_CLIP_PLANE0, q);
844 VectorCopy4(q, clipPlane);
848 // Calculate the clip-space corner point opposite the clipping plane
849 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
850 // transform it into camera space by multiplying it
851 // by the inverse of the projection matrix
852 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
853 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
855 q[3] = (1.0f + m[10]) / m[14];
857 // Calculate the scaled plane vector
858 d = 2.0f / DotProduct4(clipPlane, q);
860 // Replace the third row of the projection matrix
861 m[2] = clipPlane[0] * d;
862 m[6] = clipPlane[1] * d;
863 m[10] = clipPlane[2] * d + 1.0f;
864 m[14] = clipPlane[3] * d;
867 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
869 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
871 memset(v, 0, sizeof(*v));
872 v->type = R_VIEWPORTTYPE_ORTHO;
873 v->cameramatrix = *cameramatrix;
880 memset(m, 0, sizeof(m));
881 m[0] = 2/(right - left);
882 m[5] = 2/(top - bottom);
883 m[10] = -2/(zFar - zNear);
884 m[12] = - (right + left)/(right - left);
885 m[13] = - (top + bottom)/(top - bottom);
886 m[14] = - (zFar + zNear)/(zFar - zNear);
888 switch(vid.renderpath)
890 case RENDERPATH_GL11:
891 case RENDERPATH_GL13:
892 case RENDERPATH_GL20:
893 case RENDERPATH_SOFT:
894 case RENDERPATH_GLES1:
895 case RENDERPATH_GLES2:
897 case RENDERPATH_D3D9:
898 case RENDERPATH_D3D10:
899 case RENDERPATH_D3D11:
900 m[10] = -1/(zFar - zNear);
901 m[14] = -zNear/(zFar-zNear);
904 v->screentodepth[0] = -farclip / (farclip - nearclip);
905 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
907 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
910 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
912 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
918 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
919 R_Viewport_TransformToScreen(v, test1, test2);
920 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
925 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
927 matrix4x4_t tempmatrix, basematrix;
929 memset(v, 0, sizeof(*v));
931 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
932 v->cameramatrix = *cameramatrix;
939 memset(m, 0, sizeof(m));
940 m[0] = 1.0 / frustumx;
941 m[5] = 1.0 / frustumy;
942 m[10] = -(farclip + nearclip) / (farclip - nearclip);
944 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
945 v->screentodepth[0] = -farclip / (farclip - nearclip);
946 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
948 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
949 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
950 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
951 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
954 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
956 if(v_flipped.integer)
964 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
967 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
969 matrix4x4_t tempmatrix, basematrix;
970 const float nudge = 1.0 - 1.0 / (1<<23);
972 memset(v, 0, sizeof(*v));
974 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
975 v->cameramatrix = *cameramatrix;
982 memset(m, 0, sizeof(m));
983 m[ 0] = 1.0 / frustumx;
984 m[ 5] = 1.0 / frustumy;
987 m[14] = -2 * nearclip * nudge;
988 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
989 v->screentodepth[1] = m[14] * -0.5;
991 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
992 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
993 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
994 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
997 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
999 if(v_flipped.integer)
1007 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1010 float cubeviewmatrix[6][16] =
1012 // standard cubemap projections
1050 float rectviewmatrix[6][16] =
1052 // sign-preserving cubemap projections
1091 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1093 matrix4x4_t tempmatrix, basematrix;
1095 memset(v, 0, sizeof(*v));
1096 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1097 v->cameramatrix = *cameramatrix;
1101 memset(m, 0, sizeof(m));
1103 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1105 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1107 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1108 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1109 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1112 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1114 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1117 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
1119 matrix4x4_t tempmatrix, basematrix;
1121 memset(v, 0, sizeof(*v));
1122 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1123 v->cameramatrix = *cameramatrix;
1124 v->x = (side & 1) * size;
1125 v->y = (side >> 1) * size;
1129 memset(m, 0, sizeof(m));
1130 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1131 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1133 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1135 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1136 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1137 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1139 switch(vid.renderpath)
1141 case RENDERPATH_GL20:
1142 case RENDERPATH_GL13:
1143 case RENDERPATH_GL11:
1144 case RENDERPATH_SOFT:
1145 case RENDERPATH_GLES1:
1146 case RENDERPATH_GLES2:
1148 case RENDERPATH_D3D9:
1151 case RENDERPATH_D3D10:
1152 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1154 case RENDERPATH_D3D11:
1155 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1160 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1162 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1165 void R_SetViewport(const r_viewport_t *v)
1170 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1171 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1173 // copy over the matrices to our state
1174 gl_viewmatrix = v->viewmatrix;
1175 gl_projectionmatrix = v->projectmatrix;
1177 switch(vid.renderpath)
1179 case RENDERPATH_GL13:
1180 case RENDERPATH_GL11:
1181 case RENDERPATH_GLES1:
1182 #ifdef GL_PROJECTION
1184 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1185 // Load the projection matrix into OpenGL
1186 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1187 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1188 qglLoadMatrixf(m);CHECKGLERROR
1189 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1192 case RENDERPATH_D3D9:
1195 D3DVIEWPORT9 d3dviewport;
1196 d3dviewport.X = gl_viewport.x;
1197 d3dviewport.Y = gl_viewport.y;
1198 d3dviewport.Width = gl_viewport.width;
1199 d3dviewport.Height = gl_viewport.height;
1200 d3dviewport.MinZ = gl_state.depthrange[0];
1201 d3dviewport.MaxZ = gl_state.depthrange[1];
1202 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1206 case RENDERPATH_D3D10:
1207 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1209 case RENDERPATH_D3D11:
1210 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1212 case RENDERPATH_SOFT:
1213 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1215 case RENDERPATH_GL20:
1216 case RENDERPATH_GLES2:
1218 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1222 // force an update of the derived matrices
1223 gl_modelmatrixchanged = true;
1224 R_EntityMatrix(&gl_modelmatrix);
1227 void R_GetViewport(r_viewport_t *v)
1232 static void GL_BindVBO(int bufferobject)
1234 if (gl_state.vertexbufferobject != bufferobject)
1236 gl_state.vertexbufferobject = bufferobject;
1238 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1242 static void GL_BindEBO(int bufferobject)
1244 if (gl_state.elementbufferobject != bufferobject)
1246 gl_state.elementbufferobject = bufferobject;
1248 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1252 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1253 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1255 switch(vid.renderpath)
1257 case RENDERPATH_GL11:
1258 case RENDERPATH_GL13:
1259 case RENDERPATH_GL20:
1260 case RENDERPATH_GLES1:
1261 case RENDERPATH_GLES2:
1262 if (vid.support.arb_framebuffer_object)
1266 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1267 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1268 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1269 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1270 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1271 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1272 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1273 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1274 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1275 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1276 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1277 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1278 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1280 if (colortexture4 && qglDrawBuffersARB)
1282 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1283 qglReadBuffer(GL_NONE);CHECKGLERROR
1285 else if (colortexture3 && qglDrawBuffersARB)
1287 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1288 qglReadBuffer(GL_NONE);CHECKGLERROR
1290 else if (colortexture2 && qglDrawBuffersARB)
1292 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1293 qglReadBuffer(GL_NONE);CHECKGLERROR
1295 else if (colortexture && qglDrawBuffer)
1297 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1298 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1300 else if (qglDrawBuffer)
1302 qglDrawBuffer(GL_NONE);CHECKGLERROR
1303 qglReadBuffer(GL_NONE);CHECKGLERROR
1305 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1306 if (status != GL_FRAMEBUFFER_COMPLETE)
1308 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1309 qglDeleteFramebuffers(1, (GLuint*)&temp);
1314 else if (vid.support.ext_framebuffer_object)
1318 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1319 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1320 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1321 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1322 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1323 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1324 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1325 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1326 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1327 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1328 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1329 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1330 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1332 if (colortexture4 && qglDrawBuffersARB)
1334 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1335 qglReadBuffer(GL_NONE);CHECKGLERROR
1337 else if (colortexture3 && qglDrawBuffersARB)
1339 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1340 qglReadBuffer(GL_NONE);CHECKGLERROR
1342 else if (colortexture2 && qglDrawBuffersARB)
1344 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1345 qglReadBuffer(GL_NONE);CHECKGLERROR
1347 else if (colortexture && qglDrawBuffer)
1349 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1350 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1352 else if (qglDrawBuffer)
1354 qglDrawBuffer(GL_NONE);CHECKGLERROR
1355 qglReadBuffer(GL_NONE);CHECKGLERROR
1357 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1358 if (status != GL_FRAMEBUFFER_COMPLETE)
1360 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1361 qglDeleteFramebuffers(1, (GLuint*)&temp);
1367 case RENDERPATH_D3D9:
1368 case RENDERPATH_D3D10:
1369 case RENDERPATH_D3D11:
1371 case RENDERPATH_SOFT:
1377 void R_Mesh_DestroyFramebufferObject(int fbo)
1379 switch(vid.renderpath)
1381 case RENDERPATH_GL11:
1382 case RENDERPATH_GL13:
1383 case RENDERPATH_GL20:
1384 case RENDERPATH_GLES1:
1385 case RENDERPATH_GLES2:
1387 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1389 case RENDERPATH_D3D9:
1390 case RENDERPATH_D3D10:
1391 case RENDERPATH_D3D11:
1393 case RENDERPATH_SOFT:
1399 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1401 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1402 if (gl_state.d3drt_depthsurface != depthsurface)
1404 gl_state.d3drt_depthsurface = depthsurface;
1405 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1407 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1409 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1410 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1412 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1414 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1415 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1417 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1419 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1420 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1422 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1424 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1425 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1430 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1434 rtexture_t *textures[5];
1435 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1436 textures[4] = depthtexture;
1437 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1438 for (j = 0;j < 5;j++)
1440 for (i = 0;i < vid.teximageunits;i++)
1441 if (gl_state.units[i].texture == textures[j])
1442 R_Mesh_TexBind(i, NULL);
1443 // set up framebuffer object or render targets for the active rendering API
1444 switch(vid.renderpath)
1446 case RENDERPATH_GL11:
1447 case RENDERPATH_GL13:
1448 case RENDERPATH_GL20:
1449 case RENDERPATH_GLES1:
1450 case RENDERPATH_GLES2:
1451 if (gl_state.framebufferobject != fbo)
1453 gl_state.framebufferobject = fbo;
1454 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1457 case RENDERPATH_D3D9:
1459 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1460 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1463 IDirect3DSurface9 *surfaces[5];
1464 for (i = 0;i < 5;i++)
1469 if (textures[i]->d3dsurface)
1470 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1472 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1475 // set the render targets for real
1476 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1477 // release the texture surface levels (they won't be lost while bound...)
1478 for (i = 0;i < 5;i++)
1479 if (textures[i] && !textures[i]->d3dsurface)
1480 IDirect3DSurface9_Release(surfaces[i]);
1483 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1486 case RENDERPATH_D3D10:
1487 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1489 case RENDERPATH_D3D11:
1490 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1492 case RENDERPATH_SOFT:
1496 unsigned int *pointers[5];
1497 memset(pointers, 0, sizeof(pointers));
1498 for (i = 0;i < 5;i++)
1499 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1500 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1501 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1502 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1505 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1511 static int d3dcmpforglfunc(int f)
1515 case GL_NEVER: return D3DCMP_NEVER;
1516 case GL_LESS: return D3DCMP_LESS;
1517 case GL_EQUAL: return D3DCMP_EQUAL;
1518 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1519 case GL_GREATER: return D3DCMP_GREATER;
1520 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1521 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1522 case GL_ALWAYS: return D3DCMP_ALWAYS;
1523 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1527 static int d3dstencilopforglfunc(int f)
1531 case GL_KEEP: return D3DSTENCILOP_KEEP;
1532 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1533 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1534 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1539 extern cvar_t r_transparent_alphatocoverage;
1541 static void GL_Backend_ResetState(void)
1544 gl_state.active = true;
1545 gl_state.depthtest = true;
1546 gl_state.alphatest = false;
1547 gl_state.alphafunc = GL_GEQUAL;
1548 gl_state.alphafuncvalue = 0.5f;
1549 gl_state.alphatocoverage = false;
1550 gl_state.blendfunc1 = GL_ONE;
1551 gl_state.blendfunc2 = GL_ZERO;
1552 gl_state.blend = false;
1553 gl_state.depthmask = GL_TRUE;
1554 gl_state.colormask = 15;
1555 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1556 gl_state.lockrange_first = 0;
1557 gl_state.lockrange_count = 0;
1558 gl_state.cullface = GL_FRONT;
1559 gl_state.cullfaceenable = false;
1560 gl_state.polygonoffset[0] = 0;
1561 gl_state.polygonoffset[1] = 0;
1562 gl_state.framebufferobject = 0;
1563 gl_state.depthfunc = GL_LEQUAL;
1565 switch(vid.renderpath)
1567 case RENDERPATH_D3D9:
1570 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1571 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1572 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1573 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1574 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1575 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1576 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1580 case RENDERPATH_D3D10:
1581 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1583 case RENDERPATH_D3D11:
1584 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1586 case RENDERPATH_GL11:
1587 case RENDERPATH_GL13:
1588 case RENDERPATH_GLES1:
1589 #ifdef GL_ALPHA_TEST
1592 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1593 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1594 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1595 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1596 qglDisable(GL_BLEND);CHECKGLERROR
1597 qglCullFace(gl_state.cullface);CHECKGLERROR
1598 qglDisable(GL_CULL_FACE);CHECKGLERROR
1599 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1600 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1601 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1602 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1604 if (vid.support.arb_vertex_buffer_object)
1606 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1607 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1610 if (vid.support.ext_framebuffer_object)
1612 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1613 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1616 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1617 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1619 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1620 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1621 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1623 if (vid.support.ext_framebuffer_object)
1624 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1626 gl_state.unit = MAX_TEXTUREUNITS;
1627 gl_state.clientunit = MAX_TEXTUREUNITS;
1628 for (i = 0;i < vid.texunits;i++)
1630 GL_ActiveTexture(i);
1631 GL_ClientActiveTexture(i);
1632 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1633 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1634 if (vid.support.ext_texture_3d)
1636 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1637 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1639 if (vid.support.arb_texture_cube_map)
1641 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1642 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1645 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1646 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1647 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1648 qglLoadIdentity();CHECKGLERROR
1649 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1650 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1655 case RENDERPATH_SOFT:
1656 DPSOFTRAST_ColorMask(1,1,1,1);
1657 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1658 DPSOFTRAST_CullFace(gl_state.cullface);
1659 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1660 DPSOFTRAST_DepthMask(gl_state.depthmask);
1661 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1662 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1663 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1665 case RENDERPATH_GL20:
1666 case RENDERPATH_GLES2:
1668 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1669 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1670 qglDisable(GL_BLEND);CHECKGLERROR
1671 qglCullFace(gl_state.cullface);CHECKGLERROR
1672 qglDisable(GL_CULL_FACE);CHECKGLERROR
1673 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1674 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1675 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1676 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1677 if (vid.support.arb_vertex_buffer_object)
1679 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1680 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1682 if (vid.support.ext_framebuffer_object)
1683 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1684 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1685 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1686 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1687 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1688 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1689 gl_state.unit = MAX_TEXTUREUNITS;
1690 gl_state.clientunit = MAX_TEXTUREUNITS;
1691 for (i = 0;i < vid.teximageunits;i++)
1693 GL_ActiveTexture(i);
1694 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1695 if (vid.support.ext_texture_3d)
1697 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1699 if (vid.support.arb_texture_cube_map)
1701 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1704 for (i = 0;i < vid.texarrayunits;i++)
1707 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1708 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1715 void GL_ActiveTexture(unsigned int num)
1717 if (gl_state.unit != num)
1719 gl_state.unit = num;
1720 switch(vid.renderpath)
1722 case RENDERPATH_GL11:
1723 case RENDERPATH_GL13:
1724 case RENDERPATH_GL20:
1725 case RENDERPATH_GLES1:
1726 case RENDERPATH_GLES2:
1727 if (qglActiveTexture)
1730 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1734 case RENDERPATH_D3D9:
1735 case RENDERPATH_D3D10:
1736 case RENDERPATH_D3D11:
1738 case RENDERPATH_SOFT:
1744 void GL_ClientActiveTexture(unsigned int num)
1746 if (gl_state.clientunit != num)
1748 gl_state.clientunit = num;
1749 switch(vid.renderpath)
1751 case RENDERPATH_GL11:
1752 case RENDERPATH_GL13:
1753 case RENDERPATH_GLES1:
1754 if (qglActiveTexture)
1757 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1761 case RENDERPATH_D3D9:
1762 case RENDERPATH_D3D10:
1763 case RENDERPATH_D3D11:
1765 case RENDERPATH_SOFT:
1767 case RENDERPATH_GL20:
1768 case RENDERPATH_GLES2:
1774 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1776 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1778 qboolean blendenable;
1779 gl_state.blendfunc1 = blendfunc1;
1780 gl_state.blendfunc2 = blendfunc2;
1781 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1782 switch(vid.renderpath)
1784 case RENDERPATH_GL11:
1785 case RENDERPATH_GL13:
1786 case RENDERPATH_GL20:
1787 case RENDERPATH_GLES1:
1788 case RENDERPATH_GLES2:
1790 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1791 if (gl_state.blend != blendenable)
1793 gl_state.blend = blendenable;
1794 if (!gl_state.blend)
1796 qglDisable(GL_BLEND);CHECKGLERROR
1800 qglEnable(GL_BLEND);CHECKGLERROR
1804 case RENDERPATH_D3D9:
1809 D3DBLEND d3dblendfunc[2];
1810 glblendfunc[0] = gl_state.blendfunc1;
1811 glblendfunc[1] = gl_state.blendfunc2;
1812 for (i = 0;i < 2;i++)
1814 switch(glblendfunc[i])
1816 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1817 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1818 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1819 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1820 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1821 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1822 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1823 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1824 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1825 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1828 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1829 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1830 if (gl_state.blend != blendenable)
1832 gl_state.blend = blendenable;
1833 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1838 case RENDERPATH_D3D10:
1839 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1841 case RENDERPATH_D3D11:
1842 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1844 case RENDERPATH_SOFT:
1845 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1851 void GL_DepthMask(int state)
1853 if (gl_state.depthmask != state)
1855 gl_state.depthmask = state;
1856 switch(vid.renderpath)
1858 case RENDERPATH_GL11:
1859 case RENDERPATH_GL13:
1860 case RENDERPATH_GL20:
1861 case RENDERPATH_GLES1:
1862 case RENDERPATH_GLES2:
1864 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1866 case RENDERPATH_D3D9:
1868 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1871 case RENDERPATH_D3D10:
1872 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1874 case RENDERPATH_D3D11:
1875 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1877 case RENDERPATH_SOFT:
1878 DPSOFTRAST_DepthMask(gl_state.depthmask);
1884 void GL_DepthTest(int state)
1886 if (gl_state.depthtest != state)
1888 gl_state.depthtest = state;
1889 switch(vid.renderpath)
1891 case RENDERPATH_GL11:
1892 case RENDERPATH_GL13:
1893 case RENDERPATH_GL20:
1894 case RENDERPATH_GLES1:
1895 case RENDERPATH_GLES2:
1897 if (gl_state.depthtest)
1899 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1903 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1906 case RENDERPATH_D3D9:
1908 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1911 case RENDERPATH_D3D10:
1912 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1914 case RENDERPATH_D3D11:
1915 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1917 case RENDERPATH_SOFT:
1918 DPSOFTRAST_DepthTest(gl_state.depthtest);
1924 void GL_DepthFunc(int state)
1926 if (gl_state.depthfunc != state)
1928 gl_state.depthfunc = state;
1929 switch(vid.renderpath)
1931 case RENDERPATH_GL11:
1932 case RENDERPATH_GL13:
1933 case RENDERPATH_GL20:
1934 case RENDERPATH_GLES1:
1935 case RENDERPATH_GLES2:
1937 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1939 case RENDERPATH_D3D9:
1941 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1944 case RENDERPATH_D3D10:
1945 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1947 case RENDERPATH_D3D11:
1948 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1950 case RENDERPATH_SOFT:
1951 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1957 void GL_DepthRange(float nearfrac, float farfrac)
1959 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1961 gl_state.depthrange[0] = nearfrac;
1962 gl_state.depthrange[1] = farfrac;
1963 switch(vid.renderpath)
1965 case RENDERPATH_GL11:
1966 case RENDERPATH_GL13:
1967 case RENDERPATH_GL20:
1968 case RENDERPATH_GLES1:
1969 case RENDERPATH_GLES2:
1971 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1973 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1976 case RENDERPATH_D3D9:
1979 D3DVIEWPORT9 d3dviewport;
1980 d3dviewport.X = gl_viewport.x;
1981 d3dviewport.Y = gl_viewport.y;
1982 d3dviewport.Width = gl_viewport.width;
1983 d3dviewport.Height = gl_viewport.height;
1984 d3dviewport.MinZ = gl_state.depthrange[0];
1985 d3dviewport.MaxZ = gl_state.depthrange[1];
1986 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1990 case RENDERPATH_D3D10:
1991 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1993 case RENDERPATH_D3D11:
1994 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1996 case RENDERPATH_SOFT:
1997 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2003 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)
2005 switch (vid.renderpath)
2007 case RENDERPATH_GL11:
2008 case RENDERPATH_GL13:
2009 case RENDERPATH_GL20:
2010 case RENDERPATH_GLES1:
2011 case RENDERPATH_GLES2:
2015 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2019 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2021 if (vid.support.ati_separate_stencil)
2023 qglStencilMask(writemask);CHECKGLERROR
2024 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2025 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2026 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2027 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2029 else if (vid.support.ext_stencil_two_side)
2031 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2032 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2033 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2034 qglStencilMask(writemask);CHECKGLERROR
2035 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2036 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2037 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2038 qglStencilMask(writemask);CHECKGLERROR
2039 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2040 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2044 case RENDERPATH_D3D9:
2046 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2047 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2048 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2049 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2050 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2051 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2052 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2053 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2054 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2055 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2056 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2057 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2058 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2061 case RENDERPATH_D3D10:
2062 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2064 case RENDERPATH_D3D11:
2065 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2067 case RENDERPATH_SOFT:
2068 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2073 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2075 switch (vid.renderpath)
2077 case RENDERPATH_GL11:
2078 case RENDERPATH_GL13:
2079 case RENDERPATH_GL20:
2080 case RENDERPATH_GLES1:
2081 case RENDERPATH_GLES2:
2085 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2089 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2091 if (vid.support.ext_stencil_two_side)
2093 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2094 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2097 qglStencilMask(writemask);CHECKGLERROR
2098 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2099 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2102 case RENDERPATH_D3D9:
2104 if (vid.support.ati_separate_stencil)
2105 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2106 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2107 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2108 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2109 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2110 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2111 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2112 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2113 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2116 case RENDERPATH_D3D10:
2117 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2119 case RENDERPATH_D3D11:
2120 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2122 case RENDERPATH_SOFT:
2123 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2128 void GL_PolygonOffset(float planeoffset, float depthoffset)
2130 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2132 gl_state.polygonoffset[0] = planeoffset;
2133 gl_state.polygonoffset[1] = depthoffset;
2134 switch(vid.renderpath)
2136 case RENDERPATH_GL11:
2137 case RENDERPATH_GL13:
2138 case RENDERPATH_GL20:
2139 case RENDERPATH_GLES1:
2140 case RENDERPATH_GLES2:
2141 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2143 case RENDERPATH_D3D9:
2145 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2146 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2149 case RENDERPATH_D3D10:
2150 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2152 case RENDERPATH_D3D11:
2153 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2155 case RENDERPATH_SOFT:
2156 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2162 void GL_SetMirrorState(qboolean state)
2164 if (v_flipped_state != state)
2166 v_flipped_state = state;
2167 if (gl_state.cullface == GL_BACK)
2168 gl_state.cullface = GL_FRONT;
2169 else if (gl_state.cullface == GL_FRONT)
2170 gl_state.cullface = GL_BACK;
2173 switch(vid.renderpath)
2175 case RENDERPATH_GL11:
2176 case RENDERPATH_GL13:
2177 case RENDERPATH_GL20:
2178 case RENDERPATH_GLES1:
2179 case RENDERPATH_GLES2:
2180 qglCullFace(gl_state.cullface);CHECKGLERROR
2182 case RENDERPATH_D3D9:
2184 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2187 case RENDERPATH_D3D10:
2188 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2190 case RENDERPATH_D3D11:
2191 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2193 case RENDERPATH_SOFT:
2194 DPSOFTRAST_CullFace(gl_state.cullface);
2200 void GL_CullFace(int state)
2204 if(state == GL_FRONT)
2206 else if(state == GL_BACK)
2210 switch(vid.renderpath)
2212 case RENDERPATH_GL11:
2213 case RENDERPATH_GL13:
2214 case RENDERPATH_GL20:
2215 case RENDERPATH_GLES1:
2216 case RENDERPATH_GLES2:
2219 if (state != GL_NONE)
2221 if (!gl_state.cullfaceenable)
2223 gl_state.cullfaceenable = true;
2224 qglEnable(GL_CULL_FACE);CHECKGLERROR
2226 if (gl_state.cullface != state)
2228 gl_state.cullface = state;
2229 qglCullFace(gl_state.cullface);CHECKGLERROR
2234 if (gl_state.cullfaceenable)
2236 gl_state.cullfaceenable = false;
2237 qglDisable(GL_CULL_FACE);CHECKGLERROR
2241 case RENDERPATH_D3D9:
2243 if (gl_state.cullface != state)
2245 gl_state.cullface = state;
2246 switch(gl_state.cullface)
2249 gl_state.cullfaceenable = false;
2250 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2253 gl_state.cullfaceenable = true;
2254 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2257 gl_state.cullfaceenable = true;
2258 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2264 case RENDERPATH_D3D10:
2265 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2267 case RENDERPATH_D3D11:
2268 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2270 case RENDERPATH_SOFT:
2271 if (gl_state.cullface != state)
2273 gl_state.cullface = state;
2274 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2275 DPSOFTRAST_CullFace(gl_state.cullface);
2281 void GL_AlphaTest(int state)
2283 if (gl_state.alphatest != state)
2285 gl_state.alphatest = state;
2286 switch(vid.renderpath)
2288 case RENDERPATH_GL11:
2289 case RENDERPATH_GL13:
2290 case RENDERPATH_GLES1:
2291 #ifdef GL_ALPHA_TEST
2292 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2294 if (gl_state.alphatest)
2296 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2300 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2304 case RENDERPATH_D3D9:
2305 case RENDERPATH_D3D10:
2306 case RENDERPATH_D3D11:
2307 case RENDERPATH_SOFT:
2308 case RENDERPATH_GL20:
2309 case RENDERPATH_GLES2:
2315 void GL_AlphaToCoverage(qboolean state)
2317 if (gl_state.alphatocoverage != state)
2319 gl_state.alphatocoverage = state;
2320 switch(vid.renderpath)
2322 case RENDERPATH_GL11:
2323 case RENDERPATH_GL13:
2324 case RENDERPATH_GLES1:
2325 case RENDERPATH_GLES2:
2326 case RENDERPATH_D3D9:
2327 case RENDERPATH_D3D10:
2328 case RENDERPATH_D3D11:
2329 case RENDERPATH_SOFT:
2331 case RENDERPATH_GL20:
2332 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2333 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2335 if (gl_state.alphatocoverage)
2337 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2338 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2342 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2343 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2351 void GL_ColorMask(int r, int g, int b, int a)
2353 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2354 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2355 if (gl_state.colormask != state)
2357 gl_state.colormask = state;
2358 switch(vid.renderpath)
2360 case RENDERPATH_GL11:
2361 case RENDERPATH_GL13:
2362 case RENDERPATH_GL20:
2363 case RENDERPATH_GLES1:
2364 case RENDERPATH_GLES2:
2366 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2368 case RENDERPATH_D3D9:
2370 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2373 case RENDERPATH_D3D10:
2374 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2376 case RENDERPATH_D3D11:
2377 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2379 case RENDERPATH_SOFT:
2380 DPSOFTRAST_ColorMask(r, g, b, a);
2386 void GL_Color(float cr, float cg, float cb, float ca)
2388 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)
2390 gl_state.color4f[0] = cr;
2391 gl_state.color4f[1] = cg;
2392 gl_state.color4f[2] = cb;
2393 gl_state.color4f[3] = ca;
2394 switch(vid.renderpath)
2396 case RENDERPATH_GL11:
2397 case RENDERPATH_GL13:
2398 case RENDERPATH_GLES1:
2400 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2403 case RENDERPATH_D3D9:
2404 case RENDERPATH_D3D10:
2405 case RENDERPATH_D3D11:
2406 // no equivalent in D3D
2408 case RENDERPATH_SOFT:
2409 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2411 case RENDERPATH_GL20:
2412 case RENDERPATH_GLES2:
2413 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2419 void GL_Scissor (int x, int y, int width, int height)
2421 switch(vid.renderpath)
2423 case RENDERPATH_GL11:
2424 case RENDERPATH_GL13:
2425 case RENDERPATH_GL20:
2426 case RENDERPATH_GLES1:
2427 case RENDERPATH_GLES2:
2429 qglScissor(x, y,width,height);
2432 case RENDERPATH_D3D9:
2438 d3drect.right = x + width;
2439 d3drect.bottom = y + height;
2440 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2444 case RENDERPATH_D3D10:
2445 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2447 case RENDERPATH_D3D11:
2448 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2450 case RENDERPATH_SOFT:
2451 DPSOFTRAST_Scissor(x, y, width, height);
2456 void GL_ScissorTest(int state)
2458 if (gl_state.scissortest != state)
2460 gl_state.scissortest = state;
2461 switch(vid.renderpath)
2463 case RENDERPATH_GL11:
2464 case RENDERPATH_GL13:
2465 case RENDERPATH_GL20:
2466 case RENDERPATH_GLES1:
2467 case RENDERPATH_GLES2:
2469 if(gl_state.scissortest)
2470 qglEnable(GL_SCISSOR_TEST);
2472 qglDisable(GL_SCISSOR_TEST);
2475 case RENDERPATH_D3D9:
2477 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2480 case RENDERPATH_D3D10:
2481 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2483 case RENDERPATH_D3D11:
2484 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2486 case RENDERPATH_SOFT:
2487 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2493 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2495 static const float blackcolor[4] = {0, 0, 0, 0};
2496 // prevent warnings when trying to clear a buffer that does not exist
2498 colorvalue = blackcolor;
2501 mask &= ~GL_STENCIL_BUFFER_BIT;
2504 switch(vid.renderpath)
2506 case RENDERPATH_GL11:
2507 case RENDERPATH_GL13:
2508 case RENDERPATH_GL20:
2509 case RENDERPATH_GLES1:
2510 case RENDERPATH_GLES2:
2512 if (mask & GL_COLOR_BUFFER_BIT)
2514 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2516 if (mask & GL_DEPTH_BUFFER_BIT)
2519 qglClearDepthf(depthvalue);CHECKGLERROR
2521 qglClearDepth(depthvalue);CHECKGLERROR
2524 if (mask & GL_STENCIL_BUFFER_BIT)
2526 qglClearStencil(stencilvalue);CHECKGLERROR
2528 qglClear(mask);CHECKGLERROR
2530 case RENDERPATH_D3D9:
2532 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);
2535 case RENDERPATH_D3D10:
2536 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2538 case RENDERPATH_D3D11:
2539 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2541 case RENDERPATH_SOFT:
2542 if (mask & GL_COLOR_BUFFER_BIT)
2543 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2544 if (mask & GL_DEPTH_BUFFER_BIT)
2545 DPSOFTRAST_ClearDepth(depthvalue);
2550 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2552 switch(vid.renderpath)
2554 case RENDERPATH_GL11:
2555 case RENDERPATH_GL13:
2556 case RENDERPATH_GL20:
2557 case RENDERPATH_GLES1:
2558 case RENDERPATH_GLES2:
2560 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2562 case RENDERPATH_D3D9:
2565 // LordHavoc: we can't directly download the backbuffer because it may be
2566 // multisampled, and it may not be lockable, so we blit it to a lockable
2567 // surface of the same dimensions (but without multisample) to resolve the
2568 // multisample buffer to a normal image, and then lock that...
2569 IDirect3DSurface9 *stretchsurface = NULL;
2570 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2572 D3DLOCKED_RECT lockedrect;
2573 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2575 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2578 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2579 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2580 memcpy(outpixels + line * width * 4, row, width * 4);
2581 IDirect3DSurface9_UnlockRect(stretchsurface);
2584 IDirect3DSurface9_Release(stretchsurface);
2587 //IDirect3DSurface9 *syssurface = NULL;
2588 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2589 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2590 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2591 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2592 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2593 //IDirect3DSurface9_UnlockRect(syssurface);
2594 //IDirect3DSurface9_Release(syssurface);
2598 case RENDERPATH_D3D10:
2599 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2601 case RENDERPATH_D3D11:
2602 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2604 case RENDERPATH_SOFT:
2605 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2610 // called at beginning of frame
2611 void R_Mesh_Start(void)
2614 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2616 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2618 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2619 Cvar_SetValueQuick(&gl_paranoid, 1);
2623 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2627 char compilelog[MAX_INPUTLINE];
2628 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2631 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2632 qglCompileShader(shaderobject);CHECKGLERROR
2633 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2634 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2635 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
2637 int i, j, pretextlines = 0;
2638 for (i = 0;i < numstrings - 1;i++)
2639 for (j = 0;strings[i][j];j++)
2640 if (strings[i][j] == '\n')
2642 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2644 if (!shadercompiled)
2646 qglDeleteShader(shaderobject);CHECKGLERROR
2649 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2650 qglDeleteShader(shaderobject);CHECKGLERROR
2654 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)
2656 GLint programlinked;
2657 GLuint programobject = 0;
2658 char linklog[MAX_INPUTLINE];
2661 programobject = qglCreateProgram();CHECKGLERROR
2665 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2666 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2667 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2668 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2669 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2670 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2671 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2672 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2673 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
2674 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
2676 if(vid.support.gl20shaders130)
2677 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2680 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2683 #ifdef GL_GEOMETRY_SHADER
2684 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2688 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2691 qglLinkProgram(programobject);CHECKGLERROR
2692 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2693 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2696 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2697 Con_DPrintf("program link log:\n%s\n", linklog);
2698 // software vertex shader is ok but software fragment shader is WAY
2699 // too slow, fail program if so.
2700 // NOTE: this string might be ATI specific, but that's ok because the
2701 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2702 // software fragment shader due to low instruction and dependent
2704 if (strstr(linklog, "fragment shader will run in software"))
2705 programlinked = false;
2709 return programobject;
2711 qglDeleteProgram(programobject);CHECKGLERROR
2715 void GL_Backend_FreeProgram(unsigned int prog)
2718 qglDeleteProgram(prog);
2722 // renders triangles using vertices from the active arrays
2723 int paranoidblah = 0;
2724 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
2726 unsigned int numelements = numtriangles * 3;
2728 size_t bufferoffset3i;
2730 size_t bufferoffset3s;
2731 if (numvertices < 3 || numtriangles < 1)
2733 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2734 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);
2737 if (!gl_mesh_prefer_short_elements.integer)
2741 if (element3i_indexbuffer)
2742 element3i_indexbuffer = NULL;
2744 // adjust the pointers for firsttriangle
2746 element3i += firsttriangle * 3;
2747 if (element3i_indexbuffer)
2748 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2750 element3s += firsttriangle * 3;
2751 if (element3s_indexbuffer)
2752 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2753 switch(vid.renderpath)
2755 case RENDERPATH_GL11:
2756 case RENDERPATH_GL13:
2757 case RENDERPATH_GL20:
2758 case RENDERPATH_GLES1:
2759 case RENDERPATH_GLES2:
2760 // check if the user specified to ignore static index buffers
2761 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2763 element3i_indexbuffer = NULL;
2764 element3s_indexbuffer = NULL;
2767 case RENDERPATH_D3D9:
2768 case RENDERPATH_D3D10:
2769 case RENDERPATH_D3D11:
2771 case RENDERPATH_SOFT:
2774 // upload a dynamic index buffer if needed
2777 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2779 if (gl_state.draw_dynamicindexbuffer)
2780 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2782 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2783 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2784 element3s_bufferoffset = 0;
2789 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2791 if (gl_state.draw_dynamicindexbuffer)
2792 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2794 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2795 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2796 element3i_bufferoffset = 0;
2799 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2800 bufferoffset3i = element3i_bufferoffset;
2801 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2802 bufferoffset3s = element3s_bufferoffset;
2803 r_refdef.stats.draws++;
2804 r_refdef.stats.draws_vertices += numvertices;
2805 r_refdef.stats.draws_elements += numelements;
2806 if (gl_paranoid.integer)
2809 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2811 unsigned int j, size;
2813 // note: there's no validation done here on buffer objects because it
2814 // is somewhat difficult to get at the data, and gl_paranoid can be
2815 // used without buffer objects if the need arises
2816 // (the data could be gotten using glMapBuffer but it would be very
2817 // slow due to uncachable video memory reads)
2818 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2819 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2821 if (gl_state.pointer_vertex_pointer)
2822 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2824 if (gl_state.pointer_color_enabled)
2826 if (!qglIsEnabled(GL_COLOR_ARRAY))
2827 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2829 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2830 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2833 for (i = 0;i < vid.texarrayunits;i++)
2835 if (gl_state.units[i].arrayenabled)
2837 GL_ClientActiveTexture(i);
2838 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2839 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2841 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2842 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++)
2849 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2851 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2853 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2860 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2862 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2864 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2870 if (r_render.integer || r_refdef.draw2dstage)
2872 switch(vid.renderpath)
2874 case RENDERPATH_GL11:
2875 case RENDERPATH_GL13:
2876 case RENDERPATH_GL20:
2878 if (gl_mesh_testmanualfeeding.integer)
2881 unsigned int i, j, element;
2883 qglBegin(GL_TRIANGLES);
2884 if(vid.renderpath == RENDERPATH_GL20)
2886 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2889 element = element3i[i];
2891 element = element3s[i];
2893 element = firstvertex + i;
2894 for (j = 0;j < vid.texarrayunits;j++)
2896 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2898 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2900 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2901 if (gl_state.units[j].pointer_texcoord_components == 4)
2902 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2903 else if (gl_state.units[j].pointer_texcoord_components == 3)
2904 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2905 else if (gl_state.units[j].pointer_texcoord_components == 2)
2906 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2908 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2910 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2912 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2913 if (gl_state.units[j].pointer_texcoord_components == 4)
2914 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2915 else if (gl_state.units[j].pointer_texcoord_components == 3)
2916 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2917 else if (gl_state.units[j].pointer_texcoord_components == 2)
2918 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2919 else if (gl_state.units[j].pointer_texcoord_components == 1)
2920 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2922 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2924 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2925 if (gl_state.units[j].pointer_texcoord_components == 4)
2926 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2927 else if (gl_state.units[j].pointer_texcoord_components == 3)
2928 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2929 else if (gl_state.units[j].pointer_texcoord_components == 2)
2930 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2931 else if (gl_state.units[j].pointer_texcoord_components == 1)
2932 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2936 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2938 if (gl_state.pointer_color_gltype == GL_FLOAT)
2940 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2941 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2943 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2945 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2946 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2949 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2951 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2952 if (gl_state.pointer_vertex_components == 4)
2953 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2954 else if (gl_state.pointer_vertex_components == 3)
2955 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2957 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2963 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2966 element = element3i[i];
2968 element = element3s[i];
2970 element = firstvertex + i;
2971 for (j = 0;j < vid.texarrayunits;j++)
2973 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2975 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2977 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2978 if (vid.texarrayunits > 1)
2980 if (gl_state.units[j].pointer_texcoord_components == 4)
2981 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
2982 else if (gl_state.units[j].pointer_texcoord_components == 3)
2983 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
2984 else if (gl_state.units[j].pointer_texcoord_components == 2)
2985 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
2987 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
2991 if (gl_state.units[j].pointer_texcoord_components == 4)
2992 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2993 else if (gl_state.units[j].pointer_texcoord_components == 3)
2994 qglTexCoord3f(p[0], p[1], p[2]);
2995 else if (gl_state.units[j].pointer_texcoord_components == 2)
2996 qglTexCoord2f(p[0], p[1]);
2998 qglTexCoord1f(p[0]);
3001 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3003 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3004 if (vid.texarrayunits > 1)
3006 if (gl_state.units[j].pointer_texcoord_components == 4)
3007 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3008 else if (gl_state.units[j].pointer_texcoord_components == 3)
3009 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3010 else if (gl_state.units[j].pointer_texcoord_components == 2)
3011 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3012 else if (gl_state.units[j].pointer_texcoord_components == 1)
3013 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3017 if (gl_state.units[j].pointer_texcoord_components == 4)
3018 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3019 else if (gl_state.units[j].pointer_texcoord_components == 3)
3020 qglTexCoord3f(s[0], s[1], s[2]);
3021 else if (gl_state.units[j].pointer_texcoord_components == 2)
3022 qglTexCoord2f(s[0], s[1]);
3023 else if (gl_state.units[j].pointer_texcoord_components == 1)
3024 qglTexCoord1f(s[0]);
3027 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3029 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3030 if (vid.texarrayunits > 1)
3032 if (gl_state.units[j].pointer_texcoord_components == 4)
3033 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3034 else if (gl_state.units[j].pointer_texcoord_components == 3)
3035 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3036 else if (gl_state.units[j].pointer_texcoord_components == 2)
3037 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3038 else if (gl_state.units[j].pointer_texcoord_components == 1)
3039 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3043 if (gl_state.units[j].pointer_texcoord_components == 4)
3044 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3045 else if (gl_state.units[j].pointer_texcoord_components == 3)
3046 qglTexCoord3f(sb[0], sb[1], sb[2]);
3047 else if (gl_state.units[j].pointer_texcoord_components == 2)
3048 qglTexCoord2f(sb[0], sb[1]);
3049 else if (gl_state.units[j].pointer_texcoord_components == 1)
3050 qglTexCoord1f(sb[0]);
3055 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3057 if (gl_state.pointer_color_gltype == GL_FLOAT)
3059 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3060 qglColor4f(p[0], p[1], p[2], p[3]);
3062 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3064 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3065 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3068 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3070 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3071 if (gl_state.pointer_vertex_components == 4)
3072 qglVertex4f(p[0], p[1], p[2], p[3]);
3073 else if (gl_state.pointer_vertex_components == 3)
3074 qglVertex3f(p[0], p[1], p[2]);
3076 qglVertex2f(p[0], p[1]);
3084 else if (bufferobject3s)
3086 GL_BindEBO(bufferobject3s);
3088 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3090 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3096 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3100 else if (bufferobject3i)
3102 GL_BindEBO(bufferobject3i);
3104 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3106 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3112 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3120 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3122 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3128 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3136 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3138 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3144 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3150 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3154 case RENDERPATH_D3D9:
3156 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3158 if (element3s_indexbuffer)
3160 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3161 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3163 else if (element3i_indexbuffer)
3165 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3166 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3169 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3174 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3176 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3178 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3182 case RENDERPATH_D3D10:
3183 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3185 case RENDERPATH_D3D11:
3186 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3188 case RENDERPATH_SOFT:
3189 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3191 case RENDERPATH_GLES1:
3192 case RENDERPATH_GLES2:
3193 // GLES does not have glDrawRangeElements, and generally
3194 // underperforms with index buffers, so this code path is
3195 // relatively straightforward...
3197 if (gl_paranoid.integer)
3199 int r, prog, enabled, i;
3200 GLsizei attriblength;
3203 GLchar attribname[1024];
3204 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3205 if (r != GL_FRAMEBUFFER_COMPLETE)
3206 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3207 #ifndef GL_CURRENT_PROGRAM
3208 #define GL_CURRENT_PROGRAM 0x8B8D
3210 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3211 if (r < 0 || r > 10000)
3212 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3214 for (i = 0;i < 8;i++)
3216 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3219 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3220 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);
3226 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3231 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3236 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3244 // restores backend state, used when done with 3D rendering
3245 void R_Mesh_Finish(void)
3247 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3250 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
3252 r_meshbuffer_t *buffer;
3253 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
3255 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3256 memset(buffer, 0, sizeof(*buffer));
3257 buffer->bufferobject = 0;
3258 buffer->devicebuffer = NULL;
3260 buffer->isindexbuffer = isindexbuffer;
3261 buffer->isdynamic = isdynamic;
3262 buffer->isindex16 = isindex16;
3263 strlcpy(buffer->name, name, sizeof(buffer->name));
3264 R_Mesh_UpdateMeshBuffer(buffer, data, size);
3268 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
3272 if (buffer->isindexbuffer)
3274 r_refdef.stats.indexbufferuploadcount++;
3275 r_refdef.stats.indexbufferuploadsize += size;
3279 r_refdef.stats.vertexbufferuploadcount++;
3280 r_refdef.stats.vertexbufferuploadsize += size;
3282 switch(vid.renderpath)
3284 case RENDERPATH_GL11:
3285 case RENDERPATH_GL13:
3286 case RENDERPATH_GL20:
3287 case RENDERPATH_GLES1:
3288 case RENDERPATH_GLES2:
3289 if (!buffer->bufferobject)
3290 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3291 if (buffer->isindexbuffer)
3292 GL_BindEBO(buffer->bufferobject);
3294 GL_BindVBO(buffer->bufferobject);
3295 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3297 case RENDERPATH_D3D9:
3301 void *datapointer = NULL;
3302 if (buffer->isindexbuffer)
3304 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3305 if (size > buffer->size || !buffer->devicebuffer)
3307 if (buffer->devicebuffer)
3308 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3309 buffer->devicebuffer = NULL;
3310 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3311 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);
3312 buffer->devicebuffer = (void *)d3d9indexbuffer;
3313 buffer->size = size;
3315 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3318 memcpy(datapointer, data, size);
3320 memset(datapointer, 0, size);
3321 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3326 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3327 if (size > buffer->size || !buffer->devicebuffer)
3329 if (buffer->devicebuffer)
3330 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3331 buffer->devicebuffer = NULL;
3332 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3333 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);
3334 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3335 buffer->size = size;
3337 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3340 memcpy(datapointer, data, size);
3342 memset(datapointer, 0, size);
3343 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3349 case RENDERPATH_D3D10:
3350 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3352 case RENDERPATH_D3D11:
3353 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3355 case RENDERPATH_SOFT:
3360 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3364 switch(vid.renderpath)
3366 case RENDERPATH_GL11:
3367 case RENDERPATH_GL13:
3368 case RENDERPATH_GL20:
3369 case RENDERPATH_GLES1:
3370 case RENDERPATH_GLES2:
3371 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3373 case RENDERPATH_D3D9:
3375 if (gl_state.d3dvertexbuffer == (void *)buffer)
3376 gl_state.d3dvertexbuffer = NULL;
3377 if (buffer->devicebuffer)
3379 if (buffer->isindexbuffer)
3380 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3382 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3383 buffer->devicebuffer = NULL;
3387 case RENDERPATH_D3D10:
3388 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3390 case RENDERPATH_D3D11:
3391 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3393 case RENDERPATH_SOFT:
3396 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3399 void GL_Mesh_ListVBOs(qboolean printeach)
3402 size_t ebocount = 0, ebomemory = 0;
3403 size_t vbocount = 0, vbomemory = 0;
3404 r_meshbuffer_t *buffer;
3405 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3406 for (i = 0;i < endindex;i++)
3408 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3411 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3412 else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3414 Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
3419 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3421 switch(vid.renderpath)
3423 case RENDERPATH_GL11:
3424 case RENDERPATH_GL13:
3425 case RENDERPATH_GLES1:
3426 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)
3428 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3429 gl_state.pointer_vertex_components = components;
3430 gl_state.pointer_vertex_gltype = gltype;
3431 gl_state.pointer_vertex_stride = stride;
3432 gl_state.pointer_vertex_pointer = pointer;
3433 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3434 gl_state.pointer_vertex_offset = bufferoffset;
3436 GL_BindVBO(bufferobject);
3437 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3440 case RENDERPATH_GL20:
3441 case RENDERPATH_GLES2:
3442 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)
3444 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3445 gl_state.pointer_vertex_components = components;
3446 gl_state.pointer_vertex_gltype = gltype;
3447 gl_state.pointer_vertex_stride = stride;
3448 gl_state.pointer_vertex_pointer = pointer;
3449 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3450 gl_state.pointer_vertex_offset = bufferoffset;
3452 GL_BindVBO(bufferobject);
3453 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3456 case RENDERPATH_D3D9:
3457 case RENDERPATH_D3D10:
3458 case RENDERPATH_D3D11:
3459 case RENDERPATH_SOFT:
3464 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3466 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3467 // the pointer only.
3468 switch(vid.renderpath)
3470 case RENDERPATH_GL11:
3471 case RENDERPATH_GL13:
3472 case RENDERPATH_GLES1:
3477 // caller wants color array enabled
3478 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3479 if (!gl_state.pointer_color_enabled)
3481 gl_state.pointer_color_enabled = true;
3483 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3485 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)
3487 gl_state.pointer_color_components = components;
3488 gl_state.pointer_color_gltype = gltype;
3489 gl_state.pointer_color_stride = stride;
3490 gl_state.pointer_color_pointer = pointer;
3491 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3492 gl_state.pointer_color_offset = bufferoffset;
3494 GL_BindVBO(bufferobject);
3495 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3500 // caller wants color array disabled
3501 if (gl_state.pointer_color_enabled)
3503 gl_state.pointer_color_enabled = false;
3505 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3506 // when color array is on the glColor gets trashed, set it again
3507 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3512 case RENDERPATH_GL20:
3513 case RENDERPATH_GLES2:
3517 // caller wants color array enabled
3518 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3519 if (!gl_state.pointer_color_enabled)
3521 gl_state.pointer_color_enabled = true;
3523 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3525 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)
3527 gl_state.pointer_color_components = components;
3528 gl_state.pointer_color_gltype = gltype;
3529 gl_state.pointer_color_stride = stride;
3530 gl_state.pointer_color_pointer = pointer;
3531 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3532 gl_state.pointer_color_offset = bufferoffset;
3534 GL_BindVBO(bufferobject);
3535 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3540 // caller wants color array disabled
3541 if (gl_state.pointer_color_enabled)
3543 gl_state.pointer_color_enabled = false;
3545 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3546 // when color array is on the glColor gets trashed, set it again
3547 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3551 case RENDERPATH_D3D9:
3552 case RENDERPATH_D3D10:
3553 case RENDERPATH_D3D11:
3554 case RENDERPATH_SOFT:
3559 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)
3561 gltextureunit_t *unit = gl_state.units + unitnum;
3562 // update array settings
3563 // note: there is no need to check bufferobject here because all cases
3564 // that involve a valid bufferobject also supply a texcoord array
3565 switch(vid.renderpath)
3567 case RENDERPATH_GL11:
3568 case RENDERPATH_GL13:
3569 case RENDERPATH_GLES1:
3574 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3575 // texture array unit is enabled, enable the array
3576 if (!unit->arrayenabled)
3578 unit->arrayenabled = true;
3579 GL_ClientActiveTexture(unitnum);
3580 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3583 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)
3585 unit->pointer_texcoord_components = components;
3586 unit->pointer_texcoord_gltype = gltype;
3587 unit->pointer_texcoord_stride = stride;
3588 unit->pointer_texcoord_pointer = pointer;
3589 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3590 unit->pointer_texcoord_offset = bufferoffset;
3591 GL_ClientActiveTexture(unitnum);
3592 GL_BindVBO(bufferobject);
3593 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3598 // texture array unit is disabled, disable the array
3599 if (unit->arrayenabled)
3601 unit->arrayenabled = false;
3602 GL_ClientActiveTexture(unitnum);
3603 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3608 case RENDERPATH_GL20:
3609 case RENDERPATH_GLES2:
3613 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3614 // texture array unit is enabled, enable the array
3615 if (!unit->arrayenabled)
3617 unit->arrayenabled = true;
3618 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3621 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)
3623 unit->pointer_texcoord_components = components;
3624 unit->pointer_texcoord_gltype = gltype;
3625 unit->pointer_texcoord_stride = stride;
3626 unit->pointer_texcoord_pointer = pointer;
3627 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3628 unit->pointer_texcoord_offset = bufferoffset;
3629 GL_BindVBO(bufferobject);
3630 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3635 // texture array unit is disabled, disable the array
3636 if (unit->arrayenabled)
3638 unit->arrayenabled = false;
3639 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3643 case RENDERPATH_D3D9:
3644 case RENDERPATH_D3D10:
3645 case RENDERPATH_D3D11:
3646 case RENDERPATH_SOFT:
3651 int R_Mesh_TexBound(unsigned int unitnum, int id)
3653 gltextureunit_t *unit = gl_state.units + unitnum;
3654 if (unitnum >= vid.teximageunits)
3656 if (id == GL_TEXTURE_2D)
3658 if (id == GL_TEXTURE_3D)
3660 if (id == GL_TEXTURE_CUBE_MAP)
3661 return unit->tcubemap;
3665 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3667 switch(vid.renderpath)
3669 case RENDERPATH_GL11:
3670 case RENDERPATH_GL13:
3671 case RENDERPATH_GL20:
3672 case RENDERPATH_GLES1:
3673 case RENDERPATH_GLES2:
3674 R_Mesh_TexBind(0, tex);
3675 GL_ActiveTexture(0);CHECKGLERROR
3676 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3678 case RENDERPATH_D3D9:
3681 IDirect3DSurface9 *currentsurface = NULL;
3682 IDirect3DSurface9 *texturesurface = NULL;
3685 sourcerect.left = sx;
3686 sourcerect.top = sy;
3687 sourcerect.right = sx + width;
3688 sourcerect.bottom = sy + height;
3691 destrect.right = tx + width;
3692 destrect.bottom = ty + height;
3693 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3695 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3697 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3698 IDirect3DSurface9_Release(currentsurface);
3700 IDirect3DSurface9_Release(texturesurface);
3705 case RENDERPATH_D3D10:
3706 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3708 case RENDERPATH_D3D11:
3709 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3711 case RENDERPATH_SOFT:
3712 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3718 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};
3721 void R_Mesh_ClearBindingsForTexture(int texnum)
3723 gltextureunit_t *unit;
3724 unsigned int unitnum;
3725 // 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)
3726 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3728 unit = gl_state.units + unitnum;
3729 if (unit->t2d == texnum)
3731 if (unit->t3d == texnum)
3733 if (unit->tcubemap == texnum)
3734 unit->tcubemap = -1;
3738 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3740 gltextureunit_t *unit = gl_state.units + unitnum;
3741 int tex2d, tex3d, texcubemap, texnum;
3742 if (unitnum >= vid.teximageunits)
3744 // if (unit->texture == tex)
3746 switch(vid.renderpath)
3748 case RENDERPATH_GL20:
3749 case RENDERPATH_GLES2:
3752 tex = r_texture_white;
3753 // not initialized enough yet...
3757 unit->texture = tex;
3758 texnum = R_GetTexture(tex);
3759 switch(tex->gltexturetypeenum)
3761 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3762 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3763 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3766 case RENDERPATH_GL11:
3767 case RENDERPATH_GL13:
3768 case RENDERPATH_GLES1:
3769 unit->texture = tex;
3775 texnum = R_GetTexture(tex);
3776 switch(tex->gltexturetypeenum)
3784 case GL_TEXTURE_CUBE_MAP:
3785 texcubemap = texnum;
3789 // update 2d texture binding
3790 if (unit->t2d != tex2d)
3792 GL_ActiveTexture(unitnum);
3797 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3804 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3808 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3810 // update 3d texture binding
3811 if (unit->t3d != tex3d)
3813 GL_ActiveTexture(unitnum);
3818 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3825 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3829 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3831 // update cubemap texture binding
3832 if (unit->tcubemap != texcubemap)
3834 GL_ActiveTexture(unitnum);
3837 if (unit->tcubemap == 0)
3839 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3846 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3849 unit->tcubemap = texcubemap;
3850 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3853 case RENDERPATH_D3D9:
3856 extern cvar_t gl_texture_anisotropy;
3859 tex = r_texture_white;
3860 // not initialized enough yet...
3864 // upload texture if needed
3866 if (unit->texture == tex)
3868 unit->texture = tex;
3869 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3870 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3871 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3872 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3873 if (tex->d3daddressw)
3874 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3875 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3876 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3877 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3878 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3879 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3880 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3884 case RENDERPATH_D3D10:
3885 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3887 case RENDERPATH_D3D11:
3888 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3890 case RENDERPATH_SOFT:
3893 tex = r_texture_white;
3894 // not initialized enough yet...
3898 texnum = R_GetTexture(tex);
3899 if (unit->texture == tex)
3901 unit->texture = tex;
3902 DPSOFTRAST_SetTexture(unitnum, texnum);
3907 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3909 gltextureunit_t *unit = gl_state.units + unitnum;
3910 switch(vid.renderpath)
3912 case RENDERPATH_GL11:
3913 case RENDERPATH_GL13:
3914 case RENDERPATH_GL20:
3915 case RENDERPATH_GLES1:
3916 case RENDERPATH_GLES2:
3918 if (matrix && matrix->m[3][3])
3920 // texmatrix specified, check if it is different
3921 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3924 unit->texmatrixenabled = true;
3925 unit->matrix = *matrix;
3927 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3928 GL_ActiveTexture(unitnum);
3929 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3930 qglLoadMatrixf(glmatrix);CHECKGLERROR
3931 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3936 // no texmatrix specified, revert to identity
3937 if (unit->texmatrixenabled)
3939 unit->texmatrixenabled = false;
3940 unit->matrix = identitymatrix;
3942 GL_ActiveTexture(unitnum);
3943 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3944 qglLoadIdentity();CHECKGLERROR
3945 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3950 case RENDERPATH_D3D9:
3951 case RENDERPATH_D3D10:
3952 case RENDERPATH_D3D11:
3954 case RENDERPATH_SOFT:
3959 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3961 gltextureunit_t *unit = gl_state.units + unitnum;
3963 switch(vid.renderpath)
3965 case RENDERPATH_GL20:
3966 case RENDERPATH_GLES2:
3969 case RENDERPATH_GL13:
3970 case RENDERPATH_GLES1:
3971 #ifdef GL_TEXTURE_ENV
3972 // GL_ARB_texture_env_combine
3974 combinergb = GL_MODULATE;
3976 combinealpha = GL_MODULATE;
3981 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3983 if (combinergb == GL_DECAL)
3984 combinergb = GL_INTERPOLATE;
3985 if (unit->combine != GL_COMBINE)
3987 unit->combine = GL_COMBINE;
3988 GL_ActiveTexture(unitnum);
3989 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
3990 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
3992 if (unit->combinergb != combinergb)
3994 unit->combinergb = combinergb;
3995 GL_ActiveTexture(unitnum);
3996 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
3998 if (unit->combinealpha != combinealpha)
4000 unit->combinealpha = combinealpha;
4001 GL_ActiveTexture(unitnum);
4002 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4004 if (unit->rgbscale != rgbscale)
4006 unit->rgbscale = rgbscale;
4007 GL_ActiveTexture(unitnum);
4008 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4010 if (unit->alphascale != alphascale)
4012 unit->alphascale = alphascale;
4013 GL_ActiveTexture(unitnum);
4014 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4019 if (unit->combine != combinergb)
4021 unit->combine = combinergb;
4022 GL_ActiveTexture(unitnum);
4023 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4028 case RENDERPATH_GL11:
4030 #ifdef GL_TEXTURE_ENV
4032 combinergb = GL_MODULATE;
4033 if (unit->combine != combinergb)
4035 unit->combine = combinergb;
4036 GL_ActiveTexture(unitnum);
4037 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4041 case RENDERPATH_D3D9:
4042 case RENDERPATH_D3D10:
4043 case RENDERPATH_D3D11:
4045 case RENDERPATH_SOFT:
4050 void R_Mesh_ResetTextureState(void)
4052 unsigned int unitnum;
4056 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4057 R_Mesh_TexBind(unitnum, NULL);
4058 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4059 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4060 switch(vid.renderpath)
4062 case RENDERPATH_GL20:
4063 case RENDERPATH_GLES2:
4064 case RENDERPATH_D3D9:
4065 case RENDERPATH_D3D10:
4066 case RENDERPATH_D3D11:
4067 case RENDERPATH_SOFT:
4069 case RENDERPATH_GL11:
4070 case RENDERPATH_GL13:
4071 case RENDERPATH_GLES1:
4072 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4074 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4075 R_Mesh_TexMatrix(unitnum, NULL);
4084 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4085 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4086 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4088 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4090 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4094 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4096 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4097 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4098 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4102 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4104 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4105 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4106 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4107 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4108 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4109 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4110 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4114 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4115 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4116 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4119 static void R_Mesh_InitVertexDeclarations(void)
4122 r_vertex3f_d3d9decl = NULL;
4123 r_vertexgeneric_d3d9decl = NULL;
4124 r_vertexmesh_d3d9decl = NULL;
4125 switch(vid.renderpath)
4127 case RENDERPATH_GL20:
4128 case RENDERPATH_GL13:
4129 case RENDERPATH_GL11:
4130 case RENDERPATH_GLES1:
4131 case RENDERPATH_GLES2:
4133 case RENDERPATH_D3D9:
4134 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4135 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4136 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4138 case RENDERPATH_D3D10:
4139 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4141 case RENDERPATH_D3D11:
4142 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4144 case RENDERPATH_SOFT:
4150 static void R_Mesh_DestroyVertexDeclarations(void)
4153 if (r_vertex3f_d3d9decl)
4154 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4155 r_vertex3f_d3d9decl = NULL;
4156 if (r_vertexgeneric_d3d9decl)
4157 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4158 r_vertexgeneric_d3d9decl = NULL;
4159 if (r_vertexmesh_d3d9decl)
4160 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4161 r_vertexmesh_d3d9decl = NULL;
4165 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
4167 // upload temporary vertexbuffer for this rendering
4168 if (!gl_state.usevbo_staticvertex)
4169 vertexbuffer = NULL;
4170 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4172 if (gl_state.preparevertices_dynamicvertexbuffer)
4173 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
4175 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
4176 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4178 switch(vid.renderpath)
4180 case RENDERPATH_GL20:
4181 case RENDERPATH_GLES2:
4184 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4185 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4186 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4187 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4188 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4189 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4190 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4194 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4195 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4196 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4197 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4198 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4199 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4200 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4203 case RENDERPATH_GL13:
4204 case RENDERPATH_GLES1:
4207 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4208 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4209 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4210 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4214 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4215 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4216 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4217 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4220 case RENDERPATH_GL11:
4223 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4224 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4225 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4229 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4230 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4231 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4234 case RENDERPATH_D3D9:
4236 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4238 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
4240 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4241 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4242 gl_state.d3dvertexdata = (void *)vertex3f;
4243 gl_state.d3dvertexsize = sizeof(float[3]);
4246 case RENDERPATH_D3D10:
4247 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4249 case RENDERPATH_D3D11:
4250 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4252 case RENDERPATH_SOFT:
4253 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4254 DPSOFTRAST_SetColorPointer(NULL, 0);
4255 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4256 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4257 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4258 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4259 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4266 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4269 size = sizeof(r_vertexgeneric_t) * numvertices;
4270 if (gl_state.preparevertices_tempdatamaxsize < size)
4272 gl_state.preparevertices_tempdatamaxsize = size;
4273 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4275 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4276 gl_state.preparevertices_numvertices = numvertices;
4277 return gl_state.preparevertices_vertexgeneric;
4280 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4282 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
4283 gl_state.preparevertices_vertexgeneric = NULL;
4284 gl_state.preparevertices_numvertices = 0;
4288 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4291 r_vertexgeneric_t *vertex;
4292 switch(vid.renderpath)
4294 case RENDERPATH_GL20:
4295 case RENDERPATH_GLES2:
4296 if (!vid.useinterleavedarrays)
4298 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4299 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4300 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4301 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4302 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4303 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4304 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308 case RENDERPATH_GL11:
4309 case RENDERPATH_GL13:
4310 case RENDERPATH_GLES1:
4311 if (!vid.useinterleavedarrays)
4313 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4314 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4315 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4316 if (vid.texunits >= 2)
4317 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4318 if (vid.texunits >= 3)
4319 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4323 case RENDERPATH_D3D9:
4324 case RENDERPATH_D3D10:
4325 case RENDERPATH_D3D11:
4327 case RENDERPATH_SOFT:
4328 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4329 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4330 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4331 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4332 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4333 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4334 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4338 // no quick path for this case, convert to vertex structs
4339 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4340 for (i = 0;i < numvertices;i++)
4341 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4344 for (i = 0;i < numvertices;i++)
4345 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4349 for (i = 0;i < numvertices;i++)
4350 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4353 for (i = 0;i < numvertices;i++)
4354 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4355 R_Mesh_PrepareVertices_Generic_Unlock();
4356 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
4359 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
4361 // upload temporary vertexbuffer for this rendering
4362 if (!gl_state.usevbo_staticvertex)
4363 vertexbuffer = NULL;
4364 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4366 if (gl_state.preparevertices_dynamicvertexbuffer)
4367 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4369 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4370 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4372 switch(vid.renderpath)
4374 case RENDERPATH_GL20:
4375 case RENDERPATH_GLES2:
4378 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4379 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4380 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4381 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4382 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4383 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4384 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4388 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4389 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4390 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4391 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4392 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4393 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4394 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4397 case RENDERPATH_GL13:
4398 case RENDERPATH_GLES1:
4401 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4402 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4403 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4404 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4408 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4409 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4410 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4411 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4414 case RENDERPATH_GL11:
4417 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4418 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4419 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4423 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4424 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4425 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4428 case RENDERPATH_D3D9:
4430 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4432 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4434 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4435 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4436 gl_state.d3dvertexdata = (void *)vertex;
4437 gl_state.d3dvertexsize = sizeof(*vertex);
4440 case RENDERPATH_D3D10:
4441 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4443 case RENDERPATH_D3D11:
4444 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4446 case RENDERPATH_SOFT:
4447 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4448 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4449 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4450 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4451 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4452 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4453 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4460 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4463 size = sizeof(r_vertexmesh_t) * numvertices;
4464 if (gl_state.preparevertices_tempdatamaxsize < size)
4466 gl_state.preparevertices_tempdatamaxsize = size;
4467 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4469 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4470 gl_state.preparevertices_numvertices = numvertices;
4471 return gl_state.preparevertices_vertexmesh;
4474 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4476 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
4477 gl_state.preparevertices_vertexmesh = NULL;
4478 gl_state.preparevertices_numvertices = 0;
4482 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)
4485 r_vertexmesh_t *vertex;
4486 switch(vid.renderpath)
4488 case RENDERPATH_GL20:
4489 case RENDERPATH_GLES2:
4490 if (!vid.useinterleavedarrays)
4492 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4493 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4494 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4495 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4496 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4497 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4498 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4502 case RENDERPATH_GL11:
4503 case RENDERPATH_GL13:
4504 case RENDERPATH_GLES1:
4505 if (!vid.useinterleavedarrays)
4507 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4508 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4509 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4510 if (vid.texunits >= 2)
4511 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4512 if (vid.texunits >= 3)
4513 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4517 case RENDERPATH_D3D9:
4518 case RENDERPATH_D3D10:
4519 case RENDERPATH_D3D11:
4521 case RENDERPATH_SOFT:
4522 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4523 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4524 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4525 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4526 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4527 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4528 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4532 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4533 for (i = 0;i < numvertices;i++)
4534 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4536 for (i = 0;i < numvertices;i++)
4537 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4539 for (i = 0;i < numvertices;i++)
4540 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4542 for (i = 0;i < numvertices;i++)
4543 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4546 for (i = 0;i < numvertices;i++)
4547 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4551 for (i = 0;i < numvertices;i++)
4552 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4554 if (texcoordtexture2f)
4555 for (i = 0;i < numvertices;i++)
4556 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4557 if (texcoordlightmap2f)
4558 for (i = 0;i < numvertices;i++)
4559 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4560 R_Mesh_PrepareVertices_Mesh_Unlock();
4561 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
4564 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
4566 // upload temporary vertexbuffer for this rendering
4567 if (!gl_state.usevbo_staticvertex)
4568 vertexbuffer = NULL;
4569 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4571 if (gl_state.preparevertices_dynamicvertexbuffer)
4572 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4574 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4575 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4577 switch(vid.renderpath)
4579 case RENDERPATH_GL20:
4580 case RENDERPATH_GLES2:
4583 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4584 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4585 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4586 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4587 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4588 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4589 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4593 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4594 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4595 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4596 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4597 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4598 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4599 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4602 case RENDERPATH_GL13:
4603 case RENDERPATH_GLES1:
4606 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4607 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4608 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4609 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4613 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4614 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4615 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4616 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4619 case RENDERPATH_GL11:
4622 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4623 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4624 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4628 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4629 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4630 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4633 case RENDERPATH_D3D9:
4635 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4637 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4639 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4640 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4641 gl_state.d3dvertexdata = (void *)vertex;
4642 gl_state.d3dvertexsize = sizeof(*vertex);
4645 case RENDERPATH_D3D10:
4646 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4648 case RENDERPATH_D3D11:
4649 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4651 case RENDERPATH_SOFT:
4652 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4653 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4654 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4655 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4656 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4657 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4658 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4663 void GL_BlendEquationSubtract(qboolean negated)
4667 switch(vid.renderpath)
4669 case RENDERPATH_GL11:
4670 case RENDERPATH_GL13:
4671 case RENDERPATH_GL20:
4672 case RENDERPATH_GLES1:
4673 case RENDERPATH_GLES2:
4674 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4676 case RENDERPATH_D3D9:
4678 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4681 case RENDERPATH_D3D10:
4682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4684 case RENDERPATH_D3D11:
4685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4687 case RENDERPATH_SOFT:
4688 DPSOFTRAST_BlendSubtract(true);
4694 switch(vid.renderpath)
4696 case RENDERPATH_GL11:
4697 case RENDERPATH_GL13:
4698 case RENDERPATH_GL20:
4699 case RENDERPATH_GLES1:
4700 case RENDERPATH_GLES2:
4701 qglBlendEquationEXT(GL_FUNC_ADD);
4703 case RENDERPATH_D3D9:
4705 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4708 case RENDERPATH_D3D10:
4709 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4711 case RENDERPATH_D3D11:
4712 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4714 case RENDERPATH_SOFT:
4715 DPSOFTRAST_BlendSubtract(false);