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.ext_framebuffer_object)
1266 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
1267 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1268 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1269 // if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1270 if (colortexture && colortexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1271 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1272 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1273 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1274 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1275 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1276 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1277 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1278 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1279 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1281 if (colortexture4 && qglDrawBuffersARB)
1283 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1284 qglReadBuffer(GL_NONE);CHECKGLERROR
1286 else if (colortexture3 && qglDrawBuffersARB)
1288 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1289 qglReadBuffer(GL_NONE);CHECKGLERROR
1291 else if (colortexture2 && qglDrawBuffersARB)
1293 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1294 qglReadBuffer(GL_NONE);CHECKGLERROR
1296 else if (colortexture && qglDrawBuffer)
1298 qglDrawBuffer(drawbuffers[0]);CHECKGLERROR
1299 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1301 else if (qglDrawBuffer)
1303 qglDrawBuffer(GL_NONE);CHECKGLERROR
1304 qglReadBuffer(GL_NONE);CHECKGLERROR
1306 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
1307 if (status != GL_FRAMEBUFFER_COMPLETE)
1309 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatusEXT returned %i\n", status);
1310 qglDeleteFramebuffersEXT(1, (GLuint*)&temp);
1316 case RENDERPATH_D3D9:
1317 case RENDERPATH_D3D10:
1318 case RENDERPATH_D3D11:
1320 case RENDERPATH_SOFT:
1326 void R_Mesh_DestroyFramebufferObject(int fbo)
1328 switch(vid.renderpath)
1330 case RENDERPATH_GL11:
1331 case RENDERPATH_GL13:
1332 case RENDERPATH_GL20:
1333 case RENDERPATH_GLES1:
1334 case RENDERPATH_GLES2:
1336 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
1338 case RENDERPATH_D3D9:
1339 case RENDERPATH_D3D10:
1340 case RENDERPATH_D3D11:
1342 case RENDERPATH_SOFT:
1348 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1350 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1351 if (gl_state.d3drt_depthsurface != depthsurface)
1353 gl_state.d3drt_depthsurface = depthsurface;
1354 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1356 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1358 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1359 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1361 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1363 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1364 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1366 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1368 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1369 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1371 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1373 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1374 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1379 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1383 rtexture_t *textures[5];
1384 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1385 textures[4] = depthtexture;
1386 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1387 for (j = 0;j < 5;j++)
1389 for (i = 0;i < vid.teximageunits;i++)
1390 if (gl_state.units[i].texture == textures[j])
1391 R_Mesh_TexBind(i, NULL);
1392 // set up framebuffer object or render targets for the active rendering API
1393 switch(vid.renderpath)
1395 case RENDERPATH_GL11:
1396 case RENDERPATH_GL13:
1397 case RENDERPATH_GL20:
1398 case RENDERPATH_GLES1:
1399 case RENDERPATH_GLES2:
1400 if (gl_state.framebufferobject != fbo)
1402 gl_state.framebufferobject = fbo;
1403 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1406 case RENDERPATH_D3D9:
1408 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1409 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1412 IDirect3DSurface9 *surfaces[5];
1413 for (i = 0;i < 5;i++)
1418 if (textures[i]->d3dsurface)
1419 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1421 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1424 // set the render targets for real
1425 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1426 // release the texture surface levels (they won't be lost while bound...)
1427 for (i = 0;i < 5;i++)
1428 if (textures[i] && !textures[i]->d3dsurface)
1429 IDirect3DSurface9_Release(surfaces[i]);
1432 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1435 case RENDERPATH_D3D10:
1436 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1438 case RENDERPATH_D3D11:
1439 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1441 case RENDERPATH_SOFT:
1445 unsigned int *pointers[5];
1446 memset(pointers, 0, sizeof(pointers));
1447 for (i = 0;i < 5;i++)
1448 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1449 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1450 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1451 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1454 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1460 static int d3dcmpforglfunc(int f)
1464 case GL_NEVER: return D3DCMP_NEVER;
1465 case GL_LESS: return D3DCMP_LESS;
1466 case GL_EQUAL: return D3DCMP_EQUAL;
1467 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1468 case GL_GREATER: return D3DCMP_GREATER;
1469 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1470 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1471 case GL_ALWAYS: return D3DCMP_ALWAYS;
1472 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1476 static int d3dstencilopforglfunc(int f)
1480 case GL_KEEP: return D3DSTENCILOP_KEEP;
1481 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1482 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1483 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1488 extern cvar_t r_transparent_alphatocoverage;
1490 static void GL_Backend_ResetState(void)
1493 gl_state.active = true;
1494 gl_state.depthtest = true;
1495 gl_state.alphatest = false;
1496 gl_state.alphafunc = GL_GEQUAL;
1497 gl_state.alphafuncvalue = 0.5f;
1498 gl_state.alphatocoverage = false;
1499 gl_state.blendfunc1 = GL_ONE;
1500 gl_state.blendfunc2 = GL_ZERO;
1501 gl_state.blend = false;
1502 gl_state.depthmask = GL_TRUE;
1503 gl_state.colormask = 15;
1504 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1505 gl_state.lockrange_first = 0;
1506 gl_state.lockrange_count = 0;
1507 gl_state.cullface = GL_FRONT;
1508 gl_state.cullfaceenable = false;
1509 gl_state.polygonoffset[0] = 0;
1510 gl_state.polygonoffset[1] = 0;
1511 gl_state.framebufferobject = 0;
1512 gl_state.depthfunc = GL_LEQUAL;
1514 switch(vid.renderpath)
1516 case RENDERPATH_D3D9:
1519 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1520 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1521 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1522 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1523 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1524 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1525 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1529 case RENDERPATH_D3D10:
1530 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1532 case RENDERPATH_D3D11:
1533 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1535 case RENDERPATH_GL11:
1536 case RENDERPATH_GL13:
1537 case RENDERPATH_GLES1:
1538 #ifdef GL_ALPHA_TEST
1541 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1542 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1543 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1544 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1545 qglDisable(GL_BLEND);CHECKGLERROR
1546 qglCullFace(gl_state.cullface);CHECKGLERROR
1547 qglDisable(GL_CULL_FACE);CHECKGLERROR
1548 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1549 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1550 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1551 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1553 if (vid.support.arb_vertex_buffer_object)
1555 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1556 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1559 if (vid.support.ext_framebuffer_object)
1561 //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
1562 qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
1565 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1566 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1568 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1569 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1570 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1572 if (vid.support.ext_framebuffer_object)
1573 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
1575 gl_state.unit = MAX_TEXTUREUNITS;
1576 gl_state.clientunit = MAX_TEXTUREUNITS;
1577 for (i = 0;i < vid.texunits;i++)
1579 GL_ActiveTexture(i);
1580 GL_ClientActiveTexture(i);
1581 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1582 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1583 if (vid.support.ext_texture_3d)
1585 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1586 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1588 if (vid.support.arb_texture_cube_map)
1590 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1591 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1594 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1595 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1596 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1597 qglLoadIdentity();CHECKGLERROR
1598 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1599 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1604 case RENDERPATH_SOFT:
1605 DPSOFTRAST_ColorMask(1,1,1,1);
1606 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1607 DPSOFTRAST_CullFace(gl_state.cullface);
1608 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1609 DPSOFTRAST_DepthMask(gl_state.depthmask);
1610 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1611 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1612 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1614 case RENDERPATH_GL20:
1615 case RENDERPATH_GLES2:
1617 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1618 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1619 qglDisable(GL_BLEND);CHECKGLERROR
1620 qglCullFace(gl_state.cullface);CHECKGLERROR
1621 qglDisable(GL_CULL_FACE);CHECKGLERROR
1622 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1623 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1624 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1625 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1626 if (vid.support.arb_vertex_buffer_object)
1628 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1629 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1631 if (vid.support.ext_framebuffer_object)
1632 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1633 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1634 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1635 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1636 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1637 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1638 gl_state.unit = MAX_TEXTUREUNITS;
1639 gl_state.clientunit = MAX_TEXTUREUNITS;
1640 for (i = 0;i < vid.teximageunits;i++)
1642 GL_ActiveTexture(i);
1643 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1644 if (vid.support.ext_texture_3d)
1646 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1648 if (vid.support.arb_texture_cube_map)
1650 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1653 for (i = 0;i < vid.texarrayunits;i++)
1656 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1657 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1664 void GL_ActiveTexture(unsigned int num)
1666 if (gl_state.unit != num)
1668 gl_state.unit = num;
1669 switch(vid.renderpath)
1671 case RENDERPATH_GL11:
1672 case RENDERPATH_GL13:
1673 case RENDERPATH_GL20:
1674 case RENDERPATH_GLES1:
1675 case RENDERPATH_GLES2:
1676 if (qglActiveTexture)
1679 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1683 case RENDERPATH_D3D9:
1684 case RENDERPATH_D3D10:
1685 case RENDERPATH_D3D11:
1687 case RENDERPATH_SOFT:
1693 void GL_ClientActiveTexture(unsigned int num)
1695 if (gl_state.clientunit != num)
1697 gl_state.clientunit = num;
1698 switch(vid.renderpath)
1700 case RENDERPATH_GL11:
1701 case RENDERPATH_GL13:
1702 case RENDERPATH_GLES1:
1703 if (qglActiveTexture)
1706 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1710 case RENDERPATH_D3D9:
1711 case RENDERPATH_D3D10:
1712 case RENDERPATH_D3D11:
1714 case RENDERPATH_SOFT:
1716 case RENDERPATH_GL20:
1717 case RENDERPATH_GLES2:
1723 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1725 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1727 qboolean blendenable;
1728 gl_state.blendfunc1 = blendfunc1;
1729 gl_state.blendfunc2 = blendfunc2;
1730 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1731 switch(vid.renderpath)
1733 case RENDERPATH_GL11:
1734 case RENDERPATH_GL13:
1735 case RENDERPATH_GL20:
1736 case RENDERPATH_GLES1:
1737 case RENDERPATH_GLES2:
1739 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1740 if (gl_state.blend != blendenable)
1742 gl_state.blend = blendenable;
1743 if (!gl_state.blend)
1745 qglDisable(GL_BLEND);CHECKGLERROR
1749 qglEnable(GL_BLEND);CHECKGLERROR
1753 case RENDERPATH_D3D9:
1758 D3DBLEND d3dblendfunc[2];
1759 glblendfunc[0] = gl_state.blendfunc1;
1760 glblendfunc[1] = gl_state.blendfunc2;
1761 for (i = 0;i < 2;i++)
1763 switch(glblendfunc[i])
1765 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1766 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1767 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1768 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1769 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1770 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1771 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1772 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1773 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1774 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1777 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1778 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1779 if (gl_state.blend != blendenable)
1781 gl_state.blend = blendenable;
1782 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1787 case RENDERPATH_D3D10:
1788 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1790 case RENDERPATH_D3D11:
1791 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1793 case RENDERPATH_SOFT:
1794 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1800 void GL_DepthMask(int state)
1802 if (gl_state.depthmask != state)
1804 gl_state.depthmask = state;
1805 switch(vid.renderpath)
1807 case RENDERPATH_GL11:
1808 case RENDERPATH_GL13:
1809 case RENDERPATH_GL20:
1810 case RENDERPATH_GLES1:
1811 case RENDERPATH_GLES2:
1813 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1815 case RENDERPATH_D3D9:
1817 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1820 case RENDERPATH_D3D10:
1821 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823 case RENDERPATH_D3D11:
1824 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826 case RENDERPATH_SOFT:
1827 DPSOFTRAST_DepthMask(gl_state.depthmask);
1833 void GL_DepthTest(int state)
1835 if (gl_state.depthtest != state)
1837 gl_state.depthtest = state;
1838 switch(vid.renderpath)
1840 case RENDERPATH_GL11:
1841 case RENDERPATH_GL13:
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES1:
1844 case RENDERPATH_GLES2:
1846 if (gl_state.depthtest)
1848 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1852 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1855 case RENDERPATH_D3D9:
1857 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1860 case RENDERPATH_D3D10:
1861 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1863 case RENDERPATH_D3D11:
1864 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1866 case RENDERPATH_SOFT:
1867 DPSOFTRAST_DepthTest(gl_state.depthtest);
1873 void GL_DepthFunc(int state)
1875 if (gl_state.depthfunc != state)
1877 gl_state.depthfunc = state;
1878 switch(vid.renderpath)
1880 case RENDERPATH_GL11:
1881 case RENDERPATH_GL13:
1882 case RENDERPATH_GL20:
1883 case RENDERPATH_GLES1:
1884 case RENDERPATH_GLES2:
1886 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1888 case RENDERPATH_D3D9:
1890 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1893 case RENDERPATH_D3D10:
1894 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1896 case RENDERPATH_D3D11:
1897 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1899 case RENDERPATH_SOFT:
1900 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1906 void GL_DepthRange(float nearfrac, float farfrac)
1908 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1910 gl_state.depthrange[0] = nearfrac;
1911 gl_state.depthrange[1] = farfrac;
1912 switch(vid.renderpath)
1914 case RENDERPATH_GL11:
1915 case RENDERPATH_GL13:
1916 case RENDERPATH_GL20:
1917 case RENDERPATH_GLES1:
1918 case RENDERPATH_GLES2:
1920 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1922 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1925 case RENDERPATH_D3D9:
1928 D3DVIEWPORT9 d3dviewport;
1929 d3dviewport.X = gl_viewport.x;
1930 d3dviewport.Y = gl_viewport.y;
1931 d3dviewport.Width = gl_viewport.width;
1932 d3dviewport.Height = gl_viewport.height;
1933 d3dviewport.MinZ = gl_state.depthrange[0];
1934 d3dviewport.MaxZ = gl_state.depthrange[1];
1935 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1939 case RENDERPATH_D3D10:
1940 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1942 case RENDERPATH_D3D11:
1943 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945 case RENDERPATH_SOFT:
1946 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1952 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)
1954 switch (vid.renderpath)
1956 case RENDERPATH_GL11:
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GL20:
1959 case RENDERPATH_GLES1:
1960 case RENDERPATH_GLES2:
1964 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1970 if (vid.support.ati_separate_stencil)
1972 qglStencilMask(writemask);CHECKGLERROR
1973 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1974 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1975 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1977 else if (vid.support.ext_stencil_two_side)
1979 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1980 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1981 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1982 qglStencilMask(writemask);CHECKGLERROR
1983 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1984 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1985 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1986 qglStencilMask(writemask);CHECKGLERROR
1987 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1988 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1992 case RENDERPATH_D3D9:
1994 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1995 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1996 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1997 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1998 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1999 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2000 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2001 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2002 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2003 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2004 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2005 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2006 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2009 case RENDERPATH_D3D10:
2010 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2012 case RENDERPATH_D3D11:
2013 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2015 case RENDERPATH_SOFT:
2016 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2023 switch (vid.renderpath)
2025 case RENDERPATH_GL11:
2026 case RENDERPATH_GL13:
2027 case RENDERPATH_GL20:
2028 case RENDERPATH_GLES1:
2029 case RENDERPATH_GLES2:
2033 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2037 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2039 if (vid.support.ext_stencil_two_side)
2041 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2042 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2045 qglStencilMask(writemask);CHECKGLERROR
2046 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2047 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2050 case RENDERPATH_D3D9:
2052 if (vid.support.ati_separate_stencil)
2053 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2054 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2055 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2056 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2057 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2058 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2059 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2060 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2061 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2064 case RENDERPATH_D3D10:
2065 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2067 case RENDERPATH_D3D11:
2068 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2070 case RENDERPATH_SOFT:
2071 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2076 void GL_PolygonOffset(float planeoffset, float depthoffset)
2078 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2080 gl_state.polygonoffset[0] = planeoffset;
2081 gl_state.polygonoffset[1] = depthoffset;
2082 switch(vid.renderpath)
2084 case RENDERPATH_GL11:
2085 case RENDERPATH_GL13:
2086 case RENDERPATH_GL20:
2087 case RENDERPATH_GLES1:
2088 case RENDERPATH_GLES2:
2089 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2091 case RENDERPATH_D3D9:
2093 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2094 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2097 case RENDERPATH_D3D10:
2098 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2100 case RENDERPATH_D3D11:
2101 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2103 case RENDERPATH_SOFT:
2104 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2110 void GL_SetMirrorState(qboolean state)
2112 if (v_flipped_state != state)
2114 v_flipped_state = state;
2115 if (gl_state.cullface == GL_BACK)
2116 gl_state.cullface = GL_FRONT;
2117 else if (gl_state.cullface == GL_FRONT)
2118 gl_state.cullface = GL_BACK;
2121 switch(vid.renderpath)
2123 case RENDERPATH_GL11:
2124 case RENDERPATH_GL13:
2125 case RENDERPATH_GL20:
2126 case RENDERPATH_GLES1:
2127 case RENDERPATH_GLES2:
2128 qglCullFace(gl_state.cullface);CHECKGLERROR
2130 case RENDERPATH_D3D9:
2132 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2135 case RENDERPATH_D3D10:
2136 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2138 case RENDERPATH_D3D11:
2139 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2141 case RENDERPATH_SOFT:
2142 DPSOFTRAST_CullFace(gl_state.cullface);
2148 void GL_CullFace(int state)
2152 if(state == GL_FRONT)
2154 else if(state == GL_BACK)
2158 switch(vid.renderpath)
2160 case RENDERPATH_GL11:
2161 case RENDERPATH_GL13:
2162 case RENDERPATH_GL20:
2163 case RENDERPATH_GLES1:
2164 case RENDERPATH_GLES2:
2167 if (state != GL_NONE)
2169 if (!gl_state.cullfaceenable)
2171 gl_state.cullfaceenable = true;
2172 qglEnable(GL_CULL_FACE);CHECKGLERROR
2174 if (gl_state.cullface != state)
2176 gl_state.cullface = state;
2177 qglCullFace(gl_state.cullface);CHECKGLERROR
2182 if (gl_state.cullfaceenable)
2184 gl_state.cullfaceenable = false;
2185 qglDisable(GL_CULL_FACE);CHECKGLERROR
2189 case RENDERPATH_D3D9:
2191 if (gl_state.cullface != state)
2193 gl_state.cullface = state;
2194 switch(gl_state.cullface)
2197 gl_state.cullfaceenable = false;
2198 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2201 gl_state.cullfaceenable = true;
2202 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2205 gl_state.cullfaceenable = true;
2206 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2212 case RENDERPATH_D3D10:
2213 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2215 case RENDERPATH_D3D11:
2216 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2218 case RENDERPATH_SOFT:
2219 if (gl_state.cullface != state)
2221 gl_state.cullface = state;
2222 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2223 DPSOFTRAST_CullFace(gl_state.cullface);
2229 void GL_AlphaTest(int state)
2231 if (gl_state.alphatest != state)
2233 gl_state.alphatest = state;
2234 switch(vid.renderpath)
2236 case RENDERPATH_GL11:
2237 case RENDERPATH_GL13:
2238 case RENDERPATH_GLES1:
2239 #ifdef GL_ALPHA_TEST
2240 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2242 if (gl_state.alphatest)
2244 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2248 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2252 case RENDERPATH_D3D9:
2253 case RENDERPATH_D3D10:
2254 case RENDERPATH_D3D11:
2255 case RENDERPATH_SOFT:
2256 case RENDERPATH_GL20:
2257 case RENDERPATH_GLES2:
2263 void GL_AlphaToCoverage(qboolean state)
2265 if (gl_state.alphatocoverage != state)
2267 gl_state.alphatocoverage = state;
2268 switch(vid.renderpath)
2270 case RENDERPATH_GL11:
2271 case RENDERPATH_GL13:
2272 case RENDERPATH_GLES1:
2273 case RENDERPATH_GLES2:
2274 case RENDERPATH_D3D9:
2275 case RENDERPATH_D3D10:
2276 case RENDERPATH_D3D11:
2277 case RENDERPATH_SOFT:
2279 case RENDERPATH_GL20:
2280 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2281 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2283 if (gl_state.alphatocoverage)
2285 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2286 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2290 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2291 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2299 void GL_ColorMask(int r, int g, int b, int a)
2301 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2302 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2303 if (gl_state.colormask != state)
2305 gl_state.colormask = state;
2306 switch(vid.renderpath)
2308 case RENDERPATH_GL11:
2309 case RENDERPATH_GL13:
2310 case RENDERPATH_GL20:
2311 case RENDERPATH_GLES1:
2312 case RENDERPATH_GLES2:
2314 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2316 case RENDERPATH_D3D9:
2318 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2321 case RENDERPATH_D3D10:
2322 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2324 case RENDERPATH_D3D11:
2325 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2327 case RENDERPATH_SOFT:
2328 DPSOFTRAST_ColorMask(r, g, b, a);
2334 void GL_Color(float cr, float cg, float cb, float ca)
2336 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)
2338 gl_state.color4f[0] = cr;
2339 gl_state.color4f[1] = cg;
2340 gl_state.color4f[2] = cb;
2341 gl_state.color4f[3] = ca;
2342 switch(vid.renderpath)
2344 case RENDERPATH_GL11:
2345 case RENDERPATH_GL13:
2346 case RENDERPATH_GLES1:
2348 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2351 case RENDERPATH_D3D9:
2352 case RENDERPATH_D3D10:
2353 case RENDERPATH_D3D11:
2354 // no equivalent in D3D
2356 case RENDERPATH_SOFT:
2357 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2359 case RENDERPATH_GL20:
2360 case RENDERPATH_GLES2:
2361 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2367 void GL_Scissor (int x, int y, int width, int height)
2369 switch(vid.renderpath)
2371 case RENDERPATH_GL11:
2372 case RENDERPATH_GL13:
2373 case RENDERPATH_GL20:
2374 case RENDERPATH_GLES1:
2375 case RENDERPATH_GLES2:
2377 qglScissor(x, y,width,height);
2380 case RENDERPATH_D3D9:
2386 d3drect.right = x + width;
2387 d3drect.bottom = y + height;
2388 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2392 case RENDERPATH_D3D10:
2393 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2395 case RENDERPATH_D3D11:
2396 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2398 case RENDERPATH_SOFT:
2399 DPSOFTRAST_Scissor(x, y, width, height);
2404 void GL_ScissorTest(int state)
2406 if (gl_state.scissortest != state)
2408 gl_state.scissortest = state;
2409 switch(vid.renderpath)
2411 case RENDERPATH_GL11:
2412 case RENDERPATH_GL13:
2413 case RENDERPATH_GL20:
2414 case RENDERPATH_GLES1:
2415 case RENDERPATH_GLES2:
2417 if(gl_state.scissortest)
2418 qglEnable(GL_SCISSOR_TEST);
2420 qglDisable(GL_SCISSOR_TEST);
2423 case RENDERPATH_D3D9:
2425 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2428 case RENDERPATH_D3D10:
2429 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2431 case RENDERPATH_D3D11:
2432 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2434 case RENDERPATH_SOFT:
2435 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2441 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2443 static const float blackcolor[4] = {0, 0, 0, 0};
2444 // prevent warnings when trying to clear a buffer that does not exist
2446 colorvalue = blackcolor;
2449 mask &= ~GL_STENCIL_BUFFER_BIT;
2452 switch(vid.renderpath)
2454 case RENDERPATH_GL11:
2455 case RENDERPATH_GL13:
2456 case RENDERPATH_GL20:
2457 case RENDERPATH_GLES1:
2458 case RENDERPATH_GLES2:
2460 if (mask & GL_COLOR_BUFFER_BIT)
2462 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2464 if (mask & GL_DEPTH_BUFFER_BIT)
2467 qglClearDepthf(depthvalue);CHECKGLERROR
2469 qglClearDepth(depthvalue);CHECKGLERROR
2472 if (mask & GL_STENCIL_BUFFER_BIT)
2474 qglClearStencil(stencilvalue);CHECKGLERROR
2476 qglClear(mask);CHECKGLERROR
2478 case RENDERPATH_D3D9:
2480 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);
2483 case RENDERPATH_D3D10:
2484 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2486 case RENDERPATH_D3D11:
2487 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2489 case RENDERPATH_SOFT:
2490 if (mask & GL_COLOR_BUFFER_BIT)
2491 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2492 if (mask & GL_DEPTH_BUFFER_BIT)
2493 DPSOFTRAST_ClearDepth(depthvalue);
2498 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2500 switch(vid.renderpath)
2502 case RENDERPATH_GL11:
2503 case RENDERPATH_GL13:
2504 case RENDERPATH_GL20:
2505 case RENDERPATH_GLES1:
2506 case RENDERPATH_GLES2:
2508 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2510 case RENDERPATH_D3D9:
2513 // LordHavoc: we can't directly download the backbuffer because it may be
2514 // multisampled, and it may not be lockable, so we blit it to a lockable
2515 // surface of the same dimensions (but without multisample) to resolve the
2516 // multisample buffer to a normal image, and then lock that...
2517 IDirect3DSurface9 *stretchsurface = NULL;
2518 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2520 D3DLOCKED_RECT lockedrect;
2521 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2523 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2526 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2527 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2528 memcpy(outpixels + line * width * 4, row, width * 4);
2529 IDirect3DSurface9_UnlockRect(stretchsurface);
2532 IDirect3DSurface9_Release(stretchsurface);
2535 //IDirect3DSurface9 *syssurface = NULL;
2536 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2537 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2538 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2539 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2540 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2541 //IDirect3DSurface9_UnlockRect(syssurface);
2542 //IDirect3DSurface9_Release(syssurface);
2546 case RENDERPATH_D3D10:
2547 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2549 case RENDERPATH_D3D11:
2550 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2552 case RENDERPATH_SOFT:
2553 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2558 // called at beginning of frame
2559 void R_Mesh_Start(void)
2562 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2564 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2566 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2567 Cvar_SetValueQuick(&gl_paranoid, 1);
2571 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2575 char compilelog[MAX_INPUTLINE];
2576 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2579 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2580 qglCompileShader(shaderobject);CHECKGLERROR
2581 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2582 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2583 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
2585 int i, j, pretextlines = 0;
2586 for (i = 0;i < numstrings - 1;i++)
2587 for (j = 0;strings[i][j];j++)
2588 if (strings[i][j] == '\n')
2590 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2592 if (!shadercompiled)
2594 qglDeleteShader(shaderobject);CHECKGLERROR
2597 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2598 qglDeleteShader(shaderobject);CHECKGLERROR
2602 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)
2604 GLint programlinked;
2605 GLuint programobject = 0;
2606 char linklog[MAX_INPUTLINE];
2609 programobject = qglCreateProgram();CHECKGLERROR
2613 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2614 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2615 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2616 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2617 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2618 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2619 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2620 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2621 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
2622 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
2624 if(vid.support.gl20shaders130)
2625 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2628 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2631 #ifdef GL_GEOMETRY_SHADER
2632 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2636 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2639 qglLinkProgram(programobject);CHECKGLERROR
2640 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2641 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2644 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2645 Con_DPrintf("program link log:\n%s\n", linklog);
2646 // software vertex shader is ok but software fragment shader is WAY
2647 // too slow, fail program if so.
2648 // NOTE: this string might be ATI specific, but that's ok because the
2649 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2650 // software fragment shader due to low instruction and dependent
2652 if (strstr(linklog, "fragment shader will run in software"))
2653 programlinked = false;
2657 return programobject;
2659 qglDeleteProgram(programobject);CHECKGLERROR
2663 void GL_Backend_FreeProgram(unsigned int prog)
2666 qglDeleteProgram(prog);
2670 // renders triangles using vertices from the active arrays
2671 int paranoidblah = 0;
2672 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)
2674 unsigned int numelements = numtriangles * 3;
2676 size_t bufferoffset3i;
2678 size_t bufferoffset3s;
2679 if (numvertices < 3 || numtriangles < 1)
2681 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2682 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);
2685 if (!gl_mesh_prefer_short_elements.integer)
2689 if (element3i_indexbuffer)
2690 element3i_indexbuffer = NULL;
2692 // adjust the pointers for firsttriangle
2694 element3i += firsttriangle * 3;
2695 if (element3i_indexbuffer)
2696 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2698 element3s += firsttriangle * 3;
2699 if (element3s_indexbuffer)
2700 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2701 switch(vid.renderpath)
2703 case RENDERPATH_GL11:
2704 case RENDERPATH_GL13:
2705 case RENDERPATH_GL20:
2706 case RENDERPATH_GLES1:
2707 case RENDERPATH_GLES2:
2708 // check if the user specified to ignore static index buffers
2709 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2711 element3i_indexbuffer = NULL;
2712 element3s_indexbuffer = NULL;
2715 case RENDERPATH_D3D9:
2716 case RENDERPATH_D3D10:
2717 case RENDERPATH_D3D11:
2719 case RENDERPATH_SOFT:
2722 // upload a dynamic index buffer if needed
2725 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2727 if (gl_state.draw_dynamicindexbuffer)
2728 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2730 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2731 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2732 element3s_bufferoffset = 0;
2737 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2739 if (gl_state.draw_dynamicindexbuffer)
2740 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2742 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2743 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2744 element3i_bufferoffset = 0;
2747 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2748 bufferoffset3i = element3i_bufferoffset;
2749 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2750 bufferoffset3s = element3s_bufferoffset;
2751 r_refdef.stats.draws++;
2752 r_refdef.stats.draws_vertices += numvertices;
2753 r_refdef.stats.draws_elements += numelements;
2754 if (gl_paranoid.integer)
2757 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2759 unsigned int j, size;
2761 // note: there's no validation done here on buffer objects because it
2762 // is somewhat difficult to get at the data, and gl_paranoid can be
2763 // used without buffer objects if the need arises
2764 // (the data could be gotten using glMapBuffer but it would be very
2765 // slow due to uncachable video memory reads)
2766 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2767 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2769 if (gl_state.pointer_vertex_pointer)
2770 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2772 if (gl_state.pointer_color_enabled)
2774 if (!qglIsEnabled(GL_COLOR_ARRAY))
2775 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2777 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2778 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2781 for (i = 0;i < vid.texarrayunits;i++)
2783 if (gl_state.units[i].arrayenabled)
2785 GL_ClientActiveTexture(i);
2786 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2787 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2789 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2790 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++)
2797 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2799 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2801 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2808 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2810 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2812 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2818 if (r_render.integer || r_refdef.draw2dstage)
2820 switch(vid.renderpath)
2822 case RENDERPATH_GL11:
2823 case RENDERPATH_GL13:
2824 case RENDERPATH_GL20:
2826 if (gl_mesh_testmanualfeeding.integer)
2829 unsigned int i, j, element;
2831 qglBegin(GL_TRIANGLES);
2832 if(vid.renderpath == RENDERPATH_GL20)
2834 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2837 element = element3i[i];
2839 element = element3s[i];
2841 element = firstvertex + i;
2842 for (j = 0;j < vid.texarrayunits;j++)
2844 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2846 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2848 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2849 if (gl_state.units[j].pointer_texcoord_components == 4)
2850 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2851 else if (gl_state.units[j].pointer_texcoord_components == 3)
2852 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2853 else if (gl_state.units[j].pointer_texcoord_components == 2)
2854 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2856 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2858 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2860 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2861 if (gl_state.units[j].pointer_texcoord_components == 4)
2862 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2863 else if (gl_state.units[j].pointer_texcoord_components == 3)
2864 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2865 else if (gl_state.units[j].pointer_texcoord_components == 2)
2866 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2867 else if (gl_state.units[j].pointer_texcoord_components == 1)
2868 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2870 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2872 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2873 if (gl_state.units[j].pointer_texcoord_components == 4)
2874 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2875 else if (gl_state.units[j].pointer_texcoord_components == 3)
2876 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2877 else if (gl_state.units[j].pointer_texcoord_components == 2)
2878 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2879 else if (gl_state.units[j].pointer_texcoord_components == 1)
2880 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2884 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2886 if (gl_state.pointer_color_gltype == GL_FLOAT)
2888 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2889 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2891 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2893 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2894 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2897 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2899 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2900 if (gl_state.pointer_vertex_components == 4)
2901 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2902 else if (gl_state.pointer_vertex_components == 3)
2903 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2905 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2911 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2914 element = element3i[i];
2916 element = element3s[i];
2918 element = firstvertex + i;
2919 for (j = 0;j < vid.texarrayunits;j++)
2921 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2923 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2925 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2926 if (vid.texarrayunits > 1)
2928 if (gl_state.units[j].pointer_texcoord_components == 4)
2929 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
2930 else if (gl_state.units[j].pointer_texcoord_components == 3)
2931 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
2932 else if (gl_state.units[j].pointer_texcoord_components == 2)
2933 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
2935 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
2939 if (gl_state.units[j].pointer_texcoord_components == 4)
2940 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2941 else if (gl_state.units[j].pointer_texcoord_components == 3)
2942 qglTexCoord3f(p[0], p[1], p[2]);
2943 else if (gl_state.units[j].pointer_texcoord_components == 2)
2944 qglTexCoord2f(p[0], p[1]);
2946 qglTexCoord1f(p[0]);
2949 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2951 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2952 if (vid.texarrayunits > 1)
2954 if (gl_state.units[j].pointer_texcoord_components == 4)
2955 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
2956 else if (gl_state.units[j].pointer_texcoord_components == 3)
2957 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
2958 else if (gl_state.units[j].pointer_texcoord_components == 2)
2959 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
2960 else if (gl_state.units[j].pointer_texcoord_components == 1)
2961 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
2965 if (gl_state.units[j].pointer_texcoord_components == 4)
2966 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2967 else if (gl_state.units[j].pointer_texcoord_components == 3)
2968 qglTexCoord3f(s[0], s[1], s[2]);
2969 else if (gl_state.units[j].pointer_texcoord_components == 2)
2970 qglTexCoord2f(s[0], s[1]);
2971 else if (gl_state.units[j].pointer_texcoord_components == 1)
2972 qglTexCoord1f(s[0]);
2975 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2977 const GLbyte *sb = (const GLbyte *)((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, sb[0], sb[1], sb[2], sb[3]);
2982 else if (gl_state.units[j].pointer_texcoord_components == 3)
2983 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
2984 else if (gl_state.units[j].pointer_texcoord_components == 2)
2985 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
2986 else if (gl_state.units[j].pointer_texcoord_components == 1)
2987 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
2991 if (gl_state.units[j].pointer_texcoord_components == 4)
2992 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2993 else if (gl_state.units[j].pointer_texcoord_components == 3)
2994 qglTexCoord3f(sb[0], sb[1], sb[2]);
2995 else if (gl_state.units[j].pointer_texcoord_components == 2)
2996 qglTexCoord2f(sb[0], sb[1]);
2997 else if (gl_state.units[j].pointer_texcoord_components == 1)
2998 qglTexCoord1f(sb[0]);
3003 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3005 if (gl_state.pointer_color_gltype == GL_FLOAT)
3007 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3008 qglColor4f(p[0], p[1], p[2], p[3]);
3010 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3012 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3013 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3016 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3018 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3019 if (gl_state.pointer_vertex_components == 4)
3020 qglVertex4f(p[0], p[1], p[2], p[3]);
3021 else if (gl_state.pointer_vertex_components == 3)
3022 qglVertex3f(p[0], p[1], p[2]);
3024 qglVertex2f(p[0], p[1]);
3032 else if (bufferobject3s)
3034 GL_BindEBO(bufferobject3s);
3036 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3038 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3044 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3048 else if (bufferobject3i)
3050 GL_BindEBO(bufferobject3i);
3052 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3054 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3060 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3068 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3070 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3076 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3084 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3086 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3092 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3098 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3102 case RENDERPATH_D3D9:
3104 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3106 if (element3s_indexbuffer)
3108 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3109 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3111 else if (element3i_indexbuffer)
3113 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3114 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3117 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3122 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3124 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3126 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3130 case RENDERPATH_D3D10:
3131 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3133 case RENDERPATH_D3D11:
3134 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3136 case RENDERPATH_SOFT:
3137 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3139 case RENDERPATH_GLES1:
3140 case RENDERPATH_GLES2:
3141 // GLES does not have glDrawRangeElements, and generally
3142 // underperforms with index buffers, so this code path is
3143 // relatively straightforward...
3145 if (gl_paranoid.integer)
3147 int r, prog, enabled, i;
3148 GLsizei attriblength;
3151 GLchar attribname[1024];
3152 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3153 if (r != GL_FRAMEBUFFER_COMPLETE)
3154 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3155 #ifndef GL_CURRENT_PROGRAM
3156 #define GL_CURRENT_PROGRAM 0x8B8D
3158 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3159 if (r < 0 || r > 10000)
3160 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3162 for (i = 0;i < 8;i++)
3164 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3167 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3168 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);
3174 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3179 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3184 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3192 // restores backend state, used when done with 3D rendering
3193 void R_Mesh_Finish(void)
3195 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3198 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
3200 r_meshbuffer_t *buffer;
3201 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
3203 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3204 memset(buffer, 0, sizeof(*buffer));
3205 buffer->bufferobject = 0;
3206 buffer->devicebuffer = NULL;
3208 buffer->isindexbuffer = isindexbuffer;
3209 buffer->isdynamic = isdynamic;
3210 buffer->isindex16 = isindex16;
3211 strlcpy(buffer->name, name, sizeof(buffer->name));
3212 R_Mesh_UpdateMeshBuffer(buffer, data, size);
3216 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
3220 if (buffer->isindexbuffer)
3222 r_refdef.stats.indexbufferuploadcount++;
3223 r_refdef.stats.indexbufferuploadsize += size;
3227 r_refdef.stats.vertexbufferuploadcount++;
3228 r_refdef.stats.vertexbufferuploadsize += size;
3230 switch(vid.renderpath)
3232 case RENDERPATH_GL11:
3233 case RENDERPATH_GL13:
3234 case RENDERPATH_GL20:
3235 case RENDERPATH_GLES1:
3236 case RENDERPATH_GLES2:
3237 if (!buffer->bufferobject)
3238 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3239 if (buffer->isindexbuffer)
3240 GL_BindEBO(buffer->bufferobject);
3242 GL_BindVBO(buffer->bufferobject);
3243 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3245 case RENDERPATH_D3D9:
3249 void *datapointer = NULL;
3250 if (buffer->isindexbuffer)
3252 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3253 if (size > buffer->size || !buffer->devicebuffer)
3255 if (buffer->devicebuffer)
3256 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3257 buffer->devicebuffer = NULL;
3258 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)))
3259 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);
3260 buffer->devicebuffer = (void *)d3d9indexbuffer;
3261 buffer->size = size;
3263 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3266 memcpy(datapointer, data, size);
3268 memset(datapointer, 0, size);
3269 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3274 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3275 if (size > buffer->size || !buffer->devicebuffer)
3277 if (buffer->devicebuffer)
3278 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3279 buffer->devicebuffer = NULL;
3280 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3281 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);
3282 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3283 buffer->size = size;
3285 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3288 memcpy(datapointer, data, size);
3290 memset(datapointer, 0, size);
3291 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3297 case RENDERPATH_D3D10:
3298 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3300 case RENDERPATH_D3D11:
3301 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3303 case RENDERPATH_SOFT:
3308 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3312 switch(vid.renderpath)
3314 case RENDERPATH_GL11:
3315 case RENDERPATH_GL13:
3316 case RENDERPATH_GL20:
3317 case RENDERPATH_GLES1:
3318 case RENDERPATH_GLES2:
3319 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3321 case RENDERPATH_D3D9:
3323 if (gl_state.d3dvertexbuffer == (void *)buffer)
3324 gl_state.d3dvertexbuffer = NULL;
3325 if (buffer->devicebuffer)
3327 if (buffer->isindexbuffer)
3328 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3330 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3331 buffer->devicebuffer = NULL;
3335 case RENDERPATH_D3D10:
3336 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3338 case RENDERPATH_D3D11:
3339 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3341 case RENDERPATH_SOFT:
3344 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3347 void GL_Mesh_ListVBOs(qboolean printeach)
3350 size_t ebocount = 0, ebomemory = 0;
3351 size_t vbocount = 0, vbomemory = 0;
3352 r_meshbuffer_t *buffer;
3353 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3354 for (i = 0;i < endindex;i++)
3356 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3359 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)");}
3360 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)");}
3362 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);
3367 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3369 switch(vid.renderpath)
3371 case RENDERPATH_GL11:
3372 case RENDERPATH_GL13:
3373 case RENDERPATH_GLES1:
3374 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)
3376 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3377 gl_state.pointer_vertex_components = components;
3378 gl_state.pointer_vertex_gltype = gltype;
3379 gl_state.pointer_vertex_stride = stride;
3380 gl_state.pointer_vertex_pointer = pointer;
3381 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3382 gl_state.pointer_vertex_offset = bufferoffset;
3384 GL_BindVBO(bufferobject);
3385 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3388 case RENDERPATH_GL20:
3389 case RENDERPATH_GLES2:
3390 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)
3392 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3393 gl_state.pointer_vertex_components = components;
3394 gl_state.pointer_vertex_gltype = gltype;
3395 gl_state.pointer_vertex_stride = stride;
3396 gl_state.pointer_vertex_pointer = pointer;
3397 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3398 gl_state.pointer_vertex_offset = bufferoffset;
3400 GL_BindVBO(bufferobject);
3401 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3404 case RENDERPATH_D3D9:
3405 case RENDERPATH_D3D10:
3406 case RENDERPATH_D3D11:
3407 case RENDERPATH_SOFT:
3412 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3414 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3415 // the pointer only.
3416 switch(vid.renderpath)
3418 case RENDERPATH_GL11:
3419 case RENDERPATH_GL13:
3420 case RENDERPATH_GLES1:
3425 // caller wants color array enabled
3426 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3427 if (!gl_state.pointer_color_enabled)
3429 gl_state.pointer_color_enabled = true;
3431 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3433 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)
3435 gl_state.pointer_color_components = components;
3436 gl_state.pointer_color_gltype = gltype;
3437 gl_state.pointer_color_stride = stride;
3438 gl_state.pointer_color_pointer = pointer;
3439 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3440 gl_state.pointer_color_offset = bufferoffset;
3442 GL_BindVBO(bufferobject);
3443 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3448 // caller wants color array disabled
3449 if (gl_state.pointer_color_enabled)
3451 gl_state.pointer_color_enabled = false;
3453 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3454 // when color array is on the glColor gets trashed, set it again
3455 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3460 case RENDERPATH_GL20:
3461 case RENDERPATH_GLES2:
3465 // caller wants color array enabled
3466 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3467 if (!gl_state.pointer_color_enabled)
3469 gl_state.pointer_color_enabled = true;
3471 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3473 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)
3475 gl_state.pointer_color_components = components;
3476 gl_state.pointer_color_gltype = gltype;
3477 gl_state.pointer_color_stride = stride;
3478 gl_state.pointer_color_pointer = pointer;
3479 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3480 gl_state.pointer_color_offset = bufferoffset;
3482 GL_BindVBO(bufferobject);
3483 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3488 // caller wants color array disabled
3489 if (gl_state.pointer_color_enabled)
3491 gl_state.pointer_color_enabled = false;
3493 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3494 // when color array is on the glColor gets trashed, set it again
3495 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3499 case RENDERPATH_D3D9:
3500 case RENDERPATH_D3D10:
3501 case RENDERPATH_D3D11:
3502 case RENDERPATH_SOFT:
3507 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)
3509 gltextureunit_t *unit = gl_state.units + unitnum;
3510 // update array settings
3511 // note: there is no need to check bufferobject here because all cases
3512 // that involve a valid bufferobject also supply a texcoord array
3513 switch(vid.renderpath)
3515 case RENDERPATH_GL11:
3516 case RENDERPATH_GL13:
3517 case RENDERPATH_GLES1:
3522 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3523 // texture array unit is enabled, enable the array
3524 if (!unit->arrayenabled)
3526 unit->arrayenabled = true;
3527 GL_ClientActiveTexture(unitnum);
3528 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3531 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)
3533 unit->pointer_texcoord_components = components;
3534 unit->pointer_texcoord_gltype = gltype;
3535 unit->pointer_texcoord_stride = stride;
3536 unit->pointer_texcoord_pointer = pointer;
3537 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3538 unit->pointer_texcoord_offset = bufferoffset;
3539 GL_ClientActiveTexture(unitnum);
3540 GL_BindVBO(bufferobject);
3541 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3546 // texture array unit is disabled, disable the array
3547 if (unit->arrayenabled)
3549 unit->arrayenabled = false;
3550 GL_ClientActiveTexture(unitnum);
3551 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3556 case RENDERPATH_GL20:
3557 case RENDERPATH_GLES2:
3561 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3562 // texture array unit is enabled, enable the array
3563 if (!unit->arrayenabled)
3565 unit->arrayenabled = true;
3566 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3569 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)
3571 unit->pointer_texcoord_components = components;
3572 unit->pointer_texcoord_gltype = gltype;
3573 unit->pointer_texcoord_stride = stride;
3574 unit->pointer_texcoord_pointer = pointer;
3575 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3576 unit->pointer_texcoord_offset = bufferoffset;
3577 GL_BindVBO(bufferobject);
3578 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3583 // texture array unit is disabled, disable the array
3584 if (unit->arrayenabled)
3586 unit->arrayenabled = false;
3587 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3591 case RENDERPATH_D3D9:
3592 case RENDERPATH_D3D10:
3593 case RENDERPATH_D3D11:
3594 case RENDERPATH_SOFT:
3599 int R_Mesh_TexBound(unsigned int unitnum, int id)
3601 gltextureunit_t *unit = gl_state.units + unitnum;
3602 if (unitnum >= vid.teximageunits)
3604 if (id == GL_TEXTURE_2D)
3606 if (id == GL_TEXTURE_3D)
3608 if (id == GL_TEXTURE_CUBE_MAP)
3609 return unit->tcubemap;
3613 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3615 switch(vid.renderpath)
3617 case RENDERPATH_GL11:
3618 case RENDERPATH_GL13:
3619 case RENDERPATH_GL20:
3620 case RENDERPATH_GLES1:
3621 case RENDERPATH_GLES2:
3622 R_Mesh_TexBind(0, tex);
3623 GL_ActiveTexture(0);CHECKGLERROR
3624 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3626 case RENDERPATH_D3D9:
3629 IDirect3DSurface9 *currentsurface = NULL;
3630 IDirect3DSurface9 *texturesurface = NULL;
3633 sourcerect.left = sx;
3634 sourcerect.top = sy;
3635 sourcerect.right = sx + width;
3636 sourcerect.bottom = sy + height;
3639 destrect.right = tx + width;
3640 destrect.bottom = ty + height;
3641 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3643 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3645 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3646 IDirect3DSurface9_Release(currentsurface);
3648 IDirect3DSurface9_Release(texturesurface);
3653 case RENDERPATH_D3D10:
3654 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3656 case RENDERPATH_D3D11:
3657 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3659 case RENDERPATH_SOFT:
3660 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3666 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};
3669 void R_Mesh_ClearBindingsForTexture(int texnum)
3671 gltextureunit_t *unit;
3672 unsigned int unitnum;
3673 // 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)
3674 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3676 unit = gl_state.units + unitnum;
3677 if (unit->t2d == texnum)
3679 if (unit->t3d == texnum)
3681 if (unit->tcubemap == texnum)
3682 unit->tcubemap = -1;
3686 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3688 gltextureunit_t *unit = gl_state.units + unitnum;
3689 int tex2d, tex3d, texcubemap, texnum;
3690 if (unitnum >= vid.teximageunits)
3692 // if (unit->texture == tex)
3694 switch(vid.renderpath)
3696 case RENDERPATH_GL20:
3697 case RENDERPATH_GLES2:
3700 tex = r_texture_white;
3701 // not initialized enough yet...
3705 unit->texture = tex;
3706 texnum = R_GetTexture(tex);
3707 switch(tex->gltexturetypeenum)
3709 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3710 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3711 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3714 case RENDERPATH_GL11:
3715 case RENDERPATH_GL13:
3716 case RENDERPATH_GLES1:
3717 unit->texture = tex;
3723 texnum = R_GetTexture(tex);
3724 switch(tex->gltexturetypeenum)
3732 case GL_TEXTURE_CUBE_MAP:
3733 texcubemap = texnum;
3737 // update 2d texture binding
3738 if (unit->t2d != tex2d)
3740 GL_ActiveTexture(unitnum);
3745 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3752 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3756 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3758 // update 3d texture binding
3759 if (unit->t3d != tex3d)
3761 GL_ActiveTexture(unitnum);
3766 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3773 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3777 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3779 // update cubemap texture binding
3780 if (unit->tcubemap != texcubemap)
3782 GL_ActiveTexture(unitnum);
3785 if (unit->tcubemap == 0)
3787 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3794 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3797 unit->tcubemap = texcubemap;
3798 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3801 case RENDERPATH_D3D9:
3804 extern cvar_t gl_texture_anisotropy;
3807 tex = r_texture_white;
3808 // not initialized enough yet...
3812 // upload texture if needed
3814 if (unit->texture == tex)
3816 unit->texture = tex;
3817 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3818 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3819 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3820 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3821 if (tex->d3daddressw)
3822 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3823 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3824 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3825 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3826 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3827 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3828 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3832 case RENDERPATH_D3D10:
3833 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3835 case RENDERPATH_D3D11:
3836 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3838 case RENDERPATH_SOFT:
3841 tex = r_texture_white;
3842 // not initialized enough yet...
3846 texnum = R_GetTexture(tex);
3847 if (unit->texture == tex)
3849 unit->texture = tex;
3850 DPSOFTRAST_SetTexture(unitnum, texnum);
3855 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3857 gltextureunit_t *unit = gl_state.units + unitnum;
3858 switch(vid.renderpath)
3860 case RENDERPATH_GL11:
3861 case RENDERPATH_GL13:
3862 case RENDERPATH_GL20:
3863 case RENDERPATH_GLES1:
3864 case RENDERPATH_GLES2:
3866 if (matrix && matrix->m[3][3])
3868 // texmatrix specified, check if it is different
3869 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3872 unit->texmatrixenabled = true;
3873 unit->matrix = *matrix;
3875 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3876 GL_ActiveTexture(unitnum);
3877 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3878 qglLoadMatrixf(glmatrix);CHECKGLERROR
3879 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3884 // no texmatrix specified, revert to identity
3885 if (unit->texmatrixenabled)
3887 unit->texmatrixenabled = false;
3888 unit->matrix = identitymatrix;
3890 GL_ActiveTexture(unitnum);
3891 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3892 qglLoadIdentity();CHECKGLERROR
3893 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3898 case RENDERPATH_D3D9:
3899 case RENDERPATH_D3D10:
3900 case RENDERPATH_D3D11:
3902 case RENDERPATH_SOFT:
3907 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3909 gltextureunit_t *unit = gl_state.units + unitnum;
3911 switch(vid.renderpath)
3913 case RENDERPATH_GL20:
3914 case RENDERPATH_GLES2:
3917 case RENDERPATH_GL13:
3918 case RENDERPATH_GLES1:
3919 #ifdef GL_TEXTURE_ENV
3920 // GL_ARB_texture_env_combine
3922 combinergb = GL_MODULATE;
3924 combinealpha = GL_MODULATE;
3929 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3931 if (combinergb == GL_DECAL)
3932 combinergb = GL_INTERPOLATE;
3933 if (unit->combine != GL_COMBINE)
3935 unit->combine = GL_COMBINE;
3936 GL_ActiveTexture(unitnum);
3937 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
3938 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
3940 if (unit->combinergb != combinergb)
3942 unit->combinergb = combinergb;
3943 GL_ActiveTexture(unitnum);
3944 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
3946 if (unit->combinealpha != combinealpha)
3948 unit->combinealpha = combinealpha;
3949 GL_ActiveTexture(unitnum);
3950 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
3952 if (unit->rgbscale != rgbscale)
3954 unit->rgbscale = rgbscale;
3955 GL_ActiveTexture(unitnum);
3956 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
3958 if (unit->alphascale != alphascale)
3960 unit->alphascale = alphascale;
3961 GL_ActiveTexture(unitnum);
3962 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3967 if (unit->combine != combinergb)
3969 unit->combine = combinergb;
3970 GL_ActiveTexture(unitnum);
3971 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3976 case RENDERPATH_GL11:
3978 #ifdef GL_TEXTURE_ENV
3980 combinergb = GL_MODULATE;
3981 if (unit->combine != combinergb)
3983 unit->combine = combinergb;
3984 GL_ActiveTexture(unitnum);
3985 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3989 case RENDERPATH_D3D9:
3990 case RENDERPATH_D3D10:
3991 case RENDERPATH_D3D11:
3993 case RENDERPATH_SOFT:
3998 void R_Mesh_ResetTextureState(void)
4000 unsigned int unitnum;
4004 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4005 R_Mesh_TexBind(unitnum, NULL);
4006 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4007 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4008 switch(vid.renderpath)
4010 case RENDERPATH_GL20:
4011 case RENDERPATH_GLES2:
4012 case RENDERPATH_D3D9:
4013 case RENDERPATH_D3D10:
4014 case RENDERPATH_D3D11:
4015 case RENDERPATH_SOFT:
4017 case RENDERPATH_GL11:
4018 case RENDERPATH_GL13:
4019 case RENDERPATH_GLES1:
4020 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4022 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4023 R_Mesh_TexMatrix(unitnum, NULL);
4032 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4033 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4034 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4036 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4038 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4042 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4044 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4045 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4046 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4050 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4052 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4053 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4054 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4055 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4056 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4057 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4058 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4062 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4063 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4064 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4067 static void R_Mesh_InitVertexDeclarations(void)
4070 r_vertex3f_d3d9decl = NULL;
4071 r_vertexgeneric_d3d9decl = NULL;
4072 r_vertexmesh_d3d9decl = NULL;
4073 switch(vid.renderpath)
4075 case RENDERPATH_GL20:
4076 case RENDERPATH_GL13:
4077 case RENDERPATH_GL11:
4078 case RENDERPATH_GLES1:
4079 case RENDERPATH_GLES2:
4081 case RENDERPATH_D3D9:
4082 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4083 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4084 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4086 case RENDERPATH_D3D10:
4087 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4089 case RENDERPATH_D3D11:
4090 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4092 case RENDERPATH_SOFT:
4098 static void R_Mesh_DestroyVertexDeclarations(void)
4101 if (r_vertex3f_d3d9decl)
4102 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4103 r_vertex3f_d3d9decl = NULL;
4104 if (r_vertexgeneric_d3d9decl)
4105 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4106 r_vertexgeneric_d3d9decl = NULL;
4107 if (r_vertexmesh_d3d9decl)
4108 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4109 r_vertexmesh_d3d9decl = NULL;
4113 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
4115 // upload temporary vertexbuffer for this rendering
4116 if (!gl_state.usevbo_staticvertex)
4117 vertexbuffer = NULL;
4118 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4120 if (gl_state.preparevertices_dynamicvertexbuffer)
4121 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
4123 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
4124 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4126 switch(vid.renderpath)
4128 case RENDERPATH_GL20:
4129 case RENDERPATH_GLES2:
4132 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4133 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4134 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4135 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4136 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4137 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4138 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4142 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4143 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4144 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4145 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4146 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4147 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4148 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4151 case RENDERPATH_GL13:
4152 case RENDERPATH_GLES1:
4155 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4156 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4157 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4158 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4162 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4163 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4164 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4165 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4168 case RENDERPATH_GL11:
4171 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4172 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4173 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4177 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4178 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4179 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4182 case RENDERPATH_D3D9:
4184 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4186 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
4188 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4189 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4190 gl_state.d3dvertexdata = (void *)vertex3f;
4191 gl_state.d3dvertexsize = sizeof(float[3]);
4194 case RENDERPATH_D3D10:
4195 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4197 case RENDERPATH_D3D11:
4198 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4200 case RENDERPATH_SOFT:
4201 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4202 DPSOFTRAST_SetColorPointer(NULL, 0);
4203 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4204 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4205 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4206 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4207 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4214 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4217 size = sizeof(r_vertexgeneric_t) * numvertices;
4218 if (gl_state.preparevertices_tempdatamaxsize < size)
4220 gl_state.preparevertices_tempdatamaxsize = size;
4221 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4223 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4224 gl_state.preparevertices_numvertices = numvertices;
4225 return gl_state.preparevertices_vertexgeneric;
4228 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4230 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
4231 gl_state.preparevertices_vertexgeneric = NULL;
4232 gl_state.preparevertices_numvertices = 0;
4236 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4239 r_vertexgeneric_t *vertex;
4240 switch(vid.renderpath)
4242 case RENDERPATH_GL20:
4243 case RENDERPATH_GLES2:
4244 if (!vid.useinterleavedarrays)
4246 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4247 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4248 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4249 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4250 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4251 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4252 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4256 case RENDERPATH_GL11:
4257 case RENDERPATH_GL13:
4258 case RENDERPATH_GLES1:
4259 if (!vid.useinterleavedarrays)
4261 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4262 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4263 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4264 if (vid.texunits >= 2)
4265 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4266 if (vid.texunits >= 3)
4267 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4271 case RENDERPATH_D3D9:
4272 case RENDERPATH_D3D10:
4273 case RENDERPATH_D3D11:
4275 case RENDERPATH_SOFT:
4276 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4277 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4278 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4279 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4280 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4281 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4282 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4286 // no quick path for this case, convert to vertex structs
4287 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4288 for (i = 0;i < numvertices;i++)
4289 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4292 for (i = 0;i < numvertices;i++)
4293 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4297 for (i = 0;i < numvertices;i++)
4298 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4301 for (i = 0;i < numvertices;i++)
4302 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4303 R_Mesh_PrepareVertices_Generic_Unlock();
4304 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
4307 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
4309 // upload temporary vertexbuffer for this rendering
4310 if (!gl_state.usevbo_staticvertex)
4311 vertexbuffer = NULL;
4312 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4314 if (gl_state.preparevertices_dynamicvertexbuffer)
4315 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4317 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4318 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4320 switch(vid.renderpath)
4322 case RENDERPATH_GL20:
4323 case RENDERPATH_GLES2:
4326 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4327 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4328 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4329 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4330 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4331 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4332 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4336 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4337 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4338 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4339 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4340 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4341 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4342 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4345 case RENDERPATH_GL13:
4346 case RENDERPATH_GLES1:
4349 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4350 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4351 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4352 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4356 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4357 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4358 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4359 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4362 case RENDERPATH_GL11:
4365 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4366 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4367 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4371 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4372 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4373 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4376 case RENDERPATH_D3D9:
4378 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4380 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4382 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4383 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4384 gl_state.d3dvertexdata = (void *)vertex;
4385 gl_state.d3dvertexsize = sizeof(*vertex);
4388 case RENDERPATH_D3D10:
4389 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4391 case RENDERPATH_D3D11:
4392 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4394 case RENDERPATH_SOFT:
4395 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4396 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4397 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4398 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4399 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4400 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4401 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4408 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4411 size = sizeof(r_vertexmesh_t) * numvertices;
4412 if (gl_state.preparevertices_tempdatamaxsize < size)
4414 gl_state.preparevertices_tempdatamaxsize = size;
4415 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4417 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4418 gl_state.preparevertices_numvertices = numvertices;
4419 return gl_state.preparevertices_vertexmesh;
4422 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4424 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
4425 gl_state.preparevertices_vertexmesh = NULL;
4426 gl_state.preparevertices_numvertices = 0;
4430 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)
4433 r_vertexmesh_t *vertex;
4434 switch(vid.renderpath)
4436 case RENDERPATH_GL20:
4437 case RENDERPATH_GLES2:
4438 if (!vid.useinterleavedarrays)
4440 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4441 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4442 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4443 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4444 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4445 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4446 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4450 case RENDERPATH_GL11:
4451 case RENDERPATH_GL13:
4452 case RENDERPATH_GLES1:
4453 if (!vid.useinterleavedarrays)
4455 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4456 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4457 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4458 if (vid.texunits >= 2)
4459 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4460 if (vid.texunits >= 3)
4461 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4465 case RENDERPATH_D3D9:
4466 case RENDERPATH_D3D10:
4467 case RENDERPATH_D3D11:
4469 case RENDERPATH_SOFT:
4470 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4471 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4472 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4473 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4474 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4475 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4476 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4480 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4481 for (i = 0;i < numvertices;i++)
4482 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4484 for (i = 0;i < numvertices;i++)
4485 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4487 for (i = 0;i < numvertices;i++)
4488 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4490 for (i = 0;i < numvertices;i++)
4491 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4494 for (i = 0;i < numvertices;i++)
4495 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4499 for (i = 0;i < numvertices;i++)
4500 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4502 if (texcoordtexture2f)
4503 for (i = 0;i < numvertices;i++)
4504 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4505 if (texcoordlightmap2f)
4506 for (i = 0;i < numvertices;i++)
4507 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4508 R_Mesh_PrepareVertices_Mesh_Unlock();
4509 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
4512 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
4514 // upload temporary vertexbuffer for this rendering
4515 if (!gl_state.usevbo_staticvertex)
4516 vertexbuffer = NULL;
4517 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4519 if (gl_state.preparevertices_dynamicvertexbuffer)
4520 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4522 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4523 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4525 switch(vid.renderpath)
4527 case RENDERPATH_GL20:
4528 case RENDERPATH_GLES2:
4531 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4532 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4533 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4534 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4535 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4536 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4537 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4541 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4542 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4543 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4544 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4545 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4546 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4547 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4550 case RENDERPATH_GL13:
4551 case RENDERPATH_GLES1:
4554 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4555 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4556 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4557 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4561 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4562 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4563 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4564 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4567 case RENDERPATH_GL11:
4570 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4571 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4572 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4576 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4577 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4578 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4581 case RENDERPATH_D3D9:
4583 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4585 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4587 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4588 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4589 gl_state.d3dvertexdata = (void *)vertex;
4590 gl_state.d3dvertexsize = sizeof(*vertex);
4593 case RENDERPATH_D3D10:
4594 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4596 case RENDERPATH_D3D11:
4597 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4599 case RENDERPATH_SOFT:
4600 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4601 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4602 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4603 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4604 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4605 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4606 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4611 void GL_BlendEquationSubtract(qboolean negated)
4615 switch(vid.renderpath)
4617 case RENDERPATH_GL11:
4618 case RENDERPATH_GL13:
4619 case RENDERPATH_GL20:
4620 case RENDERPATH_GLES1:
4621 case RENDERPATH_GLES2:
4622 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4624 case RENDERPATH_D3D9:
4626 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4629 case RENDERPATH_D3D10:
4630 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4632 case RENDERPATH_D3D11:
4633 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4635 case RENDERPATH_SOFT:
4636 DPSOFTRAST_BlendSubtract(true);
4642 switch(vid.renderpath)
4644 case RENDERPATH_GL11:
4645 case RENDERPATH_GL13:
4646 case RENDERPATH_GL20:
4647 case RENDERPATH_GLES1:
4648 case RENDERPATH_GLES2:
4649 qglBlendEquationEXT(GL_FUNC_ADD);
4651 case RENDERPATH_D3D9:
4653 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4656 case RENDERPATH_D3D10:
4657 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4659 case RENDERPATH_D3D11:
4660 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4662 case RENDERPATH_SOFT:
4663 DPSOFTRAST_BlendSubtract(false);