size_t pointer_texcoord_offset;
rtexture_t *texture;
- int t2d, t3d, tcubemap;
+ int t2d, t3d, tcubemap, trectangle;
int arrayenabled;
int rgbscale, alphascale;
int combine;
qboolean active;
#ifdef SUPPORTD3D
-// rtexture_t *d3drt_depthtexture;
-// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+ rtexture_t *d3drt_depthtexture;
+ rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_depthsurface;
IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_backbufferdepthsurface;
#ifdef SUPPORTD3D
gl_state.d3dvertexbuffer = NULL;
#endif
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
static void gl_backend_devicerestored(void)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
}
void gl_backend_init(void)
}
}
-#ifdef SUPPORTD3D
-void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
-{
-// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
-// if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
-// return;
-
- gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
-// if (gl_state.d3drt_depthsurface != depthsurface)
- {
- gl_state.d3drt_depthsurface = depthsurface;
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
- }
- if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
- {
- gl_state.d3drt_colorsurfaces[0] = colorsurface0;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
- }
- if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
- {
- gl_state.d3drt_colorsurfaces[1] = colorsurface1;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
- }
- if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
- {
- gl_state.d3drt_colorsurfaces[2] = colorsurface2;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
- }
- if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
- {
- gl_state.d3drt_colorsurfaces[3] = colorsurface3;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
- }
-}
-#endif
-
void R_Mesh_ResetRenderTargets(void)
{
switch(vid.renderpath)
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+ if (gl_state.framebufferobject)
+ {
+ unsigned int i;
+ gl_state.framebufferobject = 0;
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
+ gl_state.d3drt_depthsurface = NULL;
+ for (i = 1;i < vid.maxdrawbuffers;i++)
+ {
+ if (gl_state.d3drt_colorsurfaces[i])
+ {
+ gl_state.d3drt_colorsurfaces[i] = NULL;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+ }
+ }
+ }
#endif
break;
case RENDERPATH_D3D10:
// TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
if (fbo)
{
- IDirect3DSurface9 *colorsurfaces[4];
- for (i = 0;i < 4;i++)
+ gl_state.framebufferobject = 1;
+ gl_state.d3drt_depthtexture = depthtexture;
+ if (gl_state.d3drt_depthtexture)
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, (IDirect3DSurface9 *)gl_state.d3drt_depthtexture->d3dtexture);
+ else
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
+ for (i = 0;i < vid.maxdrawbuffers;i++)
{
- colorsurfaces[i] = NULL;
- if (textures[i])
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
+ gl_state.d3drt_colortextures[i] = textures[i];
+ if (gl_state.d3drt_colortextures[i])
+ {
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
+ IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
+ }
+ else
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, i ? NULL : gl_state.d3drt_backbuffercolorsurface);
}
- // set the render targets for real
- R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
- // release the texture surface levels (they won't be lost while bound...)
- for (i = 0;i < 4;i++)
- if (textures[i])
- IDirect3DSurface9_Release(colorsurfaces[i]);
}
else
- R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+ R_Mesh_ResetRenderTargets();
#endif
break;
case RENDERPATH_D3D10:
{
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
}
for (i = 0;i < vid.texarrayunits;i++)
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
- R_Mesh_ResetRenderTargets();
R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
- R_Mesh_ResetRenderTargets();
}
r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
return unit->t3d;
if (id == GL_TEXTURE_CUBE_MAP_ARB)
return unit->tcubemap;
+ if (id == GL_TEXTURE_RECTANGLE_ARB)
+ return unit->trectangle;
return 0;
}
case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+ case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
}
break;
case RENDERPATH_GL13:
GL_ActiveTexture(unitnum);
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ if (unit->trectangle)
+ {
+ unit->trectangle = 0;
+ GL_ActiveTexture(unitnum);
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
}
for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
+ if (unit->trectangle)
+ {
+ unit->trectangle = 0;
+ GL_ActiveTexture(unitnum);
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ }
if (unit->arrayenabled)
{
unit->arrayenabled = false;