3 #include "cl_collision.h"
5 // on GLES we have to use some proper #define's
7 #define GL_FRAMEBUFFER 0x8D40
8 #define GL_DEPTH_ATTACHMENT 0x8D00
9 #define GL_COLOR_ATTACHMENT0 0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1 0x8CE1
14 #define GL_COLOR_ATTACHMENT2 0x8CE2
15 #define GL_COLOR_ATTACHMENT3 0x8CE3
16 #define GL_COLOR_ATTACHMENT4 0x8CE4
17 #define GL_COLOR_ATTACHMENT5 0x8CE5
18 #define GL_COLOR_ATTACHMENT6 0x8CE6
19 #define GL_COLOR_ATTACHMENT7 0x8CE7
20 #define GL_COLOR_ATTACHMENT8 0x8CE8
21 #define GL_COLOR_ATTACHMENT9 0x8CE9
22 #define GL_COLOR_ATTACHMENT10 0x8CEA
23 #define GL_COLOR_ATTACHMENT11 0x8CEB
24 #define GL_COLOR_ATTACHMENT12 0x8CEC
25 #define GL_COLOR_ATTACHMENT13 0x8CED
26 #define GL_COLOR_ATTACHMENT14 0x8CEE
27 #define GL_COLOR_ATTACHMENT15 0x8CEF
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER 0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
34 #define GL_TEXTURE0 0x84C0
35 #define GL_TEXTURE1 0x84C1
36 #define GL_TEXTURE2 0x84C2
37 #define GL_TEXTURE3 0x84C3
38 #define GL_TEXTURE4 0x84C4
39 #define GL_TEXTURE5 0x84C5
40 #define GL_TEXTURE6 0x84C6
41 #define GL_TEXTURE7 0x84C7
42 #define GL_TEXTURE8 0x84C8
43 #define GL_TEXTURE9 0x84C9
44 #define GL_TEXTURE10 0x84CA
45 #define GL_TEXTURE11 0x84CB
46 #define GL_TEXTURE12 0x84CC
47 #define GL_TEXTURE13 0x84CD
48 #define GL_TEXTURE14 0x84CE
49 #define GL_TEXTURE15 0x84CF
50 #define GL_TEXTURE16 0x84D0
51 #define GL_TEXTURE17 0x84D1
52 #define GL_TEXTURE18 0x84D2
53 #define GL_TEXTURE19 0x84D3
54 #define GL_TEXTURE20 0x84D4
55 #define GL_TEXTURE21 0x84D5
56 #define GL_TEXTURE22 0x84D6
57 #define GL_TEXTURE23 0x84D7
58 #define GL_TEXTURE24 0x84D8
59 #define GL_TEXTURE25 0x84D9
60 #define GL_TEXTURE26 0x84DA
61 #define GL_TEXTURE27 0x84DB
62 #define GL_TEXTURE28 0x84DC
63 #define GL_TEXTURE29 0x84DD
64 #define GL_TEXTURE30 0x84DE
65 #define GL_TEXTURE31 0x84DF
69 #define GL_TEXTURE_3D 0x806F
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP 0x8513
76 #define MAX_RENDERTARGETS 4
78 cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
87 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
88 qboolean v_flipped_state = false;
90 r_viewport_t gl_viewport;
91 matrix4x4_t gl_modelmatrix;
92 matrix4x4_t gl_viewmatrix;
93 matrix4x4_t gl_modelviewmatrix;
94 matrix4x4_t gl_projectionmatrix;
95 matrix4x4_t gl_modelviewprojectionmatrix;
96 float gl_modelview16f[16];
97 float gl_modelviewprojection16f[16];
98 qboolean gl_modelmatrixchanged;
101 int gl_errornumber = 0;
103 void GL_PrintError(int errornumber, const char *filename, int linenumber)
107 #ifdef GL_INVALID_ENUM
108 case GL_INVALID_ENUM:
109 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
112 #ifdef GL_INVALID_VALUE
113 case GL_INVALID_VALUE:
114 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
117 #ifdef GL_INVALID_OPERATION
118 case GL_INVALID_OPERATION:
119 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
122 #ifdef GL_STACK_OVERFLOW
123 case GL_STACK_OVERFLOW:
124 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
127 #ifdef GL_STACK_UNDERFLOW
128 case GL_STACK_UNDERFLOW:
129 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
132 #ifdef GL_OUT_OF_MEMORY
133 case GL_OUT_OF_MEMORY:
134 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
137 #ifdef GL_TABLE_TOO_LARGE
138 case GL_TABLE_TOO_LARGE:
139 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
142 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
143 case GL_INVALID_FRAMEBUFFER_OPERATION:
144 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
148 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
153 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
155 const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
158 case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
159 case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
160 case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
164 case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
165 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
166 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
167 case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
168 case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
169 case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
173 case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
174 case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
175 case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
176 case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
177 case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
178 case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
180 Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
184 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
186 void SCR_ScreenShot_f (void);
188 typedef struct gltextureunit_s
190 int pointer_texcoord_components;
191 int pointer_texcoord_gltype;
192 size_t pointer_texcoord_stride;
193 const void *pointer_texcoord_pointer;
194 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
195 size_t pointer_texcoord_offset;
198 int t2d, t3d, tcubemap;
203 typedef struct gl_state_s
211 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
215 float polygonoffset[2];
216 qboolean alphatocoverage;
219 gltextureunit_t units[MAX_TEXTUREUNITS];
223 int vertexbufferobject;
224 int elementbufferobject;
225 int uniformbufferobject;
226 int framebufferobject;
227 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
228 qboolean pointer_color_enabled;
230 int pointer_vertex_components;
231 int pointer_vertex_gltype;
232 size_t pointer_vertex_stride;
233 const void *pointer_vertex_pointer;
234 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
235 size_t pointer_vertex_offset;
237 int pointer_color_components;
238 int pointer_color_gltype;
239 size_t pointer_color_stride;
240 const void *pointer_color_pointer;
241 const r_meshbuffer_t *pointer_color_vertexbuffer;
242 size_t pointer_color_offset;
244 void *preparevertices_tempdata;
245 size_t preparevertices_tempdatamaxsize;
246 int preparevertices_numvertices;
248 memexpandablearray_t meshbufferarray;
254 static gl_state_t gl_state;
258 note: here's strip order for a terrain row:
265 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
267 *elements++ = i + row;
269 *elements++ = i + row + 1;
272 *elements++ = i + row + 1;
275 for (y = 0;y < rows - 1;y++)
277 for (x = 0;x < columns - 1;x++)
280 *elements++ = i + columns;
282 *elements++ = i + columns + 1;
285 *elements++ = i + columns + 1;
296 for (y = 0;y < rows - 1;y++)
298 for (x = 0;x < columns - 1;x++)
302 *elements++ = i + columns;
303 *elements++ = i + columns + 1;
304 *elements++ = i + columns;
305 *elements++ = i + columns + 1;
311 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
312 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
313 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
314 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
316 static void GL_VBOStats_f(void)
318 GL_Mesh_ListVBOs(true);
321 static void GL_Backend_ResetState(void);
323 static void gl_backend_start(void)
325 memset(&gl_state, 0, sizeof(gl_state));
327 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
329 Con_DPrintf("OpenGL backend started.\n");
333 GL_Backend_ResetState();
335 switch(vid.renderpath)
337 case RENDERPATH_GL32:
338 case RENDERPATH_GLES2:
339 // fetch current fbo here (default fbo is not 0 on some GLES devices)
341 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
346 static void gl_backend_shutdown(void)
348 Con_DPrint("OpenGL Backend shutting down\n");
350 switch(vid.renderpath)
352 case RENDERPATH_GL32:
353 case RENDERPATH_GLES2:
357 if (gl_state.preparevertices_tempdata)
358 Mem_Free(gl_state.preparevertices_tempdata);
360 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
362 memset(&gl_state, 0, sizeof(gl_state));
365 static void gl_backend_newmap(void)
369 static void gl_backend_devicelost(void)
372 r_meshbuffer_t *buffer;
373 switch(vid.renderpath)
375 case RENDERPATH_GL32:
376 case RENDERPATH_GLES2:
379 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
380 for (i = 0;i < endindex;i++)
382 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
383 if (!buffer || !buffer->isdynamic)
385 switch(vid.renderpath)
387 case RENDERPATH_GL32:
388 case RENDERPATH_GLES2:
394 static void gl_backend_devicerestored(void)
396 switch(vid.renderpath)
398 case RENDERPATH_GL32:
399 case RENDERPATH_GLES2:
404 void gl_backend_init(void)
408 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
410 polygonelement3s[i * 3 + 0] = 0;
411 polygonelement3s[i * 3 + 1] = i + 1;
412 polygonelement3s[i * 3 + 2] = i + 2;
414 // elements for rendering a series of quads as triangles
415 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
417 quadelement3s[i * 6 + 0] = i * 4;
418 quadelement3s[i * 6 + 1] = i * 4 + 1;
419 quadelement3s[i * 6 + 2] = i * 4 + 2;
420 quadelement3s[i * 6 + 3] = i * 4;
421 quadelement3s[i * 6 + 4] = i * 4 + 2;
422 quadelement3s[i * 6 + 5] = i * 4 + 3;
425 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
426 polygonelement3i[i] = polygonelement3s[i];
427 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
428 quadelement3i[i] = quadelement3s[i];
430 Cvar_RegisterVariable(&r_render);
431 Cvar_RegisterVariable(&r_renderview);
432 Cvar_RegisterVariable(&r_waterwarp);
433 Cvar_RegisterVariable(&gl_polyblend);
434 Cvar_RegisterVariable(&v_flipped);
435 Cvar_RegisterVariable(&gl_debug);
436 Cvar_RegisterVariable(&gl_paranoid);
437 Cvar_RegisterVariable(&gl_printcheckerror);
439 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");
441 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
444 void GL_SetMirrorState(qboolean state);
446 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
450 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
451 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
453 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
455 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
456 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
457 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
459 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
464 switch(vid.renderpath)
466 case RENDERPATH_GL32:
467 case RENDERPATH_GLES2:
469 qglFinish();CHECKGLERROR
474 static int bboxedges[12][2] =
493 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
495 int i, ix1, iy1, ix2, iy2;
496 float x1, y1, x2, y2;
507 scissor[0] = r_refdef.view.viewport.x;
508 scissor[1] = r_refdef.view.viewport.y;
509 scissor[2] = r_refdef.view.viewport.width;
510 scissor[3] = r_refdef.view.viewport.height;
512 // if view is inside the box, just say yes it's visible
513 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
516 // transform all corners that are infront of the nearclip plane
517 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
518 plane4f[3] = r_refdef.view.frustum[4].dist;
520 for (i = 0;i < 8;i++)
522 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
523 dist[i] = DotProduct4(corner[i], plane4f);
524 sign[i] = dist[i] > 0;
527 VectorCopy(corner[i], vertex[numvertices]);
531 // if some points are behind the nearclip, add clipped edge points to make
532 // sure that the scissor boundary is complete
533 if (numvertices > 0 && numvertices < 8)
535 // add clipped edge points
536 for (i = 0;i < 12;i++)
540 if (sign[j] != sign[k])
542 f = dist[j] / (dist[j] - dist[k]);
543 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
549 // if we have no points to check, it is behind the view plane
553 // if we have some points to transform, check what screen area is covered
554 x1 = y1 = x2 = y2 = 0;
556 //Con_Printf("%i vertices to transform...\n", numvertices);
557 for (i = 0;i < numvertices;i++)
559 VectorCopy(vertex[i], v);
560 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
561 //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]);
564 if (x1 > v2[0]) x1 = v2[0];
565 if (x2 < v2[0]) x2 = v2[0];
566 if (y1 > v2[1]) y1 = v2[1];
567 if (y2 < v2[1]) y2 = v2[1];
576 // now convert the scissor rectangle to integer screen coordinates
577 ix1 = (int)(x1 - 1.0f);
578 //iy1 = vid.height - (int)(y2 - 1.0f);
579 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
580 iy1 = (int)(y1 - 1.0f);
581 ix2 = (int)(x2 + 1.0f);
582 //iy2 = vid.height - (int)(y1 + 1.0f);
583 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
584 iy2 = (int)(y2 + 1.0f);
585 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
587 // clamp it to the screen
588 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
589 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
590 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
591 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
593 // if it is inside out, it's not visible
594 if (ix2 <= ix1 || iy2 <= iy1)
597 // the light area is visible, set up the scissor rectangle
600 scissor[2] = ix2 - ix1;
601 scissor[3] = iy2 - iy1;
603 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
604 switch(vid.renderpath)
606 case RENDERPATH_GL32:
607 case RENDERPATH_GLES2:
615 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
619 float clipPlane[4], v3[3], v4[3];
622 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
624 VectorSet(normal, normalx, normaly, normalz);
625 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
626 VectorScale(normal, -dist, v3);
627 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
628 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
629 clipPlane[3] = -DotProduct(v4, clipPlane);
631 // Calculate the clip-space corner point opposite the clipping plane
632 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
633 // transform it into camera space by multiplying it
634 // by the inverse of the projection matrix
635 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
636 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
638 q[3] = (1.0f + m[10]) / m[14];
640 // Calculate the scaled plane vector
641 d = 2.0f / DotProduct4(clipPlane, q);
643 // Replace the third row of the projection matrix
644 m[2] = clipPlane[0] * d;
645 m[6] = clipPlane[1] * d;
646 m[10] = clipPlane[2] * d + 1.0f;
647 m[14] = clipPlane[3] * d;
650 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)
652 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
654 memset(v, 0, sizeof(*v));
655 v->type = R_VIEWPORTTYPE_ORTHO;
656 v->cameramatrix = *cameramatrix;
663 memset(m, 0, sizeof(m));
664 m[0] = 2/(right - left);
665 m[5] = 2/(top - bottom);
666 m[10] = -2/(zFar - zNear);
667 m[12] = - (right + left)/(right - left);
668 m[13] = - (top + bottom)/(top - bottom);
669 m[14] = - (zFar + zNear)/(zFar - zNear);
671 switch(vid.renderpath)
673 case RENDERPATH_GL32:
674 case RENDERPATH_GLES2:
677 v->screentodepth[0] = -farclip / (farclip - nearclip);
678 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
680 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
683 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
685 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
691 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
692 R_Viewport_TransformToScreen(v, test1, test2);
693 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
698 void R_Viewport_InitOrtho3D(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)
700 matrix4x4_t tempmatrix, basematrix;
702 memset(v, 0, sizeof(*v));
704 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
705 v->cameramatrix = *cameramatrix;
712 memset(m, 0, sizeof(m));
713 m[0] = 1.0 / frustumx;
714 m[5] = 1.0 / frustumy;
715 m[10] = -2 / (farclip - nearclip);
716 m[14] = -(farclip + nearclip) / (farclip - nearclip);
718 v->screentodepth[0] = -farclip / (farclip - nearclip);
719 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
721 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
722 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
723 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
724 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
727 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
729 if(v_flipped.integer)
737 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
740 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)
742 matrix4x4_t tempmatrix, basematrix;
744 memset(v, 0, sizeof(*v));
746 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
747 v->cameramatrix = *cameramatrix;
754 memset(m, 0, sizeof(m));
755 m[0] = 1.0 / frustumx;
756 m[5] = 1.0 / frustumy;
757 m[10] = -(farclip + nearclip) / (farclip - nearclip);
759 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
760 v->screentodepth[0] = -farclip / (farclip - nearclip);
761 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
763 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
764 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
765 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
766 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
769 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
771 if(v_flipped.integer)
779 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
782 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)
784 matrix4x4_t tempmatrix, basematrix;
785 const float nudge = 1.0 - 1.0 / (1<<23);
787 memset(v, 0, sizeof(*v));
789 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
790 v->cameramatrix = *cameramatrix;
797 memset(m, 0, sizeof(m));
798 m[ 0] = 1.0 / frustumx;
799 m[ 5] = 1.0 / frustumy;
802 m[14] = -2 * nearclip * nudge;
803 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
804 v->screentodepth[1] = m[14] * -0.5;
806 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
807 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
808 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
809 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
812 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
814 if(v_flipped.integer)
822 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
825 float cubeviewmatrix[6][16] =
827 // standard cubemap projections
865 float rectviewmatrix[6][16] =
867 // sign-preserving cubemap projections
906 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
908 matrix4x4_t tempmatrix, basematrix;
910 memset(v, 0, sizeof(*v));
911 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
912 v->cameramatrix = *cameramatrix;
916 memset(m, 0, sizeof(m));
918 m[10] = -(farclip + nearclip) / (farclip - nearclip);
920 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
922 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
923 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
924 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
927 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
929 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
932 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, int offsetx, int offsety)
934 matrix4x4_t tempmatrix, basematrix;
936 memset(v, 0, sizeof(*v));
937 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
938 v->cameramatrix = *cameramatrix;
939 v->x = offsetx + (side & 1) * size;
940 v->y = offsety + (side >> 1) * size;
944 memset(m, 0, sizeof(m));
945 m[0] = m[5] = 1.0f * ((float)size - border) / size;
946 m[10] = -(farclip + nearclip) / (farclip - nearclip);
948 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
950 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
951 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
952 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
955 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
957 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
960 void R_SetViewport(const r_viewport_t *v)
964 // FIXME: v_flipped_state is evil, this probably breaks somewhere
965 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
967 // copy over the matrices to our state
968 gl_viewmatrix = v->viewmatrix;
969 gl_projectionmatrix = v->projectmatrix;
971 switch(vid.renderpath)
973 case RENDERPATH_GL32:
974 case RENDERPATH_GLES2:
976 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
980 // force an update of the derived matrices
981 gl_modelmatrixchanged = true;
982 R_EntityMatrix(&gl_modelmatrix);
985 void R_GetViewport(r_viewport_t *v)
990 static void GL_BindVBO(int bufferobject)
992 if (gl_state.vertexbufferobject != bufferobject)
994 gl_state.vertexbufferobject = bufferobject;
996 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1000 static void GL_BindEBO(int bufferobject)
1002 if (gl_state.elementbufferobject != bufferobject)
1004 gl_state.elementbufferobject = bufferobject;
1006 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1010 static void GL_BindUBO(int bufferobject)
1012 if (gl_state.uniformbufferobject != bufferobject)
1014 gl_state.uniformbufferobject = bufferobject;
1015 #ifdef GL_UNIFORM_BUFFER
1017 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1022 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1023 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1027 switch(vid.renderpath)
1029 case RENDERPATH_GL32:
1030 case RENDERPATH_GLES2:
1032 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1033 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1034 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1036 // FIXME: separate stencil attachment on GLES
1037 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1038 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1040 if (depthtexture && depthtexture->texnum )
1042 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1043 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1045 if (depthtexture && depthtexture->renderbuffernum )
1047 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1048 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1051 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1052 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1053 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1054 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1055 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1056 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1057 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1058 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1061 if (colortexture4 && qglDrawBuffersARB)
1063 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1064 qglReadBuffer(GL_NONE);CHECKGLERROR
1066 else if (colortexture3 && qglDrawBuffersARB)
1068 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1069 qglReadBuffer(GL_NONE);CHECKGLERROR
1071 else if (colortexture2 && qglDrawBuffersARB)
1073 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1074 qglReadBuffer(GL_NONE);CHECKGLERROR
1076 else if (colortexture && qglDrawBuffer)
1078 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1079 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1081 else if (qglDrawBuffer)
1083 qglDrawBuffer(GL_NONE);CHECKGLERROR
1084 qglReadBuffer(GL_NONE);CHECKGLERROR
1087 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1088 if (status != GL_FRAMEBUFFER_COMPLETE)
1090 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1091 gl_state.framebufferobject = 0; // GL unbinds it for us
1092 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1100 void R_Mesh_DestroyFramebufferObject(int fbo)
1102 switch(vid.renderpath)
1104 case RENDERPATH_GL32:
1105 case RENDERPATH_GLES2:
1108 // GL clears the binding if we delete something bound
1109 if (gl_state.framebufferobject == fbo)
1110 gl_state.framebufferobject = 0;
1111 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1117 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1121 rtexture_t *textures[5];
1122 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1123 textures[4] = depthtexture;
1124 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1125 for (j = 0;j < 5;j++)
1127 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1128 if (gl_state.units[i].texture == textures[j])
1129 R_Mesh_TexBind(i, NULL);
1130 // set up framebuffer object or render targets for the active rendering API
1131 switch (vid.renderpath)
1133 case RENDERPATH_GL32:
1134 case RENDERPATH_GLES2:
1135 if (gl_state.framebufferobject != fbo)
1137 gl_state.framebufferobject = fbo;
1138 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1144 static void GL_Backend_ResetState(void)
1146 gl_state.active = true;
1147 gl_state.depthtest = true;
1148 gl_state.alphatocoverage = false;
1149 gl_state.blendfunc1 = GL_ONE;
1150 gl_state.blendfunc2 = GL_ZERO;
1151 gl_state.blend = false;
1152 gl_state.depthmask = GL_TRUE;
1153 gl_state.colormask = 15;
1154 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1155 gl_state.lockrange_first = 0;
1156 gl_state.lockrange_count = 0;
1157 gl_state.cullface = GL_FRONT;
1158 gl_state.cullfaceenable = false;
1159 gl_state.polygonoffset[0] = 0;
1160 gl_state.polygonoffset[1] = 0;
1161 gl_state.framebufferobject = 0;
1162 gl_state.depthfunc = GL_LEQUAL;
1164 switch(vid.renderpath)
1166 case RENDERPATH_GL32:
1167 case RENDERPATH_GLES2:
1168 // set up debug output early
1169 if (vid.support.arb_debug_output)
1173 if (gl_debug.integer >= 1)
1174 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1175 if (gl_debug.integer >= 3)
1176 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1177 else if (gl_debug.integer >= 1)
1179 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1180 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1181 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1184 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1185 qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1188 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1189 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1190 qglDisable(GL_BLEND);CHECKGLERROR
1191 qglCullFace(gl_state.cullface);CHECKGLERROR
1192 qglDisable(GL_CULL_FACE);CHECKGLERROR
1193 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1194 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1195 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1196 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1197 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1198 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1199 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1200 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1201 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1202 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1203 gl_state.unit = MAX_TEXTUREUNITS;
1209 void GL_ActiveTexture(unsigned int num)
1211 if (gl_state.unit != num)
1213 gl_state.unit = num;
1214 switch(vid.renderpath)
1216 case RENDERPATH_GL32:
1217 case RENDERPATH_GLES2:
1219 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1225 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1227 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1229 qboolean blendenable;
1230 gl_state.blendfunc1 = blendfunc1;
1231 gl_state.blendfunc2 = blendfunc2;
1232 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1233 switch(vid.renderpath)
1235 case RENDERPATH_GL32:
1236 case RENDERPATH_GLES2:
1238 if (qglBlendFuncSeparate)
1240 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1244 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1246 if (gl_state.blend != blendenable)
1248 gl_state.blend = blendenable;
1249 if (!gl_state.blend)
1251 qglDisable(GL_BLEND);CHECKGLERROR
1255 qglEnable(GL_BLEND);CHECKGLERROR
1263 void GL_DepthMask(int state)
1265 if (gl_state.depthmask != state)
1267 gl_state.depthmask = state;
1268 switch(vid.renderpath)
1270 case RENDERPATH_GL32:
1271 case RENDERPATH_GLES2:
1273 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1279 void GL_DepthTest(int state)
1281 if (gl_state.depthtest != state)
1283 gl_state.depthtest = state;
1284 switch(vid.renderpath)
1286 case RENDERPATH_GL32:
1287 case RENDERPATH_GLES2:
1289 if (gl_state.depthtest)
1291 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1295 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1302 void GL_DepthFunc(int state)
1304 if (gl_state.depthfunc != state)
1306 gl_state.depthfunc = state;
1307 switch(vid.renderpath)
1309 case RENDERPATH_GL32:
1310 case RENDERPATH_GLES2:
1312 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1318 void GL_DepthRange(float nearfrac, float farfrac)
1320 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1322 gl_state.depthrange[0] = nearfrac;
1323 gl_state.depthrange[1] = farfrac;
1324 switch(vid.renderpath)
1326 case RENDERPATH_GL32:
1327 case RENDERPATH_GLES2:
1330 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1332 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1339 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1341 switch (vid.renderpath)
1343 case RENDERPATH_GL32:
1344 case RENDERPATH_GLES2:
1348 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1352 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1354 qglStencilMask(writemask);CHECKGLERROR
1355 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1356 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1362 void GL_PolygonOffset(float planeoffset, float depthoffset)
1364 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1366 gl_state.polygonoffset[0] = planeoffset;
1367 gl_state.polygonoffset[1] = depthoffset;
1368 switch(vid.renderpath)
1370 case RENDERPATH_GL32:
1371 case RENDERPATH_GLES2:
1373 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1379 void GL_SetMirrorState(qboolean state)
1381 if (v_flipped_state != state)
1383 v_flipped_state = state;
1384 if (gl_state.cullface == GL_BACK)
1385 gl_state.cullface = GL_FRONT;
1386 else if (gl_state.cullface == GL_FRONT)
1387 gl_state.cullface = GL_BACK;
1390 switch(vid.renderpath)
1392 case RENDERPATH_GL32:
1393 case RENDERPATH_GLES2:
1395 qglCullFace(gl_state.cullface);CHECKGLERROR
1401 void GL_CullFace(int state)
1405 if(state == GL_FRONT)
1407 else if(state == GL_BACK)
1411 switch(vid.renderpath)
1413 case RENDERPATH_GL32:
1414 case RENDERPATH_GLES2:
1417 if (state != GL_NONE)
1419 if (!gl_state.cullfaceenable)
1421 gl_state.cullfaceenable = true;
1422 qglEnable(GL_CULL_FACE);CHECKGLERROR
1424 if (gl_state.cullface != state)
1426 gl_state.cullface = state;
1427 qglCullFace(gl_state.cullface);CHECKGLERROR
1432 if (gl_state.cullfaceenable)
1434 gl_state.cullfaceenable = false;
1435 qglDisable(GL_CULL_FACE);CHECKGLERROR
1442 void GL_AlphaToCoverage(qboolean state)
1444 if (gl_state.alphatocoverage != state)
1446 gl_state.alphatocoverage = state;
1447 switch(vid.renderpath)
1449 case RENDERPATH_GLES2:
1451 case RENDERPATH_GL32:
1452 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1453 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1455 if (gl_state.alphatocoverage)
1457 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1458 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1462 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1463 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1471 void GL_ColorMask(int r, int g, int b, int a)
1473 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1474 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1475 if (gl_state.colormask != state)
1477 gl_state.colormask = state;
1478 switch(vid.renderpath)
1480 case RENDERPATH_GL32:
1481 case RENDERPATH_GLES2:
1483 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1489 void GL_Color(float cr, float cg, float cb, float ca)
1491 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)
1493 gl_state.color4f[0] = cr;
1494 gl_state.color4f[1] = cg;
1495 gl_state.color4f[2] = cb;
1496 gl_state.color4f[3] = ca;
1497 switch(vid.renderpath)
1499 case RENDERPATH_GL32:
1500 case RENDERPATH_GLES2:
1501 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1507 void GL_Scissor (int x, int y, int width, int height)
1509 switch(vid.renderpath)
1511 case RENDERPATH_GL32:
1512 case RENDERPATH_GLES2:
1514 qglScissor(x, y,width,height);CHECKGLERROR
1519 void GL_ScissorTest(int state)
1521 if (gl_state.scissortest != state)
1523 gl_state.scissortest = state;
1524 switch(vid.renderpath)
1526 case RENDERPATH_GL32:
1527 case RENDERPATH_GLES2:
1529 if(gl_state.scissortest)
1530 qglEnable(GL_SCISSOR_TEST);
1532 qglDisable(GL_SCISSOR_TEST);
1539 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1541 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1542 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1543 // prevent warnings when trying to clear a buffer that does not exist
1545 colorvalue = blackcolor;
1548 mask &= ~GL_STENCIL_BUFFER_BIT;
1551 switch(vid.renderpath)
1553 case RENDERPATH_GL32:
1554 case RENDERPATH_GLES2:
1556 if (mask & GL_COLOR_BUFFER_BIT)
1558 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1560 if (mask & GL_DEPTH_BUFFER_BIT)
1563 qglClearDepthf(depthvalue);CHECKGLERROR
1565 qglClearDepth(depthvalue);CHECKGLERROR
1568 if (mask & GL_STENCIL_BUFFER_BIT)
1570 qglClearStencil(stencilvalue);CHECKGLERROR
1572 qglClear(mask);CHECKGLERROR
1577 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1579 switch(vid.renderpath)
1581 case RENDERPATH_GL32:
1582 case RENDERPATH_GLES2:
1591 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1592 for (i = 0;i < width * height * 4;i += 4)
1595 // g = outpixels[i+1];
1597 // a = outpixels[i+3];
1599 // outpixels[i+1] = g;
1601 // outpixels[i+3] = a;
1605 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1611 // called at beginning of frame
1612 void R_Mesh_Start(void)
1615 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1616 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1618 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1619 Cvar_SetValueQuick(&gl_paranoid, 1);
1623 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1627 char compilelog[MAX_INPUTLINE];
1628 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1631 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1632 qglCompileShader(shaderobject);CHECKGLERROR
1633 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1634 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1635 if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
1637 int i, j, pretextlines = 0;
1638 for (i = 0;i < numstrings - 1;i++)
1639 for (j = 0;strings[i][j];j++)
1640 if (strings[i][j] == '\n')
1642 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1644 if (!shadercompiled)
1646 qglDeleteShader(shaderobject);CHECKGLERROR
1649 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1650 qglDeleteShader(shaderobject);CHECKGLERROR
1654 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)
1656 GLint programlinked;
1657 GLuint programobject = 0;
1658 char linklog[MAX_INPUTLINE];
1661 programobject = qglCreateProgram();CHECKGLERROR
1665 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1666 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1667 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1668 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1669 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1670 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1671 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1672 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1673 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1674 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1676 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1680 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1683 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1684 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1688 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1691 qglLinkProgram(programobject);CHECKGLERROR
1692 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1693 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1698 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1699 Con_DPrintf("program link log:\n%s\n", linklog);
1701 // software vertex shader is ok but software fragment shader is WAY
1702 // too slow, fail program if so.
1703 // NOTE: this string might be ATI specific, but that's ok because the
1704 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1705 // software fragment shader due to low instruction and dependent
1707 if (strstr(linklog, "fragment shader will run in software"))
1708 programlinked = false;
1714 return programobject;
1716 qglDeleteProgram(programobject);CHECKGLERROR
1720 void GL_Backend_FreeProgram(unsigned int prog)
1723 qglDeleteProgram(prog);
1727 // renders triangles using vertices from the active arrays
1728 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
1730 unsigned int numelements = numtriangles * 3;
1732 size_t bufferoffset3i;
1734 size_t bufferoffset3s;
1735 if (numvertices < 3 || numtriangles < 1)
1737 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1738 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);
1741 // adjust the pointers for firsttriangle
1743 element3i += firsttriangle * 3;
1744 if (element3i_indexbuffer)
1745 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1747 element3s += firsttriangle * 3;
1748 if (element3s_indexbuffer)
1749 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1750 // upload a dynamic index buffer if needed
1753 if (!element3s_indexbuffer)
1754 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1758 if (!element3i_indexbuffer)
1759 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1761 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1762 bufferoffset3i = element3i_bufferoffset;
1763 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1764 bufferoffset3s = element3s_bufferoffset;
1765 r_refdef.stats[r_stat_draws]++;
1766 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1767 r_refdef.stats[r_stat_draws_elements] += numelements;
1768 if (gl_paranoid.integer)
1773 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1775 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1777 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1784 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1786 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1788 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1794 if (r_render.integer || r_refdef.draw2dstage)
1796 switch(vid.renderpath)
1798 case RENDERPATH_GL32:
1799 case RENDERPATH_GLES2:
1803 GL_BindEBO(bufferobject3s);
1804 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1806 else if (bufferobject3i)
1808 GL_BindEBO(bufferobject3i);
1809 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1813 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1820 // restores backend state, used when done with 3D rendering
1821 void R_Mesh_Finish(void)
1823 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1826 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1828 r_meshbuffer_t *buffer;
1829 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1830 memset(buffer, 0, sizeof(*buffer));
1831 buffer->bufferobject = 0;
1832 buffer->devicebuffer = NULL;
1833 buffer->size = size;
1834 buffer->isindexbuffer = isindexbuffer;
1835 buffer->isuniformbuffer = isuniformbuffer;
1836 buffer->isdynamic = isdynamic;
1837 buffer->isindex16 = isindex16;
1838 strlcpy(buffer->name, name, sizeof(buffer->name));
1839 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1843 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1847 if (buffer->isindexbuffer)
1849 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1850 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1854 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1855 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1858 buffer->size = size;
1859 switch(vid.renderpath)
1861 case RENDERPATH_GL32:
1862 case RENDERPATH_GLES2:
1863 if (!buffer->bufferobject)
1864 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1866 if (buffer->isuniformbuffer)
1867 GL_BindUBO(buffer->bufferobject);
1868 else if (buffer->isindexbuffer)
1869 GL_BindEBO(buffer->bufferobject);
1871 GL_BindVBO(buffer->bufferobject);
1875 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1876 #ifdef GL_UNIFORM_BUFFER
1877 if (buffer->isuniformbuffer)
1878 buffertype = GL_UNIFORM_BUFFER;
1882 qglBufferSubData(buffertype, offset, size, data);
1884 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1887 if (buffer->isuniformbuffer)
1893 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1897 switch(vid.renderpath)
1899 case RENDERPATH_GL32:
1900 case RENDERPATH_GLES2:
1901 // GL clears the binding if we delete something bound
1902 if (gl_state.uniformbufferobject == buffer->bufferobject)
1903 gl_state.uniformbufferobject = 0;
1904 if (gl_state.vertexbufferobject == buffer->bufferobject)
1905 gl_state.vertexbufferobject = 0;
1906 if (gl_state.elementbufferobject == buffer->bufferobject)
1907 gl_state.elementbufferobject = 0;
1909 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1912 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1915 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1916 void GL_Mesh_ListVBOs(qboolean printeach)
1921 int index16count, index16mem;
1922 int index32count, index32mem;
1923 int vertexcount, vertexmem;
1924 int uniformcount, uniformmem;
1925 int totalcount, totalmem;
1926 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1927 r_meshbuffer_t *buffer;
1928 memset(bufferstat, 0, sizeof(bufferstat));
1929 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1930 for (i = 0;i < endindex;i++)
1932 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1935 if (buffer->isuniformbuffer)
1936 type = R_BUFFERDATA_UNIFORM;
1937 else if (buffer->isindexbuffer && buffer->isindex16)
1938 type = R_BUFFERDATA_INDEX16;
1939 else if (buffer->isindexbuffer)
1940 type = R_BUFFERDATA_INDEX32;
1942 type = R_BUFFERDATA_VERTEX;
1943 isdynamic = buffer->isdynamic;
1944 bufferstat[type][isdynamic][0]++;
1945 bufferstat[type][isdynamic][1] += buffer->size;
1947 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1949 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1950 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1951 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1952 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1953 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1954 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1955 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1956 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1957 totalcount = index16count + index32count + vertexcount + uniformcount;
1958 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1959 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
1964 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1966 switch(vid.renderpath)
1968 case RENDERPATH_GL32:
1969 case RENDERPATH_GLES2:
1970 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)
1972 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1973 if (!bufferobject && gl_paranoid.integer)
1974 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1975 gl_state.pointer_vertex_components = components;
1976 gl_state.pointer_vertex_gltype = gltype;
1977 gl_state.pointer_vertex_stride = stride;
1978 gl_state.pointer_vertex_pointer = pointer;
1979 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1980 gl_state.pointer_vertex_offset = bufferoffset;
1982 GL_BindVBO(bufferobject);
1983 // LordHavoc: special flag added to gltype for unnormalized types
1984 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1990 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1992 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1993 // the pointer only.
1994 switch(vid.renderpath)
1996 case RENDERPATH_GL32:
1997 case RENDERPATH_GLES2:
2001 // caller wants color array enabled
2002 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2003 if (!gl_state.pointer_color_enabled)
2005 gl_state.pointer_color_enabled = true;
2007 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2009 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)
2011 gl_state.pointer_color_components = components;
2012 gl_state.pointer_color_gltype = gltype;
2013 gl_state.pointer_color_stride = stride;
2014 gl_state.pointer_color_pointer = pointer;
2015 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2016 gl_state.pointer_color_offset = bufferoffset;
2018 GL_BindVBO(bufferobject);
2019 // LordHavoc: special flag added to gltype for unnormalized types
2020 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2025 // caller wants color array disabled
2026 if (gl_state.pointer_color_enabled)
2028 gl_state.pointer_color_enabled = false;
2030 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2031 // when color array is on the current color gets trashed, set it again
2032 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2039 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)
2041 gltextureunit_t *unit = gl_state.units + unitnum;
2042 if (unitnum >= MAX_TEXTUREUNITS)
2043 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2044 // update array settings
2045 // note: there is no need to check bufferobject here because all cases
2046 // that involve a valid bufferobject also supply a texcoord array
2047 switch(vid.renderpath)
2049 case RENDERPATH_GL32:
2050 case RENDERPATH_GLES2:
2054 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2055 // texture array unit is enabled, enable the array
2056 if (!unit->arrayenabled)
2058 unit->arrayenabled = true;
2059 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2062 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)
2064 unit->pointer_texcoord_components = components;
2065 unit->pointer_texcoord_gltype = gltype;
2066 unit->pointer_texcoord_stride = stride;
2067 unit->pointer_texcoord_pointer = pointer;
2068 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2069 unit->pointer_texcoord_offset = bufferoffset;
2070 GL_BindVBO(bufferobject);
2071 // LordHavoc: special flag added to gltype for unnormalized types
2072 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2077 // texture array unit is disabled, disable the array
2078 if (unit->arrayenabled)
2080 unit->arrayenabled = false;
2081 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2088 int R_Mesh_TexBound(unsigned int unitnum, int id)
2090 gltextureunit_t *unit = gl_state.units + unitnum;
2091 if (unitnum >= MAX_TEXTUREUNITS)
2092 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2093 if (id == GL_TEXTURE_2D)
2095 if (id == GL_TEXTURE_3D)
2097 if (id == GL_TEXTURE_CUBE_MAP)
2098 return unit->tcubemap;
2102 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2104 switch(vid.renderpath)
2106 case RENDERPATH_GL32:
2107 case RENDERPATH_GLES2:
2108 R_Mesh_TexBind(0, tex);
2109 GL_ActiveTexture(0);CHECKGLERROR
2110 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2115 void R_Mesh_ClearBindingsForTexture(int texnum)
2117 gltextureunit_t *unit;
2118 unsigned int unitnum;
2119 // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2120 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2122 unit = gl_state.units + unitnum;
2123 if (unit->texture && unit->texture->texnum == texnum)
2124 R_Mesh_TexBind(unitnum, NULL);
2128 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2130 gltextureunit_t *unit = gl_state.units + unitnum;
2132 if (unitnum >= MAX_TEXTUREUNITS)
2133 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2134 if (unit->texture == tex)
2136 switch(vid.renderpath)
2138 case RENDERPATH_GL32:
2139 case RENDERPATH_GLES2:
2142 tex = r_texture_white;
2143 // not initialized enough yet...
2147 unit->texture = tex;
2148 texnum = R_GetTexture(tex);
2149 switch(tex->gltexturetypeenum)
2151 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2152 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2153 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2159 void R_Mesh_ResetTextureState(void)
2161 unsigned int unitnum;
2165 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2166 R_Mesh_TexBind(unitnum, NULL);
2169 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2171 // upload temporary vertexbuffer for this rendering
2173 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2174 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
2175 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
2176 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2177 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2178 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2179 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2180 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2181 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2182 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2183 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2186 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2188 r_meshbuffer_t *buffer_vertex3f = NULL;
2189 r_meshbuffer_t *buffer_color4f = NULL;
2190 r_meshbuffer_t *buffer_texcoord2f = NULL;
2191 int bufferoffset_vertex3f = 0;
2192 int bufferoffset_color4f = 0;
2193 int bufferoffset_texcoord2f = 0;
2194 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2195 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2196 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2197 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2198 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2199 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2200 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2201 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2202 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2203 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2204 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2205 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2206 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2209 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)
2211 r_meshbuffer_t *buffer_vertex3f = NULL;
2212 r_meshbuffer_t *buffer_color4f = NULL;
2213 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2214 r_meshbuffer_t *buffer_svector3f = NULL;
2215 r_meshbuffer_t *buffer_tvector3f = NULL;
2216 r_meshbuffer_t *buffer_normal3f = NULL;
2217 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2218 int bufferoffset_vertex3f = 0;
2219 int bufferoffset_color4f = 0;
2220 int bufferoffset_texcoordtexture2f = 0;
2221 int bufferoffset_svector3f = 0;
2222 int bufferoffset_tvector3f = 0;
2223 int bufferoffset_normal3f = 0;
2224 int bufferoffset_texcoordlightmap2f = 0;
2225 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2226 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2227 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2228 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2229 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2230 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2231 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2232 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2233 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2234 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2235 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2236 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2237 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2238 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2239 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2240 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2241 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2244 void GL_BlendEquationSubtract(qboolean negated)
2249 switch(vid.renderpath)
2251 case RENDERPATH_GL32:
2252 case RENDERPATH_GLES2:
2253 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2259 switch(vid.renderpath)
2261 case RENDERPATH_GL32:
2262 case RENDERPATH_GLES2:
2263 qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR