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;
100 int gl_maxdrawrangeelementsvertices;
101 int gl_maxdrawrangeelementsindices;
104 int gl_errornumber = 0;
106 void GL_PrintError(int errornumber, const char *filename, int linenumber)
110 #ifdef GL_INVALID_ENUM
111 case GL_INVALID_ENUM:
112 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
115 #ifdef GL_INVALID_VALUE
116 case GL_INVALID_VALUE:
117 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
120 #ifdef GL_INVALID_OPERATION
121 case GL_INVALID_OPERATION:
122 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
125 #ifdef GL_STACK_OVERFLOW
126 case GL_STACK_OVERFLOW:
127 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
130 #ifdef GL_STACK_UNDERFLOW
131 case GL_STACK_UNDERFLOW:
132 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
135 #ifdef GL_OUT_OF_MEMORY
136 case GL_OUT_OF_MEMORY:
137 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
140 #ifdef GL_TABLE_TOO_LARGE
141 case GL_TABLE_TOO_LARGE:
142 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
146 case GL_INVALID_FRAMEBUFFER_OPERATION:
147 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
151 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
156 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
158 const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
161 case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
162 case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
163 case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
167 case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
168 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
169 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
170 case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
171 case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
172 case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
176 case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
177 case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
178 case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
179 case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
180 case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
181 case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
183 Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
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;
206 typedef struct gl_state_s
214 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
218 float polygonoffset[2];
219 qboolean alphatocoverage;
222 gltextureunit_t units[MAX_TEXTUREUNITS];
226 int vertexbufferobject;
227 int elementbufferobject;
228 int uniformbufferobject;
229 int framebufferobject;
230 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
231 qboolean pointer_color_enabled;
233 int pointer_vertex_components;
234 int pointer_vertex_gltype;
235 size_t pointer_vertex_stride;
236 const void *pointer_vertex_pointer;
237 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
238 size_t pointer_vertex_offset;
240 int pointer_color_components;
241 int pointer_color_gltype;
242 size_t pointer_color_stride;
243 const void *pointer_color_pointer;
244 const r_meshbuffer_t *pointer_color_vertexbuffer;
245 size_t pointer_color_offset;
247 void *preparevertices_tempdata;
248 size_t preparevertices_tempdatamaxsize;
249 int preparevertices_numvertices;
251 memexpandablearray_t meshbufferarray;
257 static gl_state_t gl_state;
261 note: here's strip order for a terrain row:
268 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
270 *elements++ = i + row;
272 *elements++ = i + row + 1;
275 *elements++ = i + row + 1;
278 for (y = 0;y < rows - 1;y++)
280 for (x = 0;x < columns - 1;x++)
283 *elements++ = i + columns;
285 *elements++ = i + columns + 1;
288 *elements++ = i + columns + 1;
299 for (y = 0;y < rows - 1;y++)
301 for (x = 0;x < columns - 1;x++)
305 *elements++ = i + columns;
306 *elements++ = i + columns + 1;
307 *elements++ = i + columns;
308 *elements++ = i + columns + 1;
314 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
315 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
316 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
317 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
319 static void GL_VBOStats_f(void)
321 GL_Mesh_ListVBOs(true);
324 static void GL_Backend_ResetState(void);
326 static void gl_backend_start(void)
328 memset(&gl_state, 0, sizeof(gl_state));
330 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
332 Con_DPrintf("OpenGL backend started.\n");
336 GL_Backend_ResetState();
338 switch(vid.renderpath)
340 case RENDERPATH_GL32:
341 case RENDERPATH_GLES2:
342 // fetch current fbo here (default fbo is not 0 on some GLES devices)
344 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
349 static void gl_backend_shutdown(void)
351 Con_DPrint("OpenGL Backend shutting down\n");
353 switch(vid.renderpath)
355 case RENDERPATH_GL32:
356 case RENDERPATH_GLES2:
360 if (gl_state.preparevertices_tempdata)
361 Mem_Free(gl_state.preparevertices_tempdata);
363 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
365 memset(&gl_state, 0, sizeof(gl_state));
368 static void gl_backend_newmap(void)
372 static void gl_backend_devicelost(void)
375 r_meshbuffer_t *buffer;
376 switch(vid.renderpath)
378 case RENDERPATH_GL32:
379 case RENDERPATH_GLES2:
382 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
383 for (i = 0;i < endindex;i++)
385 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
386 if (!buffer || !buffer->isdynamic)
388 switch(vid.renderpath)
390 case RENDERPATH_GL32:
391 case RENDERPATH_GLES2:
397 static void gl_backend_devicerestored(void)
399 switch(vid.renderpath)
401 case RENDERPATH_GL32:
402 case RENDERPATH_GLES2:
407 void gl_backend_init(void)
411 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
413 polygonelement3s[i * 3 + 0] = 0;
414 polygonelement3s[i * 3 + 1] = i + 1;
415 polygonelement3s[i * 3 + 2] = i + 2;
417 // elements for rendering a series of quads as triangles
418 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
420 quadelement3s[i * 6 + 0] = i * 4;
421 quadelement3s[i * 6 + 1] = i * 4 + 1;
422 quadelement3s[i * 6 + 2] = i * 4 + 2;
423 quadelement3s[i * 6 + 3] = i * 4;
424 quadelement3s[i * 6 + 4] = i * 4 + 2;
425 quadelement3s[i * 6 + 5] = i * 4 + 3;
428 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
429 polygonelement3i[i] = polygonelement3s[i];
430 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
431 quadelement3i[i] = quadelement3s[i];
433 Cvar_RegisterVariable(&r_render);
434 Cvar_RegisterVariable(&r_renderview);
435 Cvar_RegisterVariable(&r_waterwarp);
436 Cvar_RegisterVariable(&gl_polyblend);
437 Cvar_RegisterVariable(&v_flipped);
438 Cvar_RegisterVariable(&gl_debug);
439 Cvar_RegisterVariable(&gl_paranoid);
440 Cvar_RegisterVariable(&gl_printcheckerror);
442 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");
444 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
447 void GL_SetMirrorState(qboolean state);
449 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
453 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
454 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
456 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
458 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
459 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
460 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
462 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
467 switch(vid.renderpath)
469 case RENDERPATH_GL32:
470 case RENDERPATH_GLES2:
472 qglFinish();CHECKGLERROR
477 static int bboxedges[12][2] =
496 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
498 int i, ix1, iy1, ix2, iy2;
499 float x1, y1, x2, y2;
510 scissor[0] = r_refdef.view.viewport.x;
511 scissor[1] = r_refdef.view.viewport.y;
512 scissor[2] = r_refdef.view.viewport.width;
513 scissor[3] = r_refdef.view.viewport.height;
515 // if view is inside the box, just say yes it's visible
516 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
519 // transform all corners that are infront of the nearclip plane
520 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
521 plane4f[3] = r_refdef.view.frustum[4].dist;
523 for (i = 0;i < 8;i++)
525 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
526 dist[i] = DotProduct4(corner[i], plane4f);
527 sign[i] = dist[i] > 0;
530 VectorCopy(corner[i], vertex[numvertices]);
534 // if some points are behind the nearclip, add clipped edge points to make
535 // sure that the scissor boundary is complete
536 if (numvertices > 0 && numvertices < 8)
538 // add clipped edge points
539 for (i = 0;i < 12;i++)
543 if (sign[j] != sign[k])
545 f = dist[j] / (dist[j] - dist[k]);
546 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
552 // if we have no points to check, it is behind the view plane
556 // if we have some points to transform, check what screen area is covered
557 x1 = y1 = x2 = y2 = 0;
559 //Con_Printf("%i vertices to transform...\n", numvertices);
560 for (i = 0;i < numvertices;i++)
562 VectorCopy(vertex[i], v);
563 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
564 //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]);
567 if (x1 > v2[0]) x1 = v2[0];
568 if (x2 < v2[0]) x2 = v2[0];
569 if (y1 > v2[1]) y1 = v2[1];
570 if (y2 < v2[1]) y2 = v2[1];
579 // now convert the scissor rectangle to integer screen coordinates
580 ix1 = (int)(x1 - 1.0f);
581 //iy1 = vid.height - (int)(y2 - 1.0f);
582 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
583 iy1 = (int)(y1 - 1.0f);
584 ix2 = (int)(x2 + 1.0f);
585 //iy2 = vid.height - (int)(y1 + 1.0f);
586 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
587 iy2 = (int)(y2 + 1.0f);
588 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
590 // clamp it to the screen
591 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
592 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
593 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
594 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
596 // if it is inside out, it's not visible
597 if (ix2 <= ix1 || iy2 <= iy1)
600 // the light area is visible, set up the scissor rectangle
603 scissor[2] = ix2 - ix1;
604 scissor[3] = iy2 - iy1;
606 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
607 switch(vid.renderpath)
609 case RENDERPATH_GL32:
610 case RENDERPATH_GLES2:
618 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
622 float clipPlane[4], v3[3], v4[3];
625 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
627 VectorSet(normal, normalx, normaly, normalz);
628 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
629 VectorScale(normal, -dist, v3);
630 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
631 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
632 clipPlane[3] = -DotProduct(v4, clipPlane);
634 // Calculate the clip-space corner point opposite the clipping plane
635 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
636 // transform it into camera space by multiplying it
637 // by the inverse of the projection matrix
638 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
639 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
641 q[3] = (1.0f + m[10]) / m[14];
643 // Calculate the scaled plane vector
644 d = 2.0f / DotProduct4(clipPlane, q);
646 // Replace the third row of the projection matrix
647 m[2] = clipPlane[0] * d;
648 m[6] = clipPlane[1] * d;
649 m[10] = clipPlane[2] * d + 1.0f;
650 m[14] = clipPlane[3] * d;
653 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)
655 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
657 memset(v, 0, sizeof(*v));
658 v->type = R_VIEWPORTTYPE_ORTHO;
659 v->cameramatrix = *cameramatrix;
666 memset(m, 0, sizeof(m));
667 m[0] = 2/(right - left);
668 m[5] = 2/(top - bottom);
669 m[10] = -2/(zFar - zNear);
670 m[12] = - (right + left)/(right - left);
671 m[13] = - (top + bottom)/(top - bottom);
672 m[14] = - (zFar + zNear)/(zFar - zNear);
674 switch(vid.renderpath)
676 case RENDERPATH_GL32:
677 case RENDERPATH_GLES2:
680 v->screentodepth[0] = -farclip / (farclip - nearclip);
681 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
683 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
686 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
688 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
694 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
695 R_Viewport_TransformToScreen(v, test1, test2);
696 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
701 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)
703 matrix4x4_t tempmatrix, basematrix;
705 memset(v, 0, sizeof(*v));
707 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
708 v->cameramatrix = *cameramatrix;
715 memset(m, 0, sizeof(m));
716 m[0] = 1.0 / frustumx;
717 m[5] = 1.0 / frustumy;
718 m[10] = -2 / (farclip - nearclip);
719 m[14] = -(farclip + nearclip) / (farclip - nearclip);
721 v->screentodepth[0] = -farclip / (farclip - nearclip);
722 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
724 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
725 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
726 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
727 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
730 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
732 if(v_flipped.integer)
740 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
743 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)
745 matrix4x4_t tempmatrix, basematrix;
747 memset(v, 0, sizeof(*v));
749 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
750 v->cameramatrix = *cameramatrix;
757 memset(m, 0, sizeof(m));
758 m[0] = 1.0 / frustumx;
759 m[5] = 1.0 / frustumy;
760 m[10] = -(farclip + nearclip) / (farclip - nearclip);
762 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
763 v->screentodepth[0] = -farclip / (farclip - nearclip);
764 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
766 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
767 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
768 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
769 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
772 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
774 if(v_flipped.integer)
782 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
785 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)
787 matrix4x4_t tempmatrix, basematrix;
788 const float nudge = 1.0 - 1.0 / (1<<23);
790 memset(v, 0, sizeof(*v));
792 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
793 v->cameramatrix = *cameramatrix;
800 memset(m, 0, sizeof(m));
801 m[ 0] = 1.0 / frustumx;
802 m[ 5] = 1.0 / frustumy;
805 m[14] = -2 * nearclip * nudge;
806 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
807 v->screentodepth[1] = m[14] * -0.5;
809 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
810 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
811 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
812 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
815 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
817 if(v_flipped.integer)
825 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
828 float cubeviewmatrix[6][16] =
830 // standard cubemap projections
868 float rectviewmatrix[6][16] =
870 // sign-preserving cubemap projections
909 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
911 matrix4x4_t tempmatrix, basematrix;
913 memset(v, 0, sizeof(*v));
914 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
915 v->cameramatrix = *cameramatrix;
919 memset(m, 0, sizeof(m));
921 m[10] = -(farclip + nearclip) / (farclip - nearclip);
923 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
925 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
926 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
927 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
930 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
932 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
935 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)
937 matrix4x4_t tempmatrix, basematrix;
939 memset(v, 0, sizeof(*v));
940 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
941 v->cameramatrix = *cameramatrix;
942 v->x = offsetx + (side & 1) * size;
943 v->y = offsety + (side >> 1) * size;
947 memset(m, 0, sizeof(m));
948 m[0] = m[5] = 1.0f * ((float)size - border) / size;
949 m[10] = -(farclip + nearclip) / (farclip - nearclip);
951 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
953 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
954 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
955 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
958 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
960 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
963 void R_SetViewport(const r_viewport_t *v)
967 // FIXME: v_flipped_state is evil, this probably breaks somewhere
968 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
970 // copy over the matrices to our state
971 gl_viewmatrix = v->viewmatrix;
972 gl_projectionmatrix = v->projectmatrix;
974 switch(vid.renderpath)
976 case RENDERPATH_GL32:
977 case RENDERPATH_GLES2:
979 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
983 // force an update of the derived matrices
984 gl_modelmatrixchanged = true;
985 R_EntityMatrix(&gl_modelmatrix);
988 void R_GetViewport(r_viewport_t *v)
993 static void GL_BindVBO(int bufferobject)
995 if (gl_state.vertexbufferobject != bufferobject)
997 gl_state.vertexbufferobject = bufferobject;
999 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1003 static void GL_BindEBO(int bufferobject)
1005 if (gl_state.elementbufferobject != bufferobject)
1007 gl_state.elementbufferobject = bufferobject;
1009 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1013 static void GL_BindUBO(int bufferobject)
1015 if (gl_state.uniformbufferobject != bufferobject)
1017 gl_state.uniformbufferobject = bufferobject;
1018 #ifdef GL_UNIFORM_BUFFER
1020 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1025 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1026 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1030 switch(vid.renderpath)
1032 case RENDERPATH_GL32:
1033 case RENDERPATH_GLES2:
1035 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1036 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1037 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1039 // FIXME: separate stencil attachment on GLES
1040 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1041 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1043 if (depthtexture && depthtexture->texnum )
1045 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1046 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1048 if (depthtexture && depthtexture->renderbuffernum )
1050 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1051 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1054 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1055 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1056 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1057 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1058 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1059 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1060 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1061 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1064 if (colortexture4 && qglDrawBuffersARB)
1066 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1067 qglReadBuffer(GL_NONE);CHECKGLERROR
1069 else if (colortexture3 && qglDrawBuffersARB)
1071 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1072 qglReadBuffer(GL_NONE);CHECKGLERROR
1074 else if (colortexture2 && qglDrawBuffersARB)
1076 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1077 qglReadBuffer(GL_NONE);CHECKGLERROR
1079 else if (colortexture && qglDrawBuffer)
1081 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1082 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1084 else if (qglDrawBuffer)
1086 qglDrawBuffer(GL_NONE);CHECKGLERROR
1087 qglReadBuffer(GL_NONE);CHECKGLERROR
1090 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1091 if (status != GL_FRAMEBUFFER_COMPLETE)
1093 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1094 gl_state.framebufferobject = 0; // GL unbinds it for us
1095 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1103 void R_Mesh_DestroyFramebufferObject(int fbo)
1105 switch(vid.renderpath)
1107 case RENDERPATH_GL32:
1108 case RENDERPATH_GLES2:
1111 // GL clears the binding if we delete something bound
1112 if (gl_state.framebufferobject == fbo)
1113 gl_state.framebufferobject = 0;
1114 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1120 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1124 rtexture_t *textures[5];
1125 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1126 textures[4] = depthtexture;
1127 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1128 for (j = 0;j < 5;j++)
1130 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1131 if (gl_state.units[i].texture == textures[j])
1132 R_Mesh_TexBind(i, NULL);
1133 // set up framebuffer object or render targets for the active rendering API
1134 switch (vid.renderpath)
1136 case RENDERPATH_GL32:
1137 case RENDERPATH_GLES2:
1138 if (gl_state.framebufferobject != fbo)
1140 gl_state.framebufferobject = fbo;
1141 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1147 static void GL_Backend_ResetState(void)
1149 gl_state.active = true;
1150 gl_state.depthtest = true;
1151 gl_state.alphatocoverage = false;
1152 gl_state.blendfunc1 = GL_ONE;
1153 gl_state.blendfunc2 = GL_ZERO;
1154 gl_state.blend = false;
1155 gl_state.depthmask = GL_TRUE;
1156 gl_state.colormask = 15;
1157 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1158 gl_state.lockrange_first = 0;
1159 gl_state.lockrange_count = 0;
1160 gl_state.cullface = GL_FRONT;
1161 gl_state.cullfaceenable = false;
1162 gl_state.polygonoffset[0] = 0;
1163 gl_state.polygonoffset[1] = 0;
1164 gl_state.framebufferobject = 0;
1165 gl_state.depthfunc = GL_LEQUAL;
1167 switch(vid.renderpath)
1169 case RENDERPATH_GL32:
1170 case RENDERPATH_GLES2:
1171 // set up debug output early
1172 if (vid.support.arb_debug_output)
1176 if (gl_debug.integer >= 1)
1177 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1178 if (gl_debug.integer >= 3)
1179 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1180 else if (gl_debug.integer >= 1)
1182 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1183 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1184 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1187 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1188 qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1191 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1192 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1193 qglDisable(GL_BLEND);CHECKGLERROR
1194 qglCullFace(gl_state.cullface);CHECKGLERROR
1195 qglDisable(GL_CULL_FACE);CHECKGLERROR
1196 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1197 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1198 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1199 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1200 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1201 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1202 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1203 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1204 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1205 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1206 gl_state.unit = MAX_TEXTUREUNITS;
1212 void GL_ActiveTexture(unsigned int num)
1214 if (gl_state.unit != num)
1216 gl_state.unit = num;
1217 switch(vid.renderpath)
1219 case RENDERPATH_GL32:
1220 case RENDERPATH_GLES2:
1222 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1228 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1230 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1232 qboolean blendenable;
1233 gl_state.blendfunc1 = blendfunc1;
1234 gl_state.blendfunc2 = blendfunc2;
1235 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1236 switch(vid.renderpath)
1238 case RENDERPATH_GL32:
1239 case RENDERPATH_GLES2:
1241 if (qglBlendFuncSeparate)
1243 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1247 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1249 if (gl_state.blend != blendenable)
1251 gl_state.blend = blendenable;
1252 if (!gl_state.blend)
1254 qglDisable(GL_BLEND);CHECKGLERROR
1258 qglEnable(GL_BLEND);CHECKGLERROR
1266 void GL_DepthMask(int state)
1268 if (gl_state.depthmask != state)
1270 gl_state.depthmask = state;
1271 switch(vid.renderpath)
1273 case RENDERPATH_GL32:
1274 case RENDERPATH_GLES2:
1276 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1282 void GL_DepthTest(int state)
1284 if (gl_state.depthtest != state)
1286 gl_state.depthtest = state;
1287 switch(vid.renderpath)
1289 case RENDERPATH_GL32:
1290 case RENDERPATH_GLES2:
1292 if (gl_state.depthtest)
1294 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1298 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1305 void GL_DepthFunc(int state)
1307 if (gl_state.depthfunc != state)
1309 gl_state.depthfunc = state;
1310 switch(vid.renderpath)
1312 case RENDERPATH_GL32:
1313 case RENDERPATH_GLES2:
1315 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1321 void GL_DepthRange(float nearfrac, float farfrac)
1323 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1325 gl_state.depthrange[0] = nearfrac;
1326 gl_state.depthrange[1] = farfrac;
1327 switch(vid.renderpath)
1329 case RENDERPATH_GL32:
1330 case RENDERPATH_GLES2:
1333 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1335 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1342 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1344 switch (vid.renderpath)
1346 case RENDERPATH_GL32:
1347 case RENDERPATH_GLES2:
1351 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1355 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1357 qglStencilMask(writemask);CHECKGLERROR
1358 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1359 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1365 void GL_PolygonOffset(float planeoffset, float depthoffset)
1367 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1369 gl_state.polygonoffset[0] = planeoffset;
1370 gl_state.polygonoffset[1] = depthoffset;
1371 switch(vid.renderpath)
1373 case RENDERPATH_GL32:
1374 case RENDERPATH_GLES2:
1376 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1382 void GL_SetMirrorState(qboolean state)
1384 if (v_flipped_state != state)
1386 v_flipped_state = state;
1387 if (gl_state.cullface == GL_BACK)
1388 gl_state.cullface = GL_FRONT;
1389 else if (gl_state.cullface == GL_FRONT)
1390 gl_state.cullface = GL_BACK;
1393 switch(vid.renderpath)
1395 case RENDERPATH_GL32:
1396 case RENDERPATH_GLES2:
1398 qglCullFace(gl_state.cullface);CHECKGLERROR
1404 void GL_CullFace(int state)
1408 if(state == GL_FRONT)
1410 else if(state == GL_BACK)
1414 switch(vid.renderpath)
1416 case RENDERPATH_GL32:
1417 case RENDERPATH_GLES2:
1420 if (state != GL_NONE)
1422 if (!gl_state.cullfaceenable)
1424 gl_state.cullfaceenable = true;
1425 qglEnable(GL_CULL_FACE);CHECKGLERROR
1427 if (gl_state.cullface != state)
1429 gl_state.cullface = state;
1430 qglCullFace(gl_state.cullface);CHECKGLERROR
1435 if (gl_state.cullfaceenable)
1437 gl_state.cullfaceenable = false;
1438 qglDisable(GL_CULL_FACE);CHECKGLERROR
1445 void GL_AlphaToCoverage(qboolean state)
1447 if (gl_state.alphatocoverage != state)
1449 gl_state.alphatocoverage = state;
1450 switch(vid.renderpath)
1452 case RENDERPATH_GLES2:
1454 case RENDERPATH_GL32:
1455 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1456 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1458 if (gl_state.alphatocoverage)
1460 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1461 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1465 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1466 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1474 void GL_ColorMask(int r, int g, int b, int a)
1476 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1477 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1478 if (gl_state.colormask != state)
1480 gl_state.colormask = state;
1481 switch(vid.renderpath)
1483 case RENDERPATH_GL32:
1484 case RENDERPATH_GLES2:
1486 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1492 void GL_Color(float cr, float cg, float cb, float ca)
1494 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)
1496 gl_state.color4f[0] = cr;
1497 gl_state.color4f[1] = cg;
1498 gl_state.color4f[2] = cb;
1499 gl_state.color4f[3] = ca;
1500 switch(vid.renderpath)
1502 case RENDERPATH_GL32:
1503 case RENDERPATH_GLES2:
1504 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1510 void GL_Scissor (int x, int y, int width, int height)
1512 switch(vid.renderpath)
1514 case RENDERPATH_GL32:
1515 case RENDERPATH_GLES2:
1517 qglScissor(x, y,width,height);CHECKGLERROR
1522 void GL_ScissorTest(int state)
1524 if (gl_state.scissortest != state)
1526 gl_state.scissortest = state;
1527 switch(vid.renderpath)
1529 case RENDERPATH_GL32:
1530 case RENDERPATH_GLES2:
1532 if(gl_state.scissortest)
1533 qglEnable(GL_SCISSOR_TEST);
1535 qglDisable(GL_SCISSOR_TEST);
1542 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1544 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1545 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1546 // prevent warnings when trying to clear a buffer that does not exist
1548 colorvalue = blackcolor;
1551 mask &= ~GL_STENCIL_BUFFER_BIT;
1554 switch(vid.renderpath)
1556 case RENDERPATH_GL32:
1557 case RENDERPATH_GLES2:
1559 if (mask & GL_COLOR_BUFFER_BIT)
1561 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1563 if (mask & GL_DEPTH_BUFFER_BIT)
1566 qglClearDepthf(depthvalue);CHECKGLERROR
1568 qglClearDepth(depthvalue);CHECKGLERROR
1571 if (mask & GL_STENCIL_BUFFER_BIT)
1573 qglClearStencil(stencilvalue);CHECKGLERROR
1575 qglClear(mask);CHECKGLERROR
1580 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1582 switch(vid.renderpath)
1584 case RENDERPATH_GL32:
1585 case RENDERPATH_GLES2:
1594 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1595 for (i = 0;i < width * height * 4;i += 4)
1598 // g = outpixels[i+1];
1600 // a = outpixels[i+3];
1602 // outpixels[i+1] = g;
1604 // outpixels[i+3] = a;
1608 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1614 // called at beginning of frame
1615 void R_Mesh_Start(void)
1618 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1619 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1621 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1622 Cvar_SetValueQuick(&gl_paranoid, 1);
1626 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1630 char compilelog[MAX_INPUTLINE];
1631 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1634 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1635 qglCompileShader(shaderobject);CHECKGLERROR
1636 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1637 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1638 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))
1640 int i, j, pretextlines = 0;
1641 for (i = 0;i < numstrings - 1;i++)
1642 for (j = 0;strings[i][j];j++)
1643 if (strings[i][j] == '\n')
1645 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1647 if (!shadercompiled)
1649 qglDeleteShader(shaderobject);CHECKGLERROR
1652 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1653 qglDeleteShader(shaderobject);CHECKGLERROR
1657 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)
1659 GLint programlinked;
1660 GLuint programobject = 0;
1661 char linklog[MAX_INPUTLINE];
1664 programobject = qglCreateProgram();CHECKGLERROR
1668 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1669 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1670 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1671 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1672 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1673 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1674 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1675 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1676 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1677 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1679 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1683 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1686 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1687 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1691 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1694 qglLinkProgram(programobject);CHECKGLERROR
1695 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1696 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1701 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1702 Con_DPrintf("program link log:\n%s\n", linklog);
1704 // software vertex shader is ok but software fragment shader is WAY
1705 // too slow, fail program if so.
1706 // NOTE: this string might be ATI specific, but that's ok because the
1707 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1708 // software fragment shader due to low instruction and dependent
1710 if (strstr(linklog, "fragment shader will run in software"))
1711 programlinked = false;
1717 return programobject;
1719 qglDeleteProgram(programobject);CHECKGLERROR
1723 void GL_Backend_FreeProgram(unsigned int prog)
1726 qglDeleteProgram(prog);
1730 // renders triangles using vertices from the active arrays
1731 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)
1733 unsigned int numelements = numtriangles * 3;
1735 size_t bufferoffset3i;
1737 size_t bufferoffset3s;
1738 if (numvertices < 3 || numtriangles < 1)
1740 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1741 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);
1744 // adjust the pointers for firsttriangle
1746 element3i += firsttriangle * 3;
1747 if (element3i_indexbuffer)
1748 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1750 element3s += firsttriangle * 3;
1751 if (element3s_indexbuffer)
1752 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1753 // upload a dynamic index buffer if needed
1756 if (!element3s_indexbuffer)
1757 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1761 if (!element3i_indexbuffer)
1762 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1764 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1765 bufferoffset3i = element3i_bufferoffset;
1766 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1767 bufferoffset3s = element3s_bufferoffset;
1768 r_refdef.stats[r_stat_draws]++;
1769 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1770 r_refdef.stats[r_stat_draws_elements] += numelements;
1771 if (gl_paranoid.integer)
1776 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1778 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1780 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1787 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1789 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1791 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1797 if (r_render.integer || r_refdef.draw2dstage)
1799 switch(vid.renderpath)
1801 case RENDERPATH_GL32:
1802 case RENDERPATH_GLES2:
1806 GL_BindEBO(bufferobject3s);
1807 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1809 else if (bufferobject3i)
1811 GL_BindEBO(bufferobject3i);
1812 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1816 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1823 // restores backend state, used when done with 3D rendering
1824 void R_Mesh_Finish(void)
1826 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1829 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1831 r_meshbuffer_t *buffer;
1832 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1833 memset(buffer, 0, sizeof(*buffer));
1834 buffer->bufferobject = 0;
1835 buffer->devicebuffer = NULL;
1836 buffer->size = size;
1837 buffer->isindexbuffer = isindexbuffer;
1838 buffer->isuniformbuffer = isuniformbuffer;
1839 buffer->isdynamic = isdynamic;
1840 buffer->isindex16 = isindex16;
1841 strlcpy(buffer->name, name, sizeof(buffer->name));
1842 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1846 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1850 if (buffer->isindexbuffer)
1852 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1853 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1857 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1858 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1861 buffer->size = size;
1862 switch(vid.renderpath)
1864 case RENDERPATH_GL32:
1865 case RENDERPATH_GLES2:
1866 if (!buffer->bufferobject)
1867 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1869 if (buffer->isuniformbuffer)
1870 GL_BindUBO(buffer->bufferobject);
1871 else if (buffer->isindexbuffer)
1872 GL_BindEBO(buffer->bufferobject);
1874 GL_BindVBO(buffer->bufferobject);
1878 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1879 #ifdef GL_UNIFORM_BUFFER
1880 if (buffer->isuniformbuffer)
1881 buffertype = GL_UNIFORM_BUFFER;
1885 qglBufferSubData(buffertype, offset, size, data);
1887 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1890 if (buffer->isuniformbuffer)
1896 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1900 switch(vid.renderpath)
1902 case RENDERPATH_GL32:
1903 case RENDERPATH_GLES2:
1904 // GL clears the binding if we delete something bound
1905 if (gl_state.uniformbufferobject == buffer->bufferobject)
1906 gl_state.uniformbufferobject = 0;
1907 if (gl_state.vertexbufferobject == buffer->bufferobject)
1908 gl_state.vertexbufferobject = 0;
1909 if (gl_state.elementbufferobject == buffer->bufferobject)
1910 gl_state.elementbufferobject = 0;
1912 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1915 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1918 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1919 void GL_Mesh_ListVBOs(qboolean printeach)
1924 int index16count, index16mem;
1925 int index32count, index32mem;
1926 int vertexcount, vertexmem;
1927 int uniformcount, uniformmem;
1928 int totalcount, totalmem;
1929 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1930 r_meshbuffer_t *buffer;
1931 memset(bufferstat, 0, sizeof(bufferstat));
1932 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1933 for (i = 0;i < endindex;i++)
1935 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1938 if (buffer->isuniformbuffer)
1939 type = R_BUFFERDATA_UNIFORM;
1940 else if (buffer->isindexbuffer && buffer->isindex16)
1941 type = R_BUFFERDATA_INDEX16;
1942 else if (buffer->isindexbuffer)
1943 type = R_BUFFERDATA_INDEX32;
1945 type = R_BUFFERDATA_VERTEX;
1946 isdynamic = buffer->isdynamic;
1947 bufferstat[type][isdynamic][0]++;
1948 bufferstat[type][isdynamic][1] += buffer->size;
1950 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1952 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1953 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1954 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1955 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1956 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1957 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1958 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1959 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1960 totalcount = index16count + index32count + vertexcount + uniformcount;
1961 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1962 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);
1967 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1969 switch(vid.renderpath)
1971 case RENDERPATH_GL32:
1972 case RENDERPATH_GLES2:
1973 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)
1975 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1976 if (!bufferobject && gl_paranoid.integer)
1977 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1978 gl_state.pointer_vertex_components = components;
1979 gl_state.pointer_vertex_gltype = gltype;
1980 gl_state.pointer_vertex_stride = stride;
1981 gl_state.pointer_vertex_pointer = pointer;
1982 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1983 gl_state.pointer_vertex_offset = bufferoffset;
1985 GL_BindVBO(bufferobject);
1986 // LordHavoc: special flag added to gltype for unnormalized types
1987 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1993 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1995 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1996 // the pointer only.
1997 switch(vid.renderpath)
1999 case RENDERPATH_GL32:
2000 case RENDERPATH_GLES2:
2004 // caller wants color array enabled
2005 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2006 if (!gl_state.pointer_color_enabled)
2008 gl_state.pointer_color_enabled = true;
2010 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2012 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)
2014 gl_state.pointer_color_components = components;
2015 gl_state.pointer_color_gltype = gltype;
2016 gl_state.pointer_color_stride = stride;
2017 gl_state.pointer_color_pointer = pointer;
2018 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2019 gl_state.pointer_color_offset = bufferoffset;
2021 GL_BindVBO(bufferobject);
2022 // LordHavoc: special flag added to gltype for unnormalized types
2023 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2028 // caller wants color array disabled
2029 if (gl_state.pointer_color_enabled)
2031 gl_state.pointer_color_enabled = false;
2033 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2034 // when color array is on the current color gets trashed, set it again
2035 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2042 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)
2044 gltextureunit_t *unit = gl_state.units + unitnum;
2045 if (unitnum >= MAX_TEXTUREUNITS)
2046 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2047 // update array settings
2048 // note: there is no need to check bufferobject here because all cases
2049 // that involve a valid bufferobject also supply a texcoord array
2050 switch(vid.renderpath)
2052 case RENDERPATH_GL32:
2053 case RENDERPATH_GLES2:
2057 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2058 // texture array unit is enabled, enable the array
2059 if (!unit->arrayenabled)
2061 unit->arrayenabled = true;
2062 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2065 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)
2067 unit->pointer_texcoord_components = components;
2068 unit->pointer_texcoord_gltype = gltype;
2069 unit->pointer_texcoord_stride = stride;
2070 unit->pointer_texcoord_pointer = pointer;
2071 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2072 unit->pointer_texcoord_offset = bufferoffset;
2073 GL_BindVBO(bufferobject);
2074 // LordHavoc: special flag added to gltype for unnormalized types
2075 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2080 // texture array unit is disabled, disable the array
2081 if (unit->arrayenabled)
2083 unit->arrayenabled = false;
2084 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2091 int R_Mesh_TexBound(unsigned int unitnum, int id)
2093 gltextureunit_t *unit = gl_state.units + unitnum;
2094 if (unitnum >= MAX_TEXTUREUNITS)
2095 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2096 if (id == GL_TEXTURE_2D)
2098 if (id == GL_TEXTURE_3D)
2100 if (id == GL_TEXTURE_CUBE_MAP)
2101 return unit->tcubemap;
2105 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2107 switch(vid.renderpath)
2109 case RENDERPATH_GL32:
2110 case RENDERPATH_GLES2:
2111 R_Mesh_TexBind(0, tex);
2112 GL_ActiveTexture(0);CHECKGLERROR
2113 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2118 void R_Mesh_ClearBindingsForTexture(int texnum)
2120 gltextureunit_t *unit;
2121 unsigned int unitnum;
2122 // 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.
2123 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2125 unit = gl_state.units + unitnum;
2126 if (unit->texture && unit->texture->texnum == texnum)
2127 R_Mesh_TexBind(unitnum, NULL);
2131 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2133 gltextureunit_t *unit = gl_state.units + unitnum;
2135 if (unitnum >= MAX_TEXTUREUNITS)
2136 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2137 if (unit->texture == tex)
2139 switch(vid.renderpath)
2141 case RENDERPATH_GL32:
2142 case RENDERPATH_GLES2:
2145 tex = r_texture_white;
2146 // not initialized enough yet...
2150 unit->texture = tex;
2151 texnum = R_GetTexture(tex);
2152 switch(tex->gltexturetypeenum)
2154 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2155 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2156 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2162 void R_Mesh_ResetTextureState(void)
2164 unsigned int unitnum;
2168 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2169 R_Mesh_TexBind(unitnum, NULL);
2172 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2174 // upload temporary vertexbuffer for this rendering
2176 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2177 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
2178 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
2179 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2180 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2181 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2182 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2183 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2184 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2185 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2186 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2189 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2191 r_meshbuffer_t *buffer_vertex3f = NULL;
2192 r_meshbuffer_t *buffer_color4f = NULL;
2193 r_meshbuffer_t *buffer_texcoord2f = NULL;
2194 int bufferoffset_vertex3f = 0;
2195 int bufferoffset_color4f = 0;
2196 int bufferoffset_texcoord2f = 0;
2197 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2198 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2199 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2200 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2201 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2202 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2203 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2204 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2205 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2206 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2207 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2208 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2209 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2212 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)
2214 r_meshbuffer_t *buffer_vertex3f = NULL;
2215 r_meshbuffer_t *buffer_color4f = NULL;
2216 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2217 r_meshbuffer_t *buffer_svector3f = NULL;
2218 r_meshbuffer_t *buffer_tvector3f = NULL;
2219 r_meshbuffer_t *buffer_normal3f = NULL;
2220 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2221 int bufferoffset_vertex3f = 0;
2222 int bufferoffset_color4f = 0;
2223 int bufferoffset_texcoordtexture2f = 0;
2224 int bufferoffset_svector3f = 0;
2225 int bufferoffset_tvector3f = 0;
2226 int bufferoffset_normal3f = 0;
2227 int bufferoffset_texcoordlightmap2f = 0;
2228 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2229 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2230 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2231 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2232 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2233 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2234 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2235 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2236 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2237 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2238 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2239 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2240 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2241 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2242 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2243 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2244 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2247 void GL_BlendEquationSubtract(qboolean negated)
2252 switch(vid.renderpath)
2254 case RENDERPATH_GL32:
2255 case RENDERPATH_GLES2:
2256 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2262 switch(vid.renderpath)
2264 case RENDERPATH_GL32:
2265 case RENDERPATH_GLES2:
2266 qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR