#include "quakedef.h"
#include "cl_collision.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 vid_d3d9dev;
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
-cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
size_t pointer_texcoord_offset;
rtexture_t *texture;
- int t2d, t3d, tcubemap, trectangle;
+ int t2d, t3d, tcubemap;
int arrayenabled;
int rgbscale, alphascale;
int combine;
int vertexbufferobject;
int elementbufferobject;
int framebufferobject;
+ int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
qboolean pointer_color_enabled;
int pointer_vertex_components;
void *preparevertices_tempdata;
size_t preparevertices_tempdatamaxsize;
r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
- r_vertexposition_t *preparevertices_vertexposition;
r_vertexgeneric_t *preparevertices_vertexgeneric;
r_vertexmesh_t *preparevertices_vertexmesh;
int preparevertices_numvertices;
qboolean active;
#ifdef SUPPORTD3D
- rtexture_t *d3drt_depthtexture;
- rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+// rtexture_t *d3drt_depthtexture;
+// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_depthsurface;
IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
IDirect3DSurface9 *d3drt_backbufferdepthsurface;
IDirect3DSurface9 *d3drt_backbuffercolorsurface;
+ void *d3dvertexbuffer;
+ void *d3dvertexdata;
+ size_t d3dvertexsize;
#endif
}
gl_state_t;
static void R_Mesh_InitVertexDeclarations(void);
static void R_Mesh_DestroyVertexDeclarations(void);
+static void R_Mesh_SetUseVBO(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
+ gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ break;
+ case RENDERPATH_D3D9:
+ gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ gl_state.usevbo_staticvertex = false;
+ gl_state.usevbo_staticindex = false;
+ gl_state.usevbo_dynamicvertex = false;
+ gl_state.usevbo_dynamicindex = false;
+ break;
+ case RENDERPATH_GLES2:
+ gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_staticindex = false;
+ gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicindex = false;
+ break;
+ }
+}
+
static void gl_backend_start(void)
{
memset(&gl_state, 0, sizeof(gl_state));
R_Mesh_InitVertexDeclarations();
- gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
- gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
- gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ R_Mesh_SetUseVBO();
Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
Con_DPrintf("OpenGL backend started.\n");
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // fetch current fbo here (default fbo is not 0 on some GLES devices)
+ if (vid.support.ext_framebuffer_object)
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
{
int i, endindex;
r_meshbuffer_t *buffer;
+#ifdef SUPPORTD3D
+ gl_state.d3dvertexbuffer = NULL;
+#endif
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
+#endif
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ }
endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
static void gl_backend_devicerestored(void)
{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
+#endif
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ }
}
void gl_backend_init(void)
for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
polygonelement3i[i] = polygonelement3s[i];
- for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
quadelement3i[i] = quadelement3s[i];
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
- Cvar_RegisterVariable(&gl_mesh_separatearrays);
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");
Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
iw = 1.0f / out[3];
out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
- out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+
+ // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+ //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
+
out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
+void GL_Finish(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglFinish();
+ break;
+ case RENDERPATH_D3D9:
+ //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Finish();
+ break;
+ }
+}
+
+static int bboxedges[12][2] =
+{
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+{
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2;
+ vec4_t v, v2;
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ scissor[0] = r_refdef.view.viewport.x;
+ scissor[1] = r_refdef.view.viewport.y;
+ scissor[2] = r_refdef.view.viewport.width;
+ scissor[3] = r_refdef.view.viewport.height;
+
+ // if view is inside the box, just say yes it's visible
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+ return false;
+
+ x1 = y1 = x2 = y2 = 0;
+
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ }
+
+ // if we have no points to check, it is behind the view plane
+ if (!numvertices)
+ return true;
+
+ // if we have some points to transform, check what screen area is covered
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
+ {
+ VectorCopy(vertex[i], v);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+ //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]);
+ if (i)
+ {
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
+ }
+ else
+ {
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
+ }
+ }
+
+ // now convert the scissor rectangle to integer screen coordinates
+ ix1 = (int)(x1 - 1.0f);
+ //iy1 = vid.height - (int)(y2 - 1.0f);
+ //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ //iy2 = vid.height - (int)(y1 + 1.0f);
+ //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+ // clamp it to the screen
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+ // if it is inside out, it's not visible
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+
+ // the light area is visible, set up the scissor rectangle
+ scissor[0] = ix1;
+ scissor[1] = iy1;
+ scissor[2] = ix2 - ix1;
+ scissor[3] = iy2 - iy1;
+
+ // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ scissor[1] = vid.height - scissor[1] - scissor[3];
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ break;
+ }
+
+ return false;
+}
+
+
static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
{
float q[4];
VectorSet(normal, normalx, normaly, normalz);
Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
- VectorScale(normal, dist, v3);
+ VectorScale(normal, -dist, v3);
Matrix4x4_Transform(&v->viewmatrix, v3, v4);
// FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
clipPlane[3] = -DotProduct(v4, clipPlane);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
m[5] *= -1;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
-// CHECKGLERROR
-// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-// break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// Load the projection matrix into OpenGL
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+ break;
}
// force an update of the derived matrices
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (!vid.support.ext_framebuffer_object)
return 0;
qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
return 1;
+ case RENDERPATH_SOFT:
+ return 1;
}
return 0;
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (fbo)
qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
+ }
+}
+
+#ifdef SUPPORTD3D
+void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
+{
+// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
+ if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
+ return;
+
+ gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
+ if (gl_state.d3drt_depthsurface != depthsurface)
+ {
+ gl_state.d3drt_depthsurface = depthsurface;
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
+ }
+ if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
+ {
+ gl_state.d3drt_colorsurfaces[0] = colorsurface0;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
+ }
+ if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
+ {
+ gl_state.d3drt_colorsurfaces[1] = colorsurface1;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
+ }
+ if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
+ {
+ gl_state.d3drt_colorsurfaces[2] = colorsurface2;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
+ }
+ if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
+ {
+ gl_state.d3drt_colorsurfaces[3] = colorsurface3;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
}
}
+#endif
void R_Mesh_ResetRenderTargets(void)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (gl_state.framebufferobject)
{
gl_state.framebufferobject = 0;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- if (gl_state.framebufferobject)
- {
- unsigned int i;
- gl_state.framebufferobject = 0;
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
- gl_state.d3drt_depthsurface = NULL;
- for (i = 1;i < vid.maxdrawbuffers;i++)
- {
- if (gl_state.d3drt_colorsurfaces[i])
- {
- gl_state.d3drt_colorsurfaces[i] = NULL;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
- }
- }
- }
+ R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
#endif
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
// TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
if (fbo)
{
- gl_state.framebufferobject = 1;
- gl_state.d3drt_depthtexture = depthtexture;
- if (gl_state.d3drt_depthtexture)
- {
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
- }
- else
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
- for (i = 0;i < vid.maxdrawbuffers;i++)
+ IDirect3DSurface9 *colorsurfaces[4];
+ for (i = 0;i < 4;i++)
{
- gl_state.d3drt_colortextures[i] = textures[i];
- if (gl_state.d3drt_colortextures[i])
- {
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
- IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
- }
- else
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+ colorsurfaces[i] = NULL;
+ if (textures[i])
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
}
+ // set the render targets for real
+ R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
+ // release the texture surface levels (they won't be lost while bound...)
+ for (i = 0;i < 4;i++)
+ if (textures[i])
+ IDirect3DSurface9_Release(colorsurfaces[i]);
}
else
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
#endif
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (fbo)
+ {
+ int width, height;
+ unsigned int *pointers[5];
+ memset(pointers, 0, sizeof(pointers));
+ for (i = 0;i < 5;i++)
+ pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
+ width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+ }
+ else
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
}
#endif
+extern cvar_t r_transparent_alphatocoverage;
static void GL_Backend_ResetState(void)
{
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.cullface = GL_NONE;
+ gl_state.cullface = GL_FRONT;
gl_state.cullfaceenable = false;
gl_state.polygonoffset[0] = 0;
gl_state.polygonoffset[1] = 0;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglColorMask(1, 1, 1, 1);CHECKGLERROR
qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglDisable((r_transparent_alphatocoverage.integer) ? GL_SAMPLE_ALPHA_TO_COVERAGE_ARB : GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
if (vid.support.ext_framebuffer_object)
{
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.teximageunits;i++)
+ for (i = 0;i < vid.texunits;i++)
{
GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
if (vid.support.ext_texture_3d)
{
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
}
if (vid.support.arb_texture_cube_map)
{
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
- {
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
- }
- }
-
- for (i = 0;i < vid.texarrayunits;i++)
- {
- GL_ClientActiveTexture(i);
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
CHECKGLERROR
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(1,1,1,1);
+ DPSOFTRAST_AlphaTest(gl_state.alphatest);
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
CHECKGLERROR
-
qglColorMask(1, 1, 1, 1);CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
qglDisable(GL_BLEND);CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
qglEnable(GL_DEPTH_TEST);CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
+ // if (vid.renderpath == RENDERPATH_GL20)
+ // {
+ // qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
+ // qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ // }
if (vid.support.arb_vertex_buffer_object)
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
-
- if (vid.support.ext_framebuffer_object)
- {
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
-
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
-
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.texunits;i++)
+ for (i = 0;i < vid.teximageunits;i++)
{
GL_ActiveTexture(i);
- GL_ClientActiveTexture(i);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
if (vid.support.ext_texture_3d)
{
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
}
if (vid.support.arb_texture_cube_map)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
- }
+ }
+ for (i = 0;i < vid.texarrayunits;i++)
+ {
GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
}
CHECKGLERROR
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (qglActiveTexture)
{
CHECKGLERROR
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
if (qglActiveTexture)
{
CHECKGLERROR
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
if (gl_state.blend != blendenable)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthMask(gl_state.depthmask);CHECKGLERROR
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (gl_state.depthtest)
{
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthTest(gl_state.depthtest);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
{
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
#endif
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (enable)
{
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
#endif
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglCullFace(gl_state.cullface);
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglCullFace(gl_state.cullface);CHECKGLERROR
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (state != GL_NONE)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ gl_state.cullfaceenable = state != GL_NONE ? true : false;
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ }
+ break;
}
}
-void GL_AlphaTest(int state)
+void GL_MultiSampling(qboolean state)
{
- if (gl_state.alphatest != state)
+ switch(vid.renderpath)
{
- gl_state.alphatest = state;
- switch(vid.renderpath)
- {
case RENDERPATH_GL11:
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (gl_state.alphatest)
- {
- qglEnable(GL_ALPHA_TEST);CHECKGLERROR
- }
- else
+ case RENDERPATH_GLES2:
+ if (vid.support.arb_multisample)
{
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ if (state)
+ qglEnable(GL_MULTISAMPLE_ARB);
+ else
+ qglDisable(GL_MULTISAMPLE_ARB);
+ CHECKGLERROR
}
break;
case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
-#endif
break;
case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
- }
+ case RENDERPATH_SOFT:
+ break;
}
}
-void GL_AlphaFunc(int state, float value)
+void GL_AlphaTest(int state)
{
- if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
+ if (gl_state.alphatest != state)
{
- gl_state.alphafunc = state;
- gl_state.alphafuncvalue = value;
+ gl_state.alphatest = state;
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ // only fixed function uses alpha test, other paths use pixel kill capability in shaders
CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
+ if (gl_state.alphatest)
+ {
+ qglEnable((r_transparent_alphatocoverage.integer) ? GL_SAMPLE_ALPHA_TO_COVERAGE_ARB : GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable((r_transparent_alphatocoverage.integer) ? GL_SAMPLE_ALPHA_TO_COVERAGE_ARB : GL_ALPHA_TEST);CHECKGLERROR
+ }
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
+// IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
#endif
break;
case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+// DPSOFTRAST_AlphaTest(gl_state.alphatest);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vid_multisampling.integer)
+ {
+ if (gl_state.alphatest && r_transparent_alphatocoverage.integer)
+ qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
+ else
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
+ CHECKGLERROR
+ }
break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(r, g, b, a);
+ break;
}
}
}
{
case RENDERPATH_GL11:
case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
CHECKGLERROR
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
case RENDERPATH_D3D11:
// no equivalent in D3D
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Color4f(cr, cg, cb, ca);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglScissor(x, y,width,height);
CHECKGLERROR
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Scissor(x, y, width, height);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if(gl_state.scissortest)
qglEnable(GL_SCISSOR_TEST);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ScissorTest(gl_state.scissortest);
+ break;
}
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
if (mask & GL_COLOR_BUFFER_BIT)
{
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (mask & GL_COLOR_BUFFER_BIT)
+ DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ DPSOFTRAST_ClearDepth(depthvalue);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+ break;
}
}
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
- gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
- gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
- gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ R_Mesh_ResetRenderTargets();
+ R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
int shaderobject;
int shadercompiled;
char compilelog[MAX_INPUTLINE];
- shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
if (!shaderobject)
return false;
- qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
- qglCompileShaderARB(shaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
- qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShader(shaderobject);CHECKGLERROR
+ qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+ qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
{
int i, j, pretextlines = 0;
}
if (!shadercompiled)
{
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return false;
}
- qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglAttachShader(programobject, shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return true;
}
char linklog[MAX_INPUTLINE];
CHECKGLERROR
- programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ programobject = qglCreateProgram();CHECKGLERROR
if (!programobject)
return 0;
- if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+ if(vid.support.gl20shaders130)
+ qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER_ARB
- if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
goto cleanup;
#endif
- if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
goto cleanup;
- qglLinkProgramARB(programobject);CHECKGLERROR
- qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ qglLinkProgram(programobject);CHECKGLERROR
+ qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+ qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
if (linklog[0])
{
if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
goto cleanup;
return programobject;
cleanup:
- qglDeleteObjectARB(programobject);CHECKGLERROR
+ qglDeleteProgram(programobject);CHECKGLERROR
return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
{
CHECKGLERROR
- qglDeleteObjectARB(prog);
+ qglDeleteProgram(prog);
CHECKGLERROR
}
element3s += firsttriangle * 3;
if (element3s_indexbuffer)
element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
- // check if the user specified to ignore static index buffers
- if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
+ switch(vid.renderpath)
{
- element3i_indexbuffer = NULL;
- element3s_indexbuffer = NULL;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // check if the user specified to ignore static index buffers
+ if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
+ {
+ element3i_indexbuffer = NULL;
+ element3s_indexbuffer = NULL;
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
}
// upload a dynamic index buffer if needed
if (element3s)
bufferoffset3i = element3i_bufferoffset;
bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
bufferoffset3s = element3s_bufferoffset;
- r_refdef.stats.meshes++;
- r_refdef.stats.meshes_elements += numelements;
+ r_refdef.stats.draws++;
+ r_refdef.stats.draws_vertices += numvertices;
+ r_refdef.stats.draws_elements += numelements;
if (gl_paranoid.integer)
{
unsigned int i;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
+ if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
{
if (element3s_indexbuffer)
{
else
IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
}
+ else
+ {
+ if (element3s)
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ else if (element3i)
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ else
+ IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ }
#endif
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
+ break;
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // GLES does not have glDrawRangeElements, and generally
+ // underperforms with index buffers, so this code path is
+ // relatively straightforward...
+#if 0
+ if (gl_paranoid.integer)
+ {
+ int r, prog, enabled, i;
+ GLsizei attriblength;
+ GLint attribsize;
+ GLenum attribtype;
+ GLchar attribname[1024];
+ r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (r != GL_FRAMEBUFFER_COMPLETE_EXT)
+ Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
+#ifndef GL_CURRENT_PROGRAM
+#define GL_CURRENT_PROGRAM 0x8B8D
+#endif
+ qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
+ if (r < 0 || r > 10000)
+ Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
+ prog = r;
+ for (i = 0;i < 8;i++)
+ {
+ qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
+ if (!r)
+ continue;
+ qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
+ Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
+ }
+ }
+#endif
+ if (element3s)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else if (element3i)
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ CHECKGLERROR
+ }
+ break;
}
}
}
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
+ R_Mesh_ResetRenderTargets();
}
r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (!buffer->bufferobject)
qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
if (buffer->isindexbuffer)
if (buffer->isindexbuffer)
{
IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
- if (size != buffer->size || !buffer->devicebuffer)
+ if (size > buffer->size || !buffer->devicebuffer)
{
if (buffer->devicebuffer)
IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
else
{
IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
- if (size != buffer->size || !buffer->devicebuffer)
+ if (size > buffer->size || !buffer->devicebuffer)
{
if (buffer->devicebuffer)
IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
+ if (gl_state.d3dvertexbuffer == (void *)buffer)
+ gl_state.d3dvertexbuffer = NULL;
if (buffer->devicebuffer)
{
if (buffer->isindexbuffer)
IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
else
IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
+ buffer->devicebuffer = NULL;
}
#endif
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- 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)
+ switch(vid.renderpath)
{
- 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;
- CHECKGLERROR
- GL_BindVBO(bufferobject);
- qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ 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)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ 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)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
{
// note: vertexbuffer may be non-NULL even if pointer is NULL, so check
// the pointer only.
- if (pointer)
+ switch(vid.renderpath)
{
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- // caller wants color array enabled
- if (!gl_state.pointer_color_enabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ CHECKGLERROR
+ if (pointer)
{
- gl_state.pointer_color_enabled = true;
- CHECKGLERROR
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ }
+ 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)
+ {
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
}
- 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)
+ else
{
- 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;
- CHECKGLERROR
- GL_BindVBO(bufferobject);
- qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ }
}
- }
- else
- {
- // caller wants color array disabled
- if (gl_state.pointer_color_enabled)
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
{
- gl_state.pointer_color_enabled = false;
- CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- // when color array is on the glColor gets trashed, set it again
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ }
+ 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)
+ {
+ 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;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
}
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
- CHECKGLERROR
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
- if (pointer)
- {
- int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
- // texture array unit is enabled, enable the array
- if (!unit->arrayenabled)
- {
- unit->arrayenabled = true;
- GL_ClientActiveTexture(unitnum);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- // texcoord array
- 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)
- {
- 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;
- GL_ClientActiveTexture(unitnum);
- GL_BindVBO(bufferobject);
- qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
- }
- }
- else
+ switch(vid.renderpath)
{
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ CHECKGLERROR
+ if (pointer)
{
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(unitnum);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // texcoord array
+ 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)
+ {
+ 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;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ // texcoord array
+ 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)
+ {
+ 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;
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
}
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
}
return unit->t3d;
if (id == GL_TEXTURE_CUBE_MAP_ARB)
return unit->tcubemap;
- if (id == GL_TEXTURE_RECTANGLE_ARB)
- return unit->trectangle;
return 0;
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
R_Mesh_TexBind(0, tex);
GL_ActiveTexture(0);CHECKGLERROR
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+ break;
}
}
int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
#endif
+void R_Mesh_ClearBindingsForTexture(int texnum)
+{
+ gltextureunit_t *unit;
+ unsigned int unitnum;
+ // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
+ for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ {
+ unit = gl_state.units + unitnum;
+ if (unit->t2d == texnum)
+ unit->t2d = -1;
+ if (unit->t3d == texnum)
+ unit->t3d = -1;
+ if (unit->tcubemap == texnum)
+ unit->tcubemap = -1;
+ }
+}
+
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (!tex)
{
tex = r_texture_white;
case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
- case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
unit->texture = tex;
tex2d = 0;
tex3d = 0;
if (!tex)
return;
}
+ // upload texture if needed
+ R_GetTexture(tex);
if (unit->texture == tex)
return;
unit->texture = tex;
- // upload texture if needed
- if (tex->dirty)
- R_RealGetTexture(tex);
IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
//IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (!tex)
+ {
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
+ }
+ texnum = R_GetTexture(tex);
+ if (unit->texture == tex)
+ return;
+ unit->texture = tex;
+ DPSOFTRAST_SetTexture(unitnum, texnum);
+ break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
if (matrix && matrix->m[3][3])
{
// texmatrix specified, check if it is different
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
// do nothing
break;
case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
// GL_ARB_texture_env_combine
if (!combinergb)
combinergb = GL_MODULATE;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
BACKENDACTIVECHECK
- CHECKGLERROR
+ for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ R_Mesh_TexBind(unitnum, NULL);
+ for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
+ R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->t2d)
- {
- unit->t2d = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- if (unit->t3d)
- {
- unit->t3d = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- if (unit->tcubemap)
- {
- unit->tcubemap = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
- }
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
- }
- for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- }
+ case RENDERPATH_GLES2:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
for (unitnum = 0;unitnum < vid.texunits;unitnum++)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
+ R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexMatrix(unitnum, NULL);
}
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- for (unitnum = 0;unitnum < vid.texunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (unit->t2d)
- {
- unit->t2d = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- if (unit->t3d)
- {
- unit->t3d = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- if (unit->tcubemap)
- {
- unit->tcubemap = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
- }
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
- if (unit->arrayenabled)
- {
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
- if (unit->combine != GL_MODULATE)
- {
- unit->combine = GL_MODULATE;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
- }
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
#ifdef SUPPORTD3D
-//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
+//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
-D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
+D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
{
- {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
{
{0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+ {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
{
{0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
D3DDECL_END()
};
-IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
#endif
static void R_Mesh_InitVertexDeclarations(void)
{
#ifdef SUPPORTD3D
- r_vertexposition_d3d9decl = NULL;
+ r_vertex3f_d3d9decl = NULL;
r_vertexgeneric_d3d9decl = NULL;
r_vertexmesh_d3d9decl = NULL;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
#endif
}
static void R_Mesh_DestroyVertexDeclarations(void)
{
#ifdef SUPPORTD3D
- if (r_vertexposition_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
- r_vertexposition_d3d9decl = NULL;
+ if (r_vertex3f_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
+ r_vertex3f_d3d9decl = NULL;
if (r_vertexgeneric_d3d9decl)
IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
r_vertexgeneric_d3d9decl = NULL;
#endif
}
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexposition_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
- {
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
- }
- gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexposition;
-}
-
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
-{
- R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
- gl_state.preparevertices_vertexposition = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
-}
-
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
-{
- int i;
- r_vertexposition_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- if (vid.texunits >= 2)
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- if (vid.texunits >= 3)
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
-
- // no quick path for this case, convert to vertex structs
- vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
- R_Mesh_PrepareVertices_Position_Unlock();
- R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
{
// upload temporary vertexbuffer for this rendering
if (!gl_state.usevbo_staticvertex)
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
{
if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
- if (vertexbuffer)
+ switch(vid.renderpath)
{
- switch(vid.renderpath)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- case RENDERPATH_GL13:
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- case RENDERPATH_GL11:
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
- return;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ break;
case RENDERPATH_GL13:
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
case RENDERPATH_GL11:
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
break;
case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex3f;
+ gl_state.d3dvertexsize = sizeof(float[3]);
+#endif
+ break;
case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(NULL, 0);
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
break;
}
}
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
return;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+ return;
}
// no quick path for this case, convert to vertex structs
if (color4f)
{
for (i = 0;i < numvertices;i++)
- Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
}
else
{
- float tempcolor4f[4];
- unsigned char tempcolor4ub[4];
- Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
- tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
- tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
- tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
- tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
for (i = 0;i < numvertices;i++)
- Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
if (texcoord2f)
for (i = 0;i < numvertices;i++)
gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
- if (vertexbuffer)
+ switch(vid.renderpath)
{
- switch(vid.renderpath)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- case RENDERPATH_GL13:
+ }
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- case RENDERPATH_GL11:
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
+ {
R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
- return;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- case RENDERPATH_GL13:
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
case RENDERPATH_GL11:
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
+ }
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
+ }
break;
case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex;
+ gl_state.d3dvertexsize = sizeof(*vertex);
+#endif
+ break;
case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
break;
}
}
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
return;
}
break;
- case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
+ return;
}
vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
if (color4f)
{
for (i = 0;i < numvertices;i++)
- Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
}
else
{
- float tempcolor4f[4];
- unsigned char tempcolor4ub[4];
- Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
- tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
- tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
- tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
- tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
for (i = 0;i < numvertices;i++)
- Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
if (texcoordtexture2f)
for (i = 0;i < numvertices;i++)
gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
- if (vertexbuffer)
+ switch(vid.renderpath)
{
- switch(vid.renderpath)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
- break;
- case RENDERPATH_GL13:
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
- case RENDERPATH_GL11:
+ }
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
+ {
R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+ }
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
}
- return;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
- R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
break;
- case RENDERPATH_GL13:
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
case RENDERPATH_GL11:
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
+ }
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ }
break;
case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex;
+ gl_state.d3dvertexsize = sizeof(*vertex);
+#endif
+ break;
case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
break;
}
}