#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;
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;
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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
if (gl_state.preparevertices_tempdata)
#ifdef SUPPORTD3D
gl_state.d3dvertexbuffer = NULL;
#endif
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
+#endif
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ break;
+ }
endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
static void gl_backend_devicerestored(void)
{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
+#endif
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ break;
+ }
}
void gl_backend_init(void)
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;
}
+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_CGGL:
+ case RENDERPATH_SOFT:
+ 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];
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_D3D9:
m[5] *= -1;
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;
}
// force an update of the derived matrices
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
return 1;
+ case RENDERPATH_SOFT:
+ return 1;
}
return 0;
}
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)
{
switch(vid.renderpath)
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;
}
}
// 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;
}
}
{
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++)
if (vid.support.ext_framebuffer_object)
{
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
- }
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
CHECKGLERROR
break;
+ 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_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ break;
}
}
}
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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ break;
}
}
}
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;
}
}
}
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;
}
}
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_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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ break;
}
}
}
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;
}
}
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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_AlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);
+ 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_D3D11:
// no equivalent in D3D
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Color4f(cr, cg, cb, ca);
+ break;
}
}
}
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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ScissorTest(gl_state.scissortest);
+ break;
}
}
}
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_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
+ R_Mesh_ResetRenderTargets();
R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
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;
else
{
if (element3s)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ 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 + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ 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 *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+ IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
}
#endif
break;
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;
}
}
}
// 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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ 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);
}
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_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;
}
}
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_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;
+ }
+ if (unit->texture == tex)
+ return;
+ unit->texture = tex;
+ DPSOFTRAST_SetTexture(unitnum, R_GetTexture(tex));
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
GL_ActiveTexture(unitnum);
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
}
for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
{
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
- if (unit->trectangle)
- {
- unit->trectangle = 0;
- GL_ActiveTexture(unitnum);
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
- }
if (unit->arrayenabled)
{
unit->arrayenabled = false;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ 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()
};
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_GL11:
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:
-#ifdef SUPPORTD3D
- gl_state.d3dvertexbuffer = NULL;
- gl_state.d3dvertexdata = (void *)vertex3f;
- gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
- return;
- 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;
- }
-
- // 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;
}
switch(vid.renderpath)
case RENDERPATH_CGGL:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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(*vertex), vertex->vertex3f , NULL, 0);
+ 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);
case RENDERPATH_GL13:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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(*vertex), vertex->vertex3f , NULL, 0);
+ 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);
case RENDERPATH_GL11:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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(*vertex), vertex->vertex3f , NULL, 0);
+ 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_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ 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 *)vertex;
- gl_state.d3dvertexsize = sizeof(*vertex);
+ gl_state.d3dvertexdata = (void *)vertex3f;
+ gl_state.d3dvertexsize = sizeof(float[3]);
#endif
break;
case RENDERPATH_D3D10:
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;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ 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);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ 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
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_SetColorPointer4ub(vertex->color4ub, 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;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ 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);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ 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);
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));
}
else
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(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_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, 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;
}
}