extern D3DCAPS9 vid_d3d9caps;
#endif
+// on GLES we have to use some proper #define's
+#ifndef GL_FRAMEBUFFER
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#endif
+#ifndef GL_COLOR_ATTACHMENT1
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#endif
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#endif
+//#ifndef GL_VERTEX_ARRAY
+//#define GL_VERTEX_ARRAY 0x8074
+//#define GL_COLOR_ARRAY 0x8076
+//#define GL_TEXTURE_COORD_ARRAY 0x8078
+//#endif
+#ifndef GL_TEXTURE0
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#endif
+
+#ifndef GL_TEXTURE_3D
+#define GL_TEXTURE_3D 0x806F
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#endif
+//#ifndef GL_MODELVIEW
+//#define GL_MODELVIEW 0x1700
+//#endif
+//#ifndef GL_PROJECTION
+//#define GL_PROJECTION 0x1701
+//#endif
+//#ifndef GL_DECAL
+//#define GL_DECAL 0x2101
+//#endif
+//#ifndef GL_INTERPOLATE
+//#define GL_INTERPOLATE 0x8575
+//#endif
+
+
#define MAX_RENDERTARGETS 4
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_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"};
int gl_maxdrawrangeelementsindices;
#ifdef DEBUGGL
-int errornumber = 0;
+int gl_errornumber = 0;
void GL_PrintError(int errornumber, const char *filename, int linenumber)
{
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
-#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
- case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
break;
#endif
int lockrange_count;
int vertexbufferobject;
int elementbufferobject;
+ int uniformbufferobject;
int framebufferobject;
int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
qboolean pointer_color_enabled;
void *preparevertices_tempdata;
size_t preparevertices_tempdatamaxsize;
- r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
r_vertexgeneric_t *preparevertices_vertexgeneric;
r_vertexmesh_t *preparevertices_vertexmesh;
int preparevertices_numvertices;
- r_meshbuffer_t *draw_dynamicindexbuffer;
-
qboolean usevbo_staticvertex;
qboolean usevbo_staticindex;
qboolean usevbo_dynamicvertex;
IDirect3DSurface9 *d3drt_backbuffercolorsurface;
void *d3dvertexbuffer;
void *d3dvertexdata;
- size_t d3dvertexsize;
+ int d3dvertexsize;
#endif
}
gl_state_t;
int quadelement3i[QUADELEMENTS_MAXQUADS*6];
unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
-void GL_VBOStats_f(void)
+static void GL_VBOStats_f(void)
{
GL_Mesh_ListVBOs(true);
}
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;
+ gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.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;
+ gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
break;
case RENDERPATH_D3D10:
Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
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_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
- gl_state.usevbo_dynamicindex = false;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
break;
}
}
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);
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
if (gl_state.preparevertices_tempdata)
Mem_Free(gl_state.preparevertices_tempdata);
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
}
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
- Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
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");
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;
m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
- Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
if (nearplane)
Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
-void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
{
matrix4x4_t tempmatrix, basematrix;
float m[16];
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
v->cameramatrix = *cameramatrix;
- v->x = (side & 1) * size;
- v->y = (side >> 1) * size;
+ v->x = offsetx + (side & 1) * size;
+ v->y = offsety + (side >> 1) * size;
v->width = size;
v->height = size;
v->depth = 1;
m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
- Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
switch(vid.renderpath)
void R_SetViewport(const r_viewport_t *v)
{
- float m[16];
gl_viewport = *v;
// FIXME: v_flipped_state is evil, this probably breaks somewhere
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
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
- qglLoadMatrixf(m);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+#ifndef USE_GLES2
+ {
+ float m[16];
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+ // Load the projection matrix into OpenGL
+ qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+ Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+ qglLoadMatrixf(m);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
+#endif
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
+static void GL_BindUBO(int bufferobject)
+{
+ if (gl_state.uniformbufferobject != bufferobject)
+ {
+ gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
+ CHECKGLERROR
+ qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
+ }
+}
+
+static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
- int temp;
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- if (!vid.support.ext_framebuffer_object)
- return 0;
- qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
- R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
- if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
- if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
- if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
- if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
- if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
- return temp;
+ if (vid.support.arb_framebuffer_object)
+ {
+ int temp;
+ GLuint status;
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+#ifdef USE_GLES2
+ // FIXME: separate stencil attachment on GLES
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+#else
+ if (depthtexture && depthtexture->texnum )
+ {
+ qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ }
+ if (depthtexture && depthtexture->renderbuffernum )
+ {
+ qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ }
+#endif
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+#ifndef USE_GLES2
+ if (colortexture4 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture && qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ }
+ else if (qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+#endif
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ gl_state.framebufferobject = 0; // GL unbinds it for us
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
+ temp = 0;
+ }
+ return temp;
+ }
+ else if (vid.support.ext_framebuffer_object)
+ {
+ int temp;
+ GLuint status;
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+#ifndef USE_GLES2
+ if (colortexture4 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture && qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ }
+ else if (qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+#endif
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ gl_state.framebufferobject = 0; // GL unbinds it for us
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
+ temp = 0;
+ }
+ return temp;
+ }
+ return 0;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (fbo)
- qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
+ {
+ // GL clears the binding if we delete something bound
+ if (gl_state.framebufferobject == fbo)
+ gl_state.framebufferobject = 0;
+ qglDeleteFramebuffers(1, (GLuint*)&fbo);
+ }
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
#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)
{
}
#endif
-void R_Mesh_ResetRenderTargets(void)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- if (gl_state.framebufferobject)
- {
- gl_state.framebufferobject = 0;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
-#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_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
- break;
- }
-}
-
void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
unsigned int i;
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, 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)
{
- IDirect3DSurface9 *colorsurfaces[4];
- for (i = 0;i < 4;i++)
+ IDirect3DSurface9 *surfaces[5];
+ for (i = 0;i < 5;i++)
{
- colorsurfaces[i] = NULL;
+ surfaces[i] = NULL;
if (textures[i])
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
+ {
+ if (textures[i]->d3dsurface)
+ surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
+ else
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
+ }
}
// set the render targets for real
- R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
+ R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[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]);
+ for (i = 0;i < 5;i++)
+ if (textures[i] && !textures[i]->d3dsurface)
+ IDirect3DSurface9_Release(surfaces[i]);
}
else
R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
}
#endif
-extern cvar_t r_transparent_alphatocoverage;
-
static void GL_Backend_ResetState(void)
{
unsigned int i;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_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
+ if (qglBlendFuncSeparate)
+ {
+ qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+ }
+ else
+ {
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ }
qglDisable(GL_BLEND);CHECKGLERROR
qglCullFace(gl_state.cullface);CHECKGLERROR
qglDisable(GL_CULL_FACE);CHECKGLERROR
if (vid.support.arb_vertex_buffer_object)
{
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ARRAY_BUFFER, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (vid.support.ext_framebuffer_object)
{
- //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
+ qglBindFramebuffer(GL_FRAMEBUFFER, 0);
}
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglColor4f(1, 1, 1, 1);CHECKGLERROR
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
}
if (vid.support.arb_texture_cube_map)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
}
GL_BindVBO(0);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
CHECKGLERROR
+#endif
break;
case RENDERPATH_SOFT:
DPSOFTRAST_ColorMask(1,1,1,1);
qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
if (vid.support.arb_vertex_buffer_object)
{
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ARRAY_BUFFER, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
}
if (vid.support.arb_texture_cube_map)
{
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
}
}
for (i = 0;i < vid.texarrayunits;i++)
if (qglActiveTexture)
{
CHECKGLERROR
- qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
CHECKGLERROR
}
break;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_GLES2
if (qglActiveTexture)
{
CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
CHECKGLERROR
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ if (qglBlendFuncSeparate)
+ {
+ qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+ }
+ else
+ {
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ }
if (gl_state.blend != blendenable)
{
gl_state.blend = blendenable;
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef USE_GLES2
+ qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
+#else
qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+#endif
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
qglStencilMask(writemask);CHECKGLERROR
qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
- qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
+ qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
+ qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
}
else if (vid.support.ext_stencil_two_side)
{
+#if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
qglStencilMask(writemask);CHECKGLERROR
qglStencilMask(writemask);CHECKGLERROR
qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
+#endif
}
break;
case RENDERPATH_D3D9:
}
if (vid.support.ext_stencil_two_side)
{
+#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+#endif
}
qglStencilMask(writemask);CHECKGLERROR
qglStencilOp(fail, zfail, zpass);CHECKGLERROR
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifdef GL_ALPHA_TEST
// only fixed function uses alpha test, other paths use pixel kill capability in shaders
CHECKGLERROR
if (gl_state.alphatest)
{
qglDisable(GL_ALPHA_TEST);CHECKGLERROR
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_SOFT:
break;
case RENDERPATH_GL20:
+#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
// alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
CHECKGLERROR
if (gl_state.alphatocoverage)
qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
}
+#endif
break;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_GLES2
CHECKGLERROR
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
{
- static const float blackcolor[4] = {0, 0, 0, 0};
+ // opaque black - if you want transparent black, you'll need to pass in a colorvalue
+ static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
// prevent warnings when trying to clear a buffer that does not exist
if (!colorvalue)
colorvalue = blackcolor;
}
if (mask & GL_DEPTH_BUFFER_BIT)
{
+#ifdef USE_GLES2
+ qglClearDepthf(depthvalue);CHECKGLERROR
+#else
qglClearDepth(depthvalue);CHECKGLERROR
+#endif
}
if (mask & GL_STENCIL_BUFFER_BIT)
{
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
CHECKGLERROR
+#ifndef GL_BGRA
+ {
+ int i;
+ int r;
+ // int g;
+ int b;
+ // int a;
+ qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+ for (i = 0;i < width * height * 4;i += 4)
+ {
+ r = outpixels[i+0];
+ // g = outpixels[i+1];
+ b = outpixels[i+2];
+ // a = outpixels[i+3];
+ outpixels[i+0] = b;
+ // outpixels[i+1] = g;
+ outpixels[i+2] = r;
+ // outpixels[i+3] = a;
+ }
+ }
+#else
qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
- break;
+#endif
+ break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
{
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
}
}
-qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
{
int shaderobject;
int shadercompiled;
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")))
+ if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
{
int i, j, pretextlines = 0;
for (i = 0;i < numstrings - 1;i++)
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");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
+#ifndef USE_GLES2
if(vid.support.gl20shaders130)
qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+#endif
if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER
+#if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
goto cleanup;
#endif
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"))
+
+ if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
Con_DPrintf("program link log:\n%s\n", linklog);
+
// software vertex shader is ok but software fragment shader is WAY
// too slow, fail program if so.
// NOTE: this string might be ATI specific, but that's ok because the
if (strstr(linklog, "fragment shader will run in software"))
programlinked = false;
}
+
if (!programlinked)
goto cleanup;
+
return programobject;
cleanup:
qglDeleteProgram(programobject);CHECKGLERROR
CHECKGLERROR
}
-void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
-{
- int i;
- if (offset)
- {
- for (i = 0;i < count;i++)
- *out++ = *in++ + offset;
- }
- else
- memcpy(out, in, sizeof(*out) * count);
-}
-
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
{
unsigned int numelements = numtriangles * 3;
int bufferobject3i;
Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
return;
}
- if (!gl_mesh_prefer_short_elements.integer)
- {
- if (element3i)
- element3s = NULL;
- if (element3i_indexbuffer)
- element3i_indexbuffer = NULL;
- }
// adjust the pointers for firsttriangle
if (element3i)
element3i += firsttriangle * 3;
if (element3s)
{
if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
- {
- if (gl_state.draw_dynamicindexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
- else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
- element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
- element3s_bufferoffset = 0;
- }
+ element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
}
else if (element3i)
{
if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
- {
- if (gl_state.draw_dynamicindexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
- else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
- element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
- element3i_bufferoffset = 0;
- }
+ element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
}
bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
bufferoffset3i = element3i_bufferoffset;
bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
bufferoffset3s = element3s_bufferoffset;
- r_refdef.stats.draws++;
- r_refdef.stats.draws_vertices += numvertices;
- r_refdef.stats.draws_elements += numelements;
+ r_refdef.stats[r_stat_draws]++;
+ r_refdef.stats[r_stat_draws_vertices] += numvertices;
+ r_refdef.stats[r_stat_draws_elements] += numelements;
if (gl_paranoid.integer)
{
unsigned int i;
CHECKGLERROR
if (gl_mesh_testmanualfeeding.integer)
{
+#ifndef USE_GLES2
unsigned int i, j, element;
const GLfloat *p;
qglBegin(GL_TRIANGLES);
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ if(vid.renderpath == RENDERPATH_GL20)
{
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+ if (element3i)
+ element = element3i[i];
+ else if (element3s)
+ element = element3s[i];
+ else
+ element = firstvertex + i;
+ for (j = 0;j < vid.texarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
- else
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
- }
- else
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
{
+ p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(p[0], p[1], p[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(p[0], p[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
else
- qglTexCoord1f(p[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
}
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
- {
- const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
+ else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
{
+ const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
}
- else
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
{
+ const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(s[0], s[1], s[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(s[0], s[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(s[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
}
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
- {
- const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
{
+ const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
}
- else
+ else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
{
+ const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(sb[0], sb[1], sb[2]);
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(sb[0], sb[1]);
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(sb[0]);
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
}
}
}
- }
- if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
- {
- if (gl_state.pointer_color_gltype == GL_FLOAT)
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4f(p[0], p[1], p[2], p[3]);
+ if (gl_state.pointer_color_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ {
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
+ }
}
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ if (gl_state.pointer_vertex_gltype == GL_FLOAT)
{
- const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+ if (gl_state.pointer_vertex_components == 4)
+ qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
+ else if (gl_state.pointer_vertex_components == 3)
+ qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
+ else
+ qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
}
}
- if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+ }
+ else
+ {
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
- if (gl_state.pointer_vertex_components == 4)
- qglVertex4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.pointer_vertex_components == 3)
- qglVertex3f(p[0], p[1], p[2]);
+ if (element3i)
+ element = element3i[i];
+ else if (element3s)
+ element = element3s[i];
else
- qglVertex2f(p[0], p[1]);
+ element = firstvertex + i;
+ for (j = 0;j < vid.texarrayunits;j++)
+ {
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+ {
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
+ else
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(p[0], p[1]);
+ else
+ qglTexCoord1f(p[0]);
+ }
+ }
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
+ {
+ const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(s[0]);
+ }
+ }
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+ {
+ const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(sb[0]);
+ }
+ }
+ }
+ }
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
+ {
+ if (gl_state.pointer_color_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ {
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ }
+ }
+ if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+ if (gl_state.pointer_vertex_components == 4)
+ qglVertex4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.pointer_vertex_components == 3)
+ qglVertex3f(p[0], p[1], p[2]);
+ else
+ qglVertex2f(p[0], p[1]);
+ }
}
}
qglEnd();
CHECKGLERROR
+#endif
}
else if (bufferobject3s)
{
GL_BindEBO(bufferobject3s);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
CHECKGLERROR
}
else
+#endif
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
CHECKGLERROR
}
}
else if (bufferobject3i)
{
GL_BindEBO(bufferobject3i);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
CHECKGLERROR
}
else
+#endif
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
CHECKGLERROR
}
}
else if (element3s)
{
GL_BindEBO(0);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
else if (element3i)
{
GL_BindEBO(0);
+#ifndef USE_GLES2
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
}
else
+#endif
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
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)
+ // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
+ if (bufferobject3s)
{
- 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);
- }
+ GL_BindEBO(bufferobject3s);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+ CHECKGLERROR
}
-#endif
- if (element3s)
+ else if (bufferobject3i)
+ {
+ GL_BindEBO(bufferobject3i);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+ CHECKGLERROR
+ }
+ else if (element3s)
{
+ GL_BindEBO(0);
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
}
else if (element3i)
{
+ GL_BindEBO(0);
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
}
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
- R_Mesh_ResetRenderTargets();
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
}
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
{
r_meshbuffer_t *buffer;
- if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
- return NULL;
+ if (isuniformbuffer)
+ {
+ if (!vid.support.arb_uniform_buffer_object)
+ return NULL;
+ }
+ else
+ {
+ if (!vid.support.arb_vertex_buffer_object)
+ return NULL;
+ if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
+ return NULL;
+ }
buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
memset(buffer, 0, sizeof(*buffer));
buffer->bufferobject = 0;
buffer->devicebuffer = NULL;
- buffer->size = 0;
+ buffer->size = size;
buffer->isindexbuffer = isindexbuffer;
+ buffer->isuniformbuffer = isuniformbuffer;
buffer->isdynamic = isdynamic;
buffer->isindex16 = isindex16;
strlcpy(buffer->name, name, sizeof(buffer->name));
- R_Mesh_UpdateMeshBuffer(buffer, data, size);
+ R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
return buffer;
}
-void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
{
if (!buffer)
return;
if (buffer->isindexbuffer)
{
- r_refdef.stats.indexbufferuploadcount++;
- r_refdef.stats.indexbufferuploadsize += size;
+ r_refdef.stats[r_stat_indexbufferuploadcount]++;
+ r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
}
else
{
- r_refdef.stats.vertexbufferuploadcount++;
- r_refdef.stats.vertexbufferuploadsize += size;
+ r_refdef.stats[r_stat_vertexbufferuploadcount]++;
+ r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
}
+ if (!subdata)
+ buffer->size = size;
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_GLES2:
if (!buffer->bufferobject)
qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
- if (buffer->isindexbuffer)
+ if (buffer->isuniformbuffer)
+ GL_BindUBO(buffer->bufferobject);
+ else if (buffer->isindexbuffer)
GL_BindEBO(buffer->bufferobject);
else
GL_BindVBO(buffer->bufferobject);
- qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+
+ {
+ int buffertype;
+ buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
+#ifdef GL_UNIFORM_BUFFER
+ if (buffer->isuniformbuffer)
+ buffertype = GL_UNIFORM_BUFFER;
+#endif
+ if (subdata)
+ qglBufferSubDataARB(buffertype, offset, size, data);
+ else
+ qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+ }
+ if (buffer->isuniformbuffer)
+ GL_BindUBO(0);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
if (buffer->isindexbuffer)
{
IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
- if (size > buffer->size || !buffer->devicebuffer)
+ if (offset+size > buffer->size || !buffer->devicebuffer)
{
if (buffer->devicebuffer)
IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
+ if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
buffer->devicebuffer = (void *)d3d9indexbuffer;
- buffer->size = size;
+ buffer->size = offset+size;
}
- if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+ if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
{
if (data)
memcpy(datapointer, data, size);
else
{
IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
- if (size > buffer->size || !buffer->devicebuffer)
+ if (offset+size > buffer->size || !buffer->devicebuffer)
{
if (buffer->devicebuffer)
IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
+ if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
buffer->devicebuffer = (void *)d3d9vertexbuffer;
- buffer->size = size;
+ buffer->size = offset+size;
}
- if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+ if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
{
if (data)
memcpy(datapointer, data, size);
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+ // GL clears the binding if we delete something bound
+ if (gl_state.uniformbufferobject == buffer->bufferobject)
+ gl_state.uniformbufferobject = 0;
+ if (gl_state.vertexbufferobject == buffer->bufferobject)
+ gl_state.vertexbufferobject = 0;
+ if (gl_state.elementbufferobject == buffer->bufferobject)
+ gl_state.elementbufferobject = 0;
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
case RENDERPATH_D3D9:
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
+static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
void GL_Mesh_ListVBOs(qboolean printeach)
{
int i, endindex;
- size_t ebocount = 0, ebomemory = 0;
- size_t vbocount = 0, vbomemory = 0;
+ int type;
+ int isdynamic;
+ int index16count, index16mem;
+ int index32count, index32mem;
+ int vertexcount, vertexmem;
+ int uniformcount, uniformmem;
+ int totalcount, totalmem;
+ size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
r_meshbuffer_t *buffer;
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ memset(bufferstat, 0, sizeof(bufferstat));
+ endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
if (!buffer)
continue;
- if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
- else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+ if (buffer->isuniformbuffer)
+ type = R_BUFFERDATA_UNIFORM;
+ else if (buffer->isindexbuffer && buffer->isindex16)
+ type = R_BUFFERDATA_INDEX16;
+ else if (buffer->isindexbuffer)
+ type = R_BUFFERDATA_INDEX32;
+ else
+ type = R_BUFFERDATA_VERTEX;
+ isdynamic = buffer->isdynamic;
+ bufferstat[type][isdynamic][0]++;
+ bufferstat[type][isdynamic][1] += buffer->size;
+ if (printeach)
+ Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
}
- Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+ index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
+ index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
+ index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
+ index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
+ vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
+ vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
+ uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
+ uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
+ totalcount = index16count + index32count + vertexcount + uniformcount;
+ totalmem = index16mem + index32mem + vertexmem + uniformmem;
+ Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_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_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
+#endif
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // LordHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
break;
case RENDERPATH_D3D9:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_GLES2
CHECKGLERROR
if (pointer)
{
gl_state.pointer_color_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
gl_state.pointer_color_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ // LordHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_GLES2
CHECKGLERROR
if (pointer)
{
unit->pointer_texcoord_offset = bufferoffset;
GL_ClientActiveTexture(unitnum);
GL_BindVBO(bufferobject);
- qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
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
+ // LordHavoc: special flag added to gltype for unnormalized types
+ qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
return unit->t2d;
if (id == GL_TEXTURE_3D)
return unit->t3d;
- if (id == GL_TEXTURE_CUBE_MAP_ARB)
+ if (id == GL_TEXTURE_CUBE_MAP)
return unit->tcubemap;
return 0;
}
{
case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
- case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+ case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
}
break;
case RENDERPATH_GL11:
case GL_TEXTURE_3D:
tex3d = texnum;
break;
- case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP:
texcubemap = texnum;
break;
}
{
if (unit->tcubemap == 0)
{
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
else
{
if (unit->tcubemap)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
unit->tcubemap = texcubemap;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
}
break;
case RENDERPATH_D3D9:
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
switch(vid.renderpath)
{
case RENDERPATH_GL11:
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_MODELVIEW
if (matrix && matrix->m[3][3])
{
+ gltextureunit_t *unit = gl_state.units + unitnum;
// texmatrix specified, check if it is different
if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
{
else
{
// no texmatrix specified, revert to identity
+ gltextureunit_t *unit = gl_state.units + unitnum;
if (unit->texmatrixenabled)
{
unit->texmatrixenabled = false;
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
+#endif
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
+#if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
gltextureunit_t *unit = gl_state.units + unitnum;
CHECKGLERROR
switch(vid.renderpath)
if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
{
if (combinergb == GL_DECAL)
- combinergb = GL_INTERPOLATE_ARB;
- if (unit->combine != GL_COMBINE_ARB)
+ combinergb = GL_INTERPOLATE;
+ if (unit->combine != GL_COMBINE)
{
- unit->combine = GL_COMBINE_ARB;
+ unit->combine = GL_COMBINE;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
}
if (unit->combinergb != combinergb)
{
unit->combinergb = combinergb;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
}
if (unit->combinealpha != combinealpha)
{
unit->combinealpha = combinealpha;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
}
if (unit->rgbscale != rgbscale)
{
unit->rgbscale = rgbscale;
GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
}
if (unit->alphascale != alphascale)
{
case RENDERPATH_SOFT:
break;
}
+#endif
}
void R_Mesh_ResetTextureState(void)
{0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
{0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
{0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
D3DDECL_END()
};
#endif
}
-void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
{
// upload temporary vertexbuffer for this rendering
if (!gl_state.usevbo_staticvertex)
vertexbuffer = NULL;
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
+ vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
if (vertexbuffer)
{
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
else
{
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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
break;
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
if (vertexbuffer)
{
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
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(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
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);
}
#ifdef SUPPORTD3D
IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
else
IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
gl_state.d3dvertexbuffer = (void *)vertexbuffer;
qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
{
- R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
+ R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
gl_state.preparevertices_vertexgeneric = NULL;
gl_state.preparevertices_numvertices = 0;
return true;
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
+ if (gl_state.usevbo_dynamicvertex)
+ {
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoord2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoord2f = 0;
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ }
+ else 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);
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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
return;
}
break;
for (i = 0;i < numvertices;i++)
Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
+ R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
}
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
{
// upload temporary vertexbuffer for this rendering
if (!gl_state.usevbo_staticvertex)
vertexbuffer = NULL;
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
+ vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
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));
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
else
{
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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), 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_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_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
else
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_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_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
}
else
{
#ifdef SUPPORTD3D
IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
else
IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
gl_state.d3dvertexbuffer = (void *)vertexbuffer;
qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
{
- R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
+ R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
gl_state.preparevertices_vertexmesh = NULL;
gl_state.preparevertices_numvertices = 0;
return true;
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
+ if (gl_state.usevbo_dynamicvertex)
+ {
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+ r_meshbuffer_t *buffer_svector3f = NULL;
+ r_meshbuffer_t *buffer_tvector3f = NULL;
+ r_meshbuffer_t *buffer_normal3f = NULL;
+ r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoordtexture2f = 0;
+ int bufferoffset_svector3f = 0;
+ int bufferoffset_tvector3f = 0;
+ int bufferoffset_normal3f = 0;
+ int bufferoffset_texcoordlightmap2f = 0;
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
+ buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
+ buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
+ buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+ buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ }
+ else 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);
R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
return;
}
break;
for (i = 0;i < numvertices;i++)
Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
R_Mesh_PrepareVertices_Mesh_Unlock();
- R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
+ R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
}
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
{
// upload temporary vertexbuffer for this rendering
if (!gl_state.usevbo_staticvertex)
vertexbuffer = NULL;
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- {
- if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
- else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
- vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
- }
+ vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
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));
- 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, 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));
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
}
else
{
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);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , 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_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, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
}
else
{
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_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_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
}
else
{
#ifdef SUPPORTD3D
IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
else
IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
gl_state.d3dvertexbuffer = (void *)vertexbuffer;
break;
}
}
+
+void GL_BlendEquationSubtract(qboolean negated)
+{
+ if(negated)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#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_BlendSubtract(true);
+ break;
+ }
+ }
+ else
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_ADD);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#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_BlendSubtract(false);
+ break;
+ }
+ }
+}