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[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER                                   0x8D40
14 #define GL_DEPTH_ATTACHMENT                              0x8D00
15 #define GL_COLOR_ATTACHMENT0                             0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
17 #endif
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1                             0x8CE1
20 #define GL_COLOR_ATTACHMENT2                             0x8CE2
21 #define GL_COLOR_ATTACHMENT3                             0x8CE3
22 #define GL_COLOR_ATTACHMENT4                             0x8CE4
23 #define GL_COLOR_ATTACHMENT5                             0x8CE5
24 #define GL_COLOR_ATTACHMENT6                             0x8CE6
25 #define GL_COLOR_ATTACHMENT7                             0x8CE7
26 #define GL_COLOR_ATTACHMENT8                             0x8CE8
27 #define GL_COLOR_ATTACHMENT9                             0x8CE9
28 #define GL_COLOR_ATTACHMENT10                            0x8CEA
29 #define GL_COLOR_ATTACHMENT11                            0x8CEB
30 #define GL_COLOR_ATTACHMENT12                            0x8CEC
31 #define GL_COLOR_ATTACHMENT13                            0x8CED
32 #define GL_COLOR_ATTACHMENT14                            0x8CEE
33 #define GL_COLOR_ATTACHMENT15                            0x8CEF
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER               0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY                               0x8074
41 //#define GL_COLOR_ARRAY                                0x8076
42 //#define GL_TEXTURE_COORD_ARRAY                        0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
45 #define GL_TEXTURE0                                     0x84C0
46 #define GL_TEXTURE1                                     0x84C1
47 #define GL_TEXTURE2                                     0x84C2
48 #define GL_TEXTURE3                                     0x84C3
49 #define GL_TEXTURE4                                     0x84C4
50 #define GL_TEXTURE5                                     0x84C5
51 #define GL_TEXTURE6                                     0x84C6
52 #define GL_TEXTURE7                                     0x84C7
53 #define GL_TEXTURE8                                     0x84C8
54 #define GL_TEXTURE9                                     0x84C9
55 #define GL_TEXTURE10                            0x84CA
56 #define GL_TEXTURE11                            0x84CB
57 #define GL_TEXTURE12                            0x84CC
58 #define GL_TEXTURE13                            0x84CD
59 #define GL_TEXTURE14                            0x84CE
60 #define GL_TEXTURE15                            0x84CF
61 #define GL_TEXTURE16                            0x84D0
62 #define GL_TEXTURE17                            0x84D1
63 #define GL_TEXTURE18                            0x84D2
64 #define GL_TEXTURE19                            0x84D3
65 #define GL_TEXTURE20                            0x84D4
66 #define GL_TEXTURE21                            0x84D5
67 #define GL_TEXTURE22                            0x84D6
68 #define GL_TEXTURE23                            0x84D7
69 #define GL_TEXTURE24                            0x84D8
70 #define GL_TEXTURE25                            0x84D9
71 #define GL_TEXTURE26                            0x84DA
72 #define GL_TEXTURE27                            0x84DB
73 #define GL_TEXTURE28                            0x84DC
74 #define GL_TEXTURE29                            0x84DD
75 #define GL_TEXTURE30                            0x84DE
76 #define GL_TEXTURE31                            0x84DF
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D                           0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP                 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW                          0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION                         0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL                              0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE                                0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 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)"};
103 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
104 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
105
106 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
107 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
109 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
110 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
111 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
112 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
113 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
115
116 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
117 qboolean v_flipped_state = false;
118
119 r_viewport_t gl_viewport;
120 matrix4x4_t gl_modelmatrix;
121 matrix4x4_t gl_viewmatrix;
122 matrix4x4_t gl_modelviewmatrix;
123 matrix4x4_t gl_projectionmatrix;
124 matrix4x4_t gl_modelviewprojectionmatrix;
125 float gl_modelview16f[16];
126 float gl_modelviewprojection16f[16];
127 qboolean gl_modelmatrixchanged;
128
129 int gl_maxdrawrangeelementsvertices;
130 int gl_maxdrawrangeelementsindices;
131
132 #ifdef DEBUGGL
133 int errornumber = 0;
134
135 void GL_PrintError(int errornumber, const char *filename, int linenumber)
136 {
137         switch(errornumber)
138         {
139 #ifdef GL_INVALID_ENUM
140         case GL_INVALID_ENUM:
141                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
142                 break;
143 #endif
144 #ifdef GL_INVALID_VALUE
145         case GL_INVALID_VALUE:
146                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
147                 break;
148 #endif
149 #ifdef GL_INVALID_OPERATION
150         case GL_INVALID_OPERATION:
151                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
152                 break;
153 #endif
154 #ifdef GL_STACK_OVERFLOW
155         case GL_STACK_OVERFLOW:
156                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
157                 break;
158 #endif
159 #ifdef GL_STACK_UNDERFLOW
160         case GL_STACK_UNDERFLOW:
161                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
162                 break;
163 #endif
164 #ifdef GL_OUT_OF_MEMORY
165         case GL_OUT_OF_MEMORY:
166                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
167                 break;
168 #endif
169 #ifdef GL_TABLE_TOO_LARGE
170         case GL_TABLE_TOO_LARGE:
171                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
172                 break;
173 #endif
174 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
175         case GL_INVALID_FRAMEBUFFER_OPERATION:
176                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
177                 break;
178 #endif
179         default:
180                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
181                 break;
182         }
183 }
184 #endif
185
186 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
187
188 void SCR_ScreenShot_f (void);
189
190 typedef struct gltextureunit_s
191 {
192         int pointer_texcoord_components;
193         int pointer_texcoord_gltype;
194         size_t pointer_texcoord_stride;
195         const void *pointer_texcoord_pointer;
196         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
197         size_t pointer_texcoord_offset;
198
199         rtexture_t *texture;
200         int t2d, t3d, tcubemap;
201         int arrayenabled;
202         int rgbscale, alphascale;
203         int combine;
204         int combinergb, combinealpha;
205         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
206         int texmatrixenabled;
207         matrix4x4_t matrix;
208 }
209 gltextureunit_t;
210
211 typedef struct gl_state_s
212 {
213         int cullface;
214         int cullfaceenable;
215         int blendfunc1;
216         int blendfunc2;
217         qboolean blend;
218         GLboolean depthmask;
219         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
220         int depthtest;
221         int depthfunc;
222         float depthrange[2];
223         float polygonoffset[2];
224         int alphatest;
225         int alphafunc;
226         float alphafuncvalue;
227         qboolean alphatocoverage;
228         int scissortest;
229         unsigned int unit;
230         unsigned int clientunit;
231         gltextureunit_t units[MAX_TEXTUREUNITS];
232         float color4f[4];
233         int lockrange_first;
234         int lockrange_count;
235         int vertexbufferobject;
236         int elementbufferobject;
237         int uniformbufferobject;
238         int framebufferobject;
239         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240         qboolean pointer_color_enabled;
241
242         int pointer_vertex_components;
243         int pointer_vertex_gltype;
244         size_t pointer_vertex_stride;
245         const void *pointer_vertex_pointer;
246         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247         size_t pointer_vertex_offset;
248
249         int pointer_color_components;
250         int pointer_color_gltype;
251         size_t pointer_color_stride;
252         const void *pointer_color_pointer;
253         const r_meshbuffer_t *pointer_color_vertexbuffer;
254         size_t pointer_color_offset;
255
256         void *preparevertices_tempdata;
257         size_t preparevertices_tempdatamaxsize;
258         r_vertexgeneric_t *preparevertices_vertexgeneric;
259         r_vertexmesh_t *preparevertices_vertexmesh;
260         int preparevertices_numvertices;
261
262         qboolean usevbo_staticvertex;
263         qboolean usevbo_staticindex;
264         qboolean usevbo_dynamicvertex;
265         qboolean usevbo_dynamicindex;
266
267         memexpandablearray_t meshbufferarray;
268
269         qboolean active;
270
271 #ifdef SUPPORTD3D
272 //      rtexture_t *d3drt_depthtexture;
273 //      rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
274         IDirect3DSurface9 *d3drt_depthsurface;
275         IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
276         IDirect3DSurface9 *d3drt_backbufferdepthsurface;
277         IDirect3DSurface9 *d3drt_backbuffercolorsurface;
278         void *d3dvertexbuffer;
279         void *d3dvertexdata;
280         size_t d3dvertexsize;
281 #endif
282 }
283 gl_state_t;
284
285 static gl_state_t gl_state;
286
287
288 /*
289 note: here's strip order for a terrain row:
290 0--1--2--3--4
291 |\ |\ |\ |\ |
292 | \| \| \| \|
293 A--B--C--D--E
294 clockwise
295
296 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
297
298 *elements++ = i + row;
299 *elements++ = i;
300 *elements++ = i + row + 1;
301 *elements++ = i;
302 *elements++ = i + 1;
303 *elements++ = i + row + 1;
304
305
306 for (y = 0;y < rows - 1;y++)
307 {
308         for (x = 0;x < columns - 1;x++)
309         {
310                 i = y * rows + x;
311                 *elements++ = i + columns;
312                 *elements++ = i;
313                 *elements++ = i + columns + 1;
314                 *elements++ = i;
315                 *elements++ = i + 1;
316                 *elements++ = i + columns + 1;
317         }
318 }
319
320 alternative:
321 0--1--2--3--4
322 | /| /|\ | /|
323 |/ |/ | \|/ |
324 A--B--C--D--E
325 counterclockwise
326
327 for (y = 0;y < rows - 1;y++)
328 {
329         for (x = 0;x < columns - 1;x++)
330         {
331                 i = y * rows + x;
332                 *elements++ = i;
333                 *elements++ = i + columns;
334                 *elements++ = i + columns + 1;
335                 *elements++ = i + columns;
336                 *elements++ = i + columns + 1;
337                 *elements++ = i + 1;
338         }
339 }
340 */
341
342 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
343 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
345 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
346
347 static void GL_VBOStats_f(void)
348 {
349         GL_Mesh_ListVBOs(true);
350 }
351
352 static void GL_Backend_ResetState(void);
353
354 static void R_Mesh_InitVertexDeclarations(void);
355 static void R_Mesh_DestroyVertexDeclarations(void);
356
357 static void R_Mesh_SetUseVBO(void)
358 {
359         switch(vid.renderpath)
360         {
361         case RENDERPATH_GL11:
362         case RENDERPATH_GL13:
363         case RENDERPATH_GL20:
364         case RENDERPATH_GLES1:
365                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
366                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
367                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
368                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
369                 break;
370         case RENDERPATH_D3D9:
371                 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
372                 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;
373                 break;
374         case RENDERPATH_D3D10:
375                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
376                 break;
377         case RENDERPATH_D3D11:
378                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
379                 break;
380         case RENDERPATH_SOFT:
381                 gl_state.usevbo_staticvertex = false;
382                 gl_state.usevbo_staticindex = false;
383                 gl_state.usevbo_dynamicvertex = false;
384                 gl_state.usevbo_dynamicindex = false;
385                 break;
386         case RENDERPATH_GLES2:
387                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
388                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
390                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
391                 break;
392         }
393 }
394
395 static void gl_backend_start(void)
396 {
397         memset(&gl_state, 0, sizeof(gl_state));
398
399         R_Mesh_InitVertexDeclarations();
400
401         R_Mesh_SetUseVBO();
402         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
403
404         Con_DPrintf("OpenGL backend started.\n");
405
406         CHECKGLERROR
407
408         GL_Backend_ResetState();
409
410         switch(vid.renderpath)
411         {
412         case RENDERPATH_GL11:
413         case RENDERPATH_GL13:
414         case RENDERPATH_GL20:
415         case RENDERPATH_GLES1:
416         case RENDERPATH_GLES2:
417                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
418                 if (vid.support.ext_framebuffer_object)
419                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
420                 break;
421         case RENDERPATH_D3D9:
422 #ifdef SUPPORTD3D
423                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
424                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
425 #endif
426                 break;
427         case RENDERPATH_D3D10:
428                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
429                 break;
430         case RENDERPATH_D3D11:
431                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
432                 break;
433         case RENDERPATH_SOFT:
434                 break;
435         }
436 }
437
438 static void gl_backend_shutdown(void)
439 {
440         Con_DPrint("OpenGL Backend shutting down\n");
441
442         switch(vid.renderpath)
443         {
444         case RENDERPATH_GL11:
445         case RENDERPATH_GL13:
446         case RENDERPATH_GL20:
447         case RENDERPATH_SOFT:
448         case RENDERPATH_GLES1:
449         case RENDERPATH_GLES2:
450                 break;
451         case RENDERPATH_D3D9:
452 #ifdef SUPPORTD3D
453                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
454                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
455 #endif
456                 break;
457         case RENDERPATH_D3D10:
458                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
459                 break;
460         case RENDERPATH_D3D11:
461                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
462                 break;
463         }
464
465         if (gl_state.preparevertices_tempdata)
466                 Mem_Free(gl_state.preparevertices_tempdata);
467
468         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
469
470         R_Mesh_DestroyVertexDeclarations();
471
472         memset(&gl_state, 0, sizeof(gl_state));
473 }
474
475 static void gl_backend_newmap(void)
476 {
477 }
478
479 static void gl_backend_devicelost(void)
480 {
481         int i, endindex;
482         r_meshbuffer_t *buffer;
483 #ifdef SUPPORTD3D
484         gl_state.d3dvertexbuffer = NULL;
485 #endif
486         switch(vid.renderpath)
487         {
488         case RENDERPATH_GL11:
489         case RENDERPATH_GL13:
490         case RENDERPATH_GL20:
491         case RENDERPATH_SOFT:
492         case RENDERPATH_GLES1:
493         case RENDERPATH_GLES2:
494                 break;
495         case RENDERPATH_D3D9:
496 #ifdef SUPPORTD3D
497                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
498                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
499 #endif
500                 break;
501         case RENDERPATH_D3D10:
502                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
503                 break;
504         case RENDERPATH_D3D11:
505                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
506                 break;
507         }
508         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
509         for (i = 0;i < endindex;i++)
510         {
511                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
512                 if (!buffer || !buffer->isdynamic)
513                         continue;
514                 switch(vid.renderpath)
515                 {
516                 case RENDERPATH_GL11:
517                 case RENDERPATH_GL13:
518                 case RENDERPATH_GL20:
519                 case RENDERPATH_SOFT:
520                 case RENDERPATH_GLES1:
521                 case RENDERPATH_GLES2:
522                         break;
523                 case RENDERPATH_D3D9:
524 #ifdef SUPPORTD3D
525                         if (buffer->devicebuffer)
526                         {
527                                 if (buffer->isindexbuffer)
528                                         IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
529                                 else
530                                         IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
531                                 buffer->devicebuffer = NULL;
532                         }
533 #endif
534                         break;
535                 case RENDERPATH_D3D10:
536                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
537                         break;
538                 case RENDERPATH_D3D11:
539                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
540                         break;
541                 }
542         }
543 }
544
545 static void gl_backend_devicerestored(void)
546 {
547         switch(vid.renderpath)
548         {
549         case RENDERPATH_GL11:
550         case RENDERPATH_GL13:
551         case RENDERPATH_GL20:
552         case RENDERPATH_SOFT:
553         case RENDERPATH_GLES1:
554         case RENDERPATH_GLES2:
555                 break;
556         case RENDERPATH_D3D9:
557 #ifdef SUPPORTD3D
558                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
559                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
560 #endif
561                 break;
562         case RENDERPATH_D3D10:
563                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
564                 break;
565         case RENDERPATH_D3D11:
566                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
567                 break;
568         }
569 }
570
571 void gl_backend_init(void)
572 {
573         int i;
574
575         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
576         {
577                 polygonelement3s[i * 3 + 0] = 0;
578                 polygonelement3s[i * 3 + 1] = i + 1;
579                 polygonelement3s[i * 3 + 2] = i + 2;
580         }
581         // elements for rendering a series of quads as triangles
582         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
583         {
584                 quadelement3s[i * 6 + 0] = i * 4;
585                 quadelement3s[i * 6 + 1] = i * 4 + 1;
586                 quadelement3s[i * 6 + 2] = i * 4 + 2;
587                 quadelement3s[i * 6 + 3] = i * 4;
588                 quadelement3s[i * 6 + 4] = i * 4 + 2;
589                 quadelement3s[i * 6 + 5] = i * 4 + 3;
590         }
591
592         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
593                 polygonelement3i[i] = polygonelement3s[i];
594         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
595                 quadelement3i[i] = quadelement3s[i];
596
597         Cvar_RegisterVariable(&r_render);
598         Cvar_RegisterVariable(&r_renderview);
599         Cvar_RegisterVariable(&r_waterwarp);
600         Cvar_RegisterVariable(&gl_polyblend);
601         Cvar_RegisterVariable(&v_flipped);
602         Cvar_RegisterVariable(&gl_dither);
603         Cvar_RegisterVariable(&gl_vbo);
604         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
605         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
606         Cvar_RegisterVariable(&gl_paranoid);
607         Cvar_RegisterVariable(&gl_printcheckerror);
608
609         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
610         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
611
612         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");
613
614         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
615 }
616
617 void GL_SetMirrorState(qboolean state);
618
619 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
620 {
621         vec4_t temp;
622         float iw;
623         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
624         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
625         iw = 1.0f / out[3];
626         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
627
628         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
629         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
630         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
631
632         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
633 }
634
635 void GL_Finish(void)
636 {
637         switch(vid.renderpath)
638         {
639         case RENDERPATH_GL11:
640         case RENDERPATH_GL13:
641         case RENDERPATH_GL20:
642         case RENDERPATH_GLES1:
643         case RENDERPATH_GLES2:
644                 qglFinish();
645                 break;
646         case RENDERPATH_D3D9:
647                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
648                 break;
649         case RENDERPATH_D3D10:
650                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
651                 break;
652         case RENDERPATH_D3D11:
653                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654                 break;
655         case RENDERPATH_SOFT:
656                 DPSOFTRAST_Finish();
657                 break;
658         }
659 }
660
661 static int bboxedges[12][2] =
662 {
663         // top
664         {0, 1}, // +X
665         {0, 2}, // +Y
666         {1, 3}, // Y, +X
667         {2, 3}, // X, +Y
668         // bottom
669         {4, 5}, // +X
670         {4, 6}, // +Y
671         {5, 7}, // Y, +X
672         {6, 7}, // X, +Y
673         // verticals
674         {0, 4}, // +Z
675         {1, 5}, // X, +Z
676         {2, 6}, // Y, +Z
677         {3, 7}, // XY, +Z
678 };
679
680 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
681 {
682         int i, ix1, iy1, ix2, iy2;
683         float x1, y1, x2, y2;
684         vec4_t v, v2;
685         float vertex[20][3];
686         int j, k;
687         vec4_t plane4f;
688         int numvertices;
689         float corner[8][4];
690         float dist[8];
691         int sign[8];
692         float f;
693
694         scissor[0] = r_refdef.view.viewport.x;
695         scissor[1] = r_refdef.view.viewport.y;
696         scissor[2] = r_refdef.view.viewport.width;
697         scissor[3] = r_refdef.view.viewport.height;
698
699         // if view is inside the box, just say yes it's visible
700         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
701                 return false;
702
703         // transform all corners that are infront of the nearclip plane
704         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
705         plane4f[3] = r_refdef.view.frustum[4].dist;
706         numvertices = 0;
707         for (i = 0;i < 8;i++)
708         {
709                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
710                 dist[i] = DotProduct4(corner[i], plane4f);
711                 sign[i] = dist[i] > 0;
712                 if (!sign[i])
713                 {
714                         VectorCopy(corner[i], vertex[numvertices]);
715                         numvertices++;
716                 }
717         }
718         // if some points are behind the nearclip, add clipped edge points to make
719         // sure that the scissor boundary is complete
720         if (numvertices > 0 && numvertices < 8)
721         {
722                 // add clipped edge points
723                 for (i = 0;i < 12;i++)
724                 {
725                         j = bboxedges[i][0];
726                         k = bboxedges[i][1];
727                         if (sign[j] != sign[k])
728                         {
729                                 f = dist[j] / (dist[j] - dist[k]);
730                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
731                                 numvertices++;
732                         }
733                 }
734         }
735
736         // if we have no points to check, it is behind the view plane
737         if (!numvertices)
738                 return true;
739
740         // if we have some points to transform, check what screen area is covered
741         x1 = y1 = x2 = y2 = 0;
742         v[3] = 1.0f;
743         //Con_Printf("%i vertices to transform...\n", numvertices);
744         for (i = 0;i < numvertices;i++)
745         {
746                 VectorCopy(vertex[i], v);
747                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
748                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
749                 if (i)
750                 {
751                         if (x1 > v2[0]) x1 = v2[0];
752                         if (x2 < v2[0]) x2 = v2[0];
753                         if (y1 > v2[1]) y1 = v2[1];
754                         if (y2 < v2[1]) y2 = v2[1];
755                 }
756                 else
757                 {
758                         x1 = x2 = v2[0];
759                         y1 = y2 = v2[1];
760                 }
761         }
762
763         // now convert the scissor rectangle to integer screen coordinates
764         ix1 = (int)(x1 - 1.0f);
765         //iy1 = vid.height - (int)(y2 - 1.0f);
766         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
767         iy1 = (int)(y1 - 1.0f);
768         ix2 = (int)(x2 + 1.0f);
769         //iy2 = vid.height - (int)(y1 + 1.0f);
770         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
771         iy2 = (int)(y2 + 1.0f);
772         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
773
774         // clamp it to the screen
775         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
776         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
777         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
778         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
779
780         // if it is inside out, it's not visible
781         if (ix2 <= ix1 || iy2 <= iy1)
782                 return true;
783
784         // the light area is visible, set up the scissor rectangle
785         scissor[0] = ix1;
786         scissor[1] = iy1;
787         scissor[2] = ix2 - ix1;
788         scissor[3] = iy2 - iy1;
789
790         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
791         switch(vid.renderpath)
792         {
793         case RENDERPATH_D3D9:
794         case RENDERPATH_D3D10:
795         case RENDERPATH_D3D11:
796                 scissor[1] = vid.height - scissor[1] - scissor[3];
797                 break;
798         case RENDERPATH_GL11:
799         case RENDERPATH_GL13:
800         case RENDERPATH_GL20:
801         case RENDERPATH_SOFT:
802         case RENDERPATH_GLES1:
803         case RENDERPATH_GLES2:
804                 break;
805         }
806
807         return false;
808 }
809
810
811 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
812 {
813         float q[4];
814         float d;
815         float clipPlane[4], v3[3], v4[3];
816         float normal[3];
817
818         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
819
820         VectorSet(normal, normalx, normaly, normalz);
821         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
822         VectorScale(normal, -dist, v3);
823         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
824         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
825         clipPlane[3] = -DotProduct(v4, clipPlane);
826
827 #if 0
828 {
829         // testing code for comparing results
830         float clipPlane2[4];
831         VectorCopy4(clipPlane, clipPlane2);
832         R_EntityMatrix(&identitymatrix);
833         VectorSet(q, normal[0], normal[1], normal[2], -dist);
834         qglClipPlane(GL_CLIP_PLANE0, q);
835         qglGetClipPlane(GL_CLIP_PLANE0, q);
836         VectorCopy4(q, clipPlane);
837 }
838 #endif
839
840         // Calculate the clip-space corner point opposite the clipping plane
841         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
842         // transform it into camera space by multiplying it
843         // by the inverse of the projection matrix
844         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
845         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
846         q[2] = -1.0f;
847         q[3] = (1.0f + m[10]) / m[14];
848
849         // Calculate the scaled plane vector
850         d = 2.0f / DotProduct4(clipPlane, q);
851
852         // Replace the third row of the projection matrix
853         m[2] = clipPlane[0] * d;
854         m[6] = clipPlane[1] * d;
855         m[10] = clipPlane[2] * d + 1.0f;
856         m[14] = clipPlane[3] * d;
857 }
858
859 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
860 {
861         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
862         float m[16];
863         memset(v, 0, sizeof(*v));
864         v->type = R_VIEWPORTTYPE_ORTHO;
865         v->cameramatrix = *cameramatrix;
866         v->x = x;
867         v->y = y;
868         v->z = 0;
869         v->width = width;
870         v->height = height;
871         v->depth = 1;
872         memset(m, 0, sizeof(m));
873         m[0]  = 2/(right - left);
874         m[5]  = 2/(top - bottom);
875         m[10] = -2/(zFar - zNear);
876         m[12] = - (right + left)/(right - left);
877         m[13] = - (top + bottom)/(top - bottom);
878         m[14] = - (zFar + zNear)/(zFar - zNear);
879         m[15] = 1;
880         switch(vid.renderpath)
881         {
882         case RENDERPATH_GL11:
883         case RENDERPATH_GL13:
884         case RENDERPATH_GL20:
885         case RENDERPATH_SOFT:
886         case RENDERPATH_GLES1:
887         case RENDERPATH_GLES2:
888                 break;
889         case RENDERPATH_D3D9:
890         case RENDERPATH_D3D10:
891         case RENDERPATH_D3D11:
892                 m[10] = -1/(zFar - zNear);
893                 m[14] = -zNear/(zFar-zNear);
894                 break;
895         }
896         v->screentodepth[0] = -farclip / (farclip - nearclip);
897         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
898
899         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
900
901         if (nearplane)
902                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
903
904         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
905
906 #if 0
907         {
908                 vec4_t test1;
909                 vec4_t test2;
910                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
911                 R_Viewport_TransformToScreen(v, test1, test2);
912                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
913         }
914 #endif
915 }
916
917 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
918 {
919         matrix4x4_t tempmatrix, basematrix;
920         float m[16];
921         memset(v, 0, sizeof(*v));
922
923         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
924         v->cameramatrix = *cameramatrix;
925         v->x = x;
926         v->y = y;
927         v->z = 0;
928         v->width = width;
929         v->height = height;
930         v->depth = 1;
931         memset(m, 0, sizeof(m));
932         m[0]  = 1.0 / frustumx;
933         m[5]  = 1.0 / frustumy;
934         m[10] = -(farclip + nearclip) / (farclip - nearclip);
935         m[11] = -1;
936         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
937         v->screentodepth[0] = -farclip / (farclip - nearclip);
938         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
939
940         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
941         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
942         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
943         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
944
945         if (nearplane)
946                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
947
948         if(v_flipped.integer)
949         {
950                 m[0] = -m[0];
951                 m[4] = -m[4];
952                 m[8] = -m[8];
953                 m[12] = -m[12];
954         }
955
956         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
957 }
958
959 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
960 {
961         matrix4x4_t tempmatrix, basematrix;
962         const float nudge = 1.0 - 1.0 / (1<<23);
963         float m[16];
964         memset(v, 0, sizeof(*v));
965
966         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
967         v->cameramatrix = *cameramatrix;
968         v->x = x;
969         v->y = y;
970         v->z = 0;
971         v->width = width;
972         v->height = height;
973         v->depth = 1;
974         memset(m, 0, sizeof(m));
975         m[ 0] = 1.0 / frustumx;
976         m[ 5] = 1.0 / frustumy;
977         m[10] = -nudge;
978         m[11] = -1;
979         m[14] = -2 * nearclip * nudge;
980         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
981         v->screentodepth[1] = m[14] * -0.5;
982
983         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
984         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
985         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
986         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
987
988         if (nearplane)
989                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
990
991         if(v_flipped.integer)
992         {
993                 m[0] = -m[0];
994                 m[4] = -m[4];
995                 m[8] = -m[8];
996                 m[12] = -m[12];
997         }
998
999         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1000 }
1001
1002 float cubeviewmatrix[6][16] =
1003 {
1004     // standard cubemap projections
1005     { // +X
1006          0, 0,-1, 0,
1007          0,-1, 0, 0,
1008         -1, 0, 0, 0,
1009          0, 0, 0, 1,
1010     },
1011     { // -X
1012          0, 0, 1, 0,
1013          0,-1, 0, 0,
1014          1, 0, 0, 0,
1015          0, 0, 0, 1,
1016     },
1017     { // +Y
1018          1, 0, 0, 0,
1019          0, 0,-1, 0,
1020          0, 1, 0, 0,
1021          0, 0, 0, 1,
1022     },
1023     { // -Y
1024          1, 0, 0, 0,
1025          0, 0, 1, 0,
1026          0,-1, 0, 0,
1027          0, 0, 0, 1,
1028     },
1029     { // +Z
1030          1, 0, 0, 0,
1031          0,-1, 0, 0,
1032          0, 0,-1, 0,
1033          0, 0, 0, 1,
1034     },
1035     { // -Z
1036         -1, 0, 0, 0,
1037          0,-1, 0, 0,
1038          0, 0, 1, 0,
1039          0, 0, 0, 1,
1040     },
1041 };
1042 float rectviewmatrix[6][16] =
1043 {
1044     // sign-preserving cubemap projections
1045     { // +X
1046          0, 0,-1, 0,
1047          0, 1, 0, 0,
1048          1, 0, 0, 0,
1049          0, 0, 0, 1,
1050     },
1051     { // -X
1052          0, 0, 1, 0,
1053          0, 1, 0, 0,
1054          1, 0, 0, 0,
1055          0, 0, 0, 1,
1056     },
1057     { // +Y
1058          1, 0, 0, 0,
1059          0, 0,-1, 0,
1060          0, 1, 0, 0,
1061          0, 0, 0, 1,
1062     },
1063     { // -Y
1064          1, 0, 0, 0,
1065          0, 0, 1, 0,
1066          0, 1, 0, 0,
1067          0, 0, 0, 1,
1068     },
1069     { // +Z
1070          1, 0, 0, 0,
1071          0, 1, 0, 0,
1072          0, 0,-1, 0,
1073          0, 0, 0, 1,
1074     },
1075     { // -Z
1076          1, 0, 0, 0,
1077          0, 1, 0, 0,
1078          0, 0, 1, 0,
1079          0, 0, 0, 1,
1080     },
1081 };
1082
1083 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1084 {
1085         matrix4x4_t tempmatrix, basematrix;
1086         float m[16];
1087         memset(v, 0, sizeof(*v));
1088         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1089         v->cameramatrix = *cameramatrix;
1090         v->width = size;
1091         v->height = size;
1092         v->depth = 1;
1093         memset(m, 0, sizeof(m));
1094         m[0] = m[5] = 1.0f;
1095         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1096         m[11] = -1;
1097         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1098
1099         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1100         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1101         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1102
1103         if (nearplane)
1104                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1105
1106         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1107 }
1108
1109 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)
1110 {
1111         matrix4x4_t tempmatrix, basematrix;
1112         float m[16];
1113         memset(v, 0, sizeof(*v));
1114         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1115         v->cameramatrix = *cameramatrix;
1116         v->x = (side & 1) * size;
1117         v->y = (side >> 1) * size;
1118         v->width = size;
1119         v->height = size;
1120         v->depth = 1;
1121         memset(m, 0, sizeof(m));
1122         m[0] = m[5] = 1.0f * ((float)size - border) / size;
1123         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1124         m[11] = -1;
1125         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1126
1127         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1128         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1129         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1130
1131         switch(vid.renderpath)
1132         {
1133         case RENDERPATH_GL20:
1134         case RENDERPATH_GL13:
1135         case RENDERPATH_GL11:
1136         case RENDERPATH_SOFT:
1137         case RENDERPATH_GLES1:
1138         case RENDERPATH_GLES2:
1139                 break;
1140         case RENDERPATH_D3D9:
1141                 m[5] *= -1;
1142                 break;
1143         case RENDERPATH_D3D10:
1144                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1145                 break;
1146         case RENDERPATH_D3D11:
1147                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1148                 break;
1149         }
1150
1151         if (nearplane)
1152                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1153
1154         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1155 }
1156
1157 void R_SetViewport(const r_viewport_t *v)
1158 {
1159         float m[16];
1160         gl_viewport = *v;
1161
1162         // FIXME: v_flipped_state is evil, this probably breaks somewhere
1163         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1164
1165         // copy over the matrices to our state
1166         gl_viewmatrix = v->viewmatrix;
1167         gl_projectionmatrix = v->projectmatrix;
1168
1169         switch(vid.renderpath)
1170         {
1171         case RENDERPATH_GL13:
1172         case RENDERPATH_GL11:
1173         case RENDERPATH_GLES1:
1174 #ifdef GL_PROJECTION
1175                 CHECKGLERROR
1176                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1177                 // Load the projection matrix into OpenGL
1178                 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1179                 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1180                 qglLoadMatrixf(m);CHECKGLERROR
1181                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1182 #endif
1183                 break;
1184         case RENDERPATH_D3D9:
1185 #ifdef SUPPORTD3D
1186                 {
1187                         D3DVIEWPORT9 d3dviewport;
1188                         d3dviewport.X = gl_viewport.x;
1189                         d3dviewport.Y = gl_viewport.y;
1190                         d3dviewport.Width = gl_viewport.width;
1191                         d3dviewport.Height = gl_viewport.height;
1192                         d3dviewport.MinZ = gl_state.depthrange[0];
1193                         d3dviewport.MaxZ = gl_state.depthrange[1];
1194                         IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1195                 }
1196 #endif
1197                 break;
1198         case RENDERPATH_D3D10:
1199                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1200                 break;
1201         case RENDERPATH_D3D11:
1202                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1203                 break;
1204         case RENDERPATH_SOFT:
1205                 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1206                 break;
1207         case RENDERPATH_GL20:
1208         case RENDERPATH_GLES2:
1209                 CHECKGLERROR
1210                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1211                 break;
1212         }
1213
1214         // force an update of the derived matrices
1215         gl_modelmatrixchanged = true;
1216         R_EntityMatrix(&gl_modelmatrix);
1217 }
1218
1219 void R_GetViewport(r_viewport_t *v)
1220 {
1221         *v = gl_viewport;
1222 }
1223
1224 static void GL_BindVBO(int bufferobject)
1225 {
1226         if (gl_state.vertexbufferobject != bufferobject)
1227         {
1228                 gl_state.vertexbufferobject = bufferobject;
1229                 CHECKGLERROR
1230                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1231         }
1232 }
1233
1234 static void GL_BindEBO(int bufferobject)
1235 {
1236         if (gl_state.elementbufferobject != bufferobject)
1237         {
1238                 gl_state.elementbufferobject = bufferobject;
1239                 CHECKGLERROR
1240                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1241         }
1242 }
1243
1244 static void GL_BindUBO(int bufferobject)
1245 {
1246         if (gl_state.uniformbufferobject != bufferobject)
1247         {
1248                 gl_state.uniformbufferobject = bufferobject;
1249                 CHECKGLERROR
1250                 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1251         }
1252 }
1253
1254 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1255 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1256 {
1257         switch(vid.renderpath)
1258         {
1259         case RENDERPATH_GL11:
1260         case RENDERPATH_GL13:
1261         case RENDERPATH_GL20:
1262         case RENDERPATH_GLES1:
1263         case RENDERPATH_GLES2:
1264                 if (vid.support.arb_framebuffer_object)
1265                 {
1266                         int temp;
1267                         GLuint status;
1268                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1269                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1270                         // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1271 #ifdef USE_GLES2
1272                         // FIXME: separate stencil attachment on GLES
1273                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1274 #else
1275                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1276 #endif
1277                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1278                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1279                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1280                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1281                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1282                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1283                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1284                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1285                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1286
1287 #ifndef USE_GLES2
1288                         if (colortexture4 && qglDrawBuffersARB)
1289                         {
1290                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1291                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1292                         }
1293                         else if (colortexture3 && qglDrawBuffersARB)
1294                         {
1295                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1296                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1297                         }
1298                         else if (colortexture2 && qglDrawBuffersARB)
1299                         {
1300                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1301                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1302                         }
1303                         else if (colortexture && qglDrawBuffer)
1304                         {
1305                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1306                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1307                         }
1308                         else if (qglDrawBuffer)
1309                         {
1310                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1311                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1312                         }
1313 #endif
1314                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1315                         if (status != GL_FRAMEBUFFER_COMPLETE)
1316                         {
1317                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1318                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1319                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1320                                 temp = 0;
1321                         }
1322                         return temp;
1323                 }
1324                 else if (vid.support.ext_framebuffer_object)
1325                 {
1326                         int temp;
1327                         GLuint status;
1328                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1329                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1330                         // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1331                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1332                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1333                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1334                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1335                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1336                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1337                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1338                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1339                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1340                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1341
1342 #ifndef USE_GLES2
1343                         if (colortexture4 && qglDrawBuffersARB)
1344                         {
1345                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1346                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1347                         }
1348                         else if (colortexture3 && qglDrawBuffersARB)
1349                         {
1350                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1351                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1352                         }
1353                         else if (colortexture2 && qglDrawBuffersARB)
1354                         {
1355                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1356                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1357                         }
1358                         else if (colortexture && qglDrawBuffer)
1359                         {
1360                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1361                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1362                         }
1363                         else if (qglDrawBuffer)
1364                         {
1365                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1366                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1367                         }
1368 #endif
1369                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1370                         if (status != GL_FRAMEBUFFER_COMPLETE)
1371                         {
1372                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1373                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1374                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1375                                 temp = 0;
1376                         }
1377                         return temp;
1378                 }
1379                 return 0;
1380         case RENDERPATH_D3D9:
1381         case RENDERPATH_D3D10:
1382         case RENDERPATH_D3D11:
1383                 return 1;
1384         case RENDERPATH_SOFT:
1385                 return 1;
1386         }
1387         return 0;
1388 }
1389
1390 void R_Mesh_DestroyFramebufferObject(int fbo)
1391 {
1392         switch(vid.renderpath)
1393         {
1394         case RENDERPATH_GL11:
1395         case RENDERPATH_GL13:
1396         case RENDERPATH_GL20:
1397         case RENDERPATH_GLES1:
1398         case RENDERPATH_GLES2:
1399                 if (fbo)
1400                 {
1401                         // GL clears the binding if we delete something bound
1402                         if (gl_state.framebufferobject == fbo)
1403                                 gl_state.framebufferobject = 0;
1404                         qglDeleteFramebuffers(1, (GLuint*)&fbo);
1405                 }
1406                 break;
1407         case RENDERPATH_D3D9:
1408         case RENDERPATH_D3D10:
1409         case RENDERPATH_D3D11:
1410                 break;
1411         case RENDERPATH_SOFT:
1412                 break;
1413         }
1414 }
1415
1416 #ifdef SUPPORTD3D
1417 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1418 {
1419         gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1420         if (gl_state.d3drt_depthsurface != depthsurface)
1421         {
1422                 gl_state.d3drt_depthsurface = depthsurface;
1423                 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1424         }
1425         if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1426         {
1427                 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1428                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1429         }
1430         if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1431         {
1432                 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1433                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1434         }
1435         if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1436         {
1437                 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1438                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1439         }
1440         if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1441         {
1442                 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1443                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1444         }
1445 }
1446 #endif
1447
1448 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1449 {
1450         unsigned int i;
1451         unsigned int j;
1452         rtexture_t *textures[5];
1453         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1454         textures[4] = depthtexture;
1455         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1456         for (j = 0;j < 5;j++)
1457                 if (textures[j])
1458                         for (i = 0;i < vid.teximageunits;i++)
1459                                 if (gl_state.units[i].texture == textures[j])
1460                                         R_Mesh_TexBind(i, NULL);
1461         // set up framebuffer object or render targets for the active rendering API
1462         switch(vid.renderpath)
1463         {
1464         case RENDERPATH_GL11:
1465         case RENDERPATH_GL13:
1466         case RENDERPATH_GL20:
1467         case RENDERPATH_GLES1:
1468         case RENDERPATH_GLES2:
1469                 if (gl_state.framebufferobject != fbo)
1470                 {
1471                         gl_state.framebufferobject = fbo;
1472                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1473                 }
1474                 break;
1475         case RENDERPATH_D3D9:
1476 #ifdef SUPPORTD3D
1477                 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1478                 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1479                 if (fbo)
1480                 {
1481                         IDirect3DSurface9 *surfaces[5];
1482                         for (i = 0;i < 5;i++)
1483                         {
1484                                 surfaces[i] = NULL;
1485                                 if (textures[i])
1486                                 {
1487                                         if (textures[i]->d3dsurface)
1488                                                 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1489                                         else
1490                                                 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1491                                 }
1492                         }
1493                         // set the render targets for real
1494                         R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1495                         // release the texture surface levels (they won't be lost while bound...)
1496                         for (i = 0;i < 5;i++)
1497                                 if (textures[i] && !textures[i]->d3dsurface)
1498                                         IDirect3DSurface9_Release(surfaces[i]);
1499                 }
1500                 else
1501                         R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1502 #endif
1503                 break;
1504         case RENDERPATH_D3D10:
1505                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1506                 break;
1507         case RENDERPATH_D3D11:
1508                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1509                 break;
1510         case RENDERPATH_SOFT:
1511                 if (fbo)
1512                 {
1513                         int width, height;
1514                         unsigned int *pointers[5];
1515                         memset(pointers, 0, sizeof(pointers));
1516                         for (i = 0;i < 5;i++)
1517                                 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1518                         width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1519                         height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1520                         DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1521                 }
1522                 else
1523                         DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1524                 break;
1525         }
1526 }
1527
1528 #ifdef SUPPORTD3D
1529 static int d3dcmpforglfunc(int f)
1530 {
1531         switch(f)
1532         {
1533         case GL_NEVER: return D3DCMP_NEVER;
1534         case GL_LESS: return D3DCMP_LESS;
1535         case GL_EQUAL: return D3DCMP_EQUAL;
1536         case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1537         case GL_GREATER: return D3DCMP_GREATER;
1538         case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1539         case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1540         case GL_ALWAYS: return D3DCMP_ALWAYS;
1541         default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1542         }
1543 }
1544
1545 static int d3dstencilopforglfunc(int f)
1546 {
1547         switch(f)
1548         {
1549         case GL_KEEP: return D3DSTENCILOP_KEEP;
1550         case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1551         case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1552         default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1553         }
1554 }
1555 #endif
1556
1557 static void GL_Backend_ResetState(void)
1558 {
1559         unsigned int i;
1560         gl_state.active = true;
1561         gl_state.depthtest = true;
1562         gl_state.alphatest = false;
1563         gl_state.alphafunc = GL_GEQUAL;
1564         gl_state.alphafuncvalue = 0.5f;
1565         gl_state.alphatocoverage = false;
1566         gl_state.blendfunc1 = GL_ONE;
1567         gl_state.blendfunc2 = GL_ZERO;
1568         gl_state.blend = false;
1569         gl_state.depthmask = GL_TRUE;
1570         gl_state.colormask = 15;
1571         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1572         gl_state.lockrange_first = 0;
1573         gl_state.lockrange_count = 0;
1574         gl_state.cullface = GL_FRONT;
1575         gl_state.cullfaceenable = false;
1576         gl_state.polygonoffset[0] = 0;
1577         gl_state.polygonoffset[1] = 0;
1578         gl_state.framebufferobject = 0;
1579         gl_state.depthfunc = GL_LEQUAL;
1580
1581         switch(vid.renderpath)
1582         {
1583         case RENDERPATH_D3D9:
1584 #ifdef SUPPORTD3D
1585                 {
1586                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1587                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1588                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1589                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1590                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1591                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1592                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1593                 }
1594 #endif
1595                 break;
1596         case RENDERPATH_D3D10:
1597                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1598                 break;
1599         case RENDERPATH_D3D11:
1600                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1601                 break;
1602         case RENDERPATH_GL11:
1603         case RENDERPATH_GL13:
1604         case RENDERPATH_GLES1:
1605 #ifdef GL_ALPHA_TEST
1606                 CHECKGLERROR
1607
1608                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1609                 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1610                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1611                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1612                 qglDisable(GL_BLEND);CHECKGLERROR
1613                 qglCullFace(gl_state.cullface);CHECKGLERROR
1614                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1615                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1616                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1617                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1618                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1619
1620                 if (vid.support.arb_vertex_buffer_object)
1621                 {
1622                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1623                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1624                 }
1625
1626                 if (vid.support.ext_framebuffer_object)
1627                 {
1628                         //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1629                         qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1630                 }
1631
1632                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1633                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1634
1635                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1636                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1637                 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1638
1639                 if (vid.support.ext_framebuffer_object)
1640                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1641
1642                 gl_state.unit = MAX_TEXTUREUNITS;
1643                 gl_state.clientunit = MAX_TEXTUREUNITS;
1644                 for (i = 0;i < vid.texunits;i++)
1645                 {
1646                         GL_ActiveTexture(i);
1647                         GL_ClientActiveTexture(i);
1648                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1649                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1650                         if (vid.support.ext_texture_3d)
1651                         {
1652                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1653                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1654                         }
1655                         if (vid.support.arb_texture_cube_map)
1656                         {
1657                                 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1658                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1659                         }
1660                         GL_BindVBO(0);
1661                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1662                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1663                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1664                         qglLoadIdentity();CHECKGLERROR
1665                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1666                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1667                 }
1668                 CHECKGLERROR
1669 #endif
1670                 break;
1671         case RENDERPATH_SOFT:
1672                 DPSOFTRAST_ColorMask(1,1,1,1);
1673                 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1674                 DPSOFTRAST_CullFace(gl_state.cullface);
1675                 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1676                 DPSOFTRAST_DepthMask(gl_state.depthmask);
1677                 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1678                 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1679                 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1680                 break;
1681         case RENDERPATH_GL20:
1682         case RENDERPATH_GLES2:
1683                 CHECKGLERROR
1684                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1685                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1686                 qglDisable(GL_BLEND);CHECKGLERROR
1687                 qglCullFace(gl_state.cullface);CHECKGLERROR
1688                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1689                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1690                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1691                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1692                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1693                 if (vid.support.arb_vertex_buffer_object)
1694                 {
1695                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1696                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1697                 }
1698                 if (vid.support.ext_framebuffer_object)
1699                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1700                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1701                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1702                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1703                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1704                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1705                 gl_state.unit = MAX_TEXTUREUNITS;
1706                 gl_state.clientunit = MAX_TEXTUREUNITS;
1707                 for (i = 0;i < vid.teximageunits;i++)
1708                 {
1709                         GL_ActiveTexture(i);
1710                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1711                         if (vid.support.ext_texture_3d)
1712                         {
1713                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1714                         }
1715                         if (vid.support.arb_texture_cube_map)
1716                         {
1717                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1718                         }
1719                 }
1720                 for (i = 0;i < vid.texarrayunits;i++)
1721                 {
1722                         GL_BindVBO(0);
1723                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1724                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1725                 }
1726                 CHECKGLERROR
1727                 break;
1728         }
1729 }
1730
1731 void GL_ActiveTexture(unsigned int num)
1732 {
1733         if (gl_state.unit != num)
1734         {
1735                 gl_state.unit = num;
1736                 switch(vid.renderpath)
1737                 {
1738                 case RENDERPATH_GL11:
1739                 case RENDERPATH_GL13:
1740                 case RENDERPATH_GL20:
1741                 case RENDERPATH_GLES1:
1742                 case RENDERPATH_GLES2:
1743                         if (qglActiveTexture)
1744                         {
1745                                 CHECKGLERROR
1746                                 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1747                                 CHECKGLERROR
1748                         }
1749                         break;
1750                 case RENDERPATH_D3D9:
1751                 case RENDERPATH_D3D10:
1752                 case RENDERPATH_D3D11:
1753                         break;
1754                 case RENDERPATH_SOFT:
1755                         break;
1756                 }
1757         }
1758 }
1759
1760 void GL_ClientActiveTexture(unsigned int num)
1761 {
1762         if (gl_state.clientunit != num)
1763         {
1764                 gl_state.clientunit = num;
1765                 switch(vid.renderpath)
1766                 {
1767                 case RENDERPATH_GL11:
1768                 case RENDERPATH_GL13:
1769                 case RENDERPATH_GLES1:
1770                         if (qglActiveTexture)
1771                         {
1772                                 CHECKGLERROR
1773                                 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1774                                 CHECKGLERROR
1775                         }
1776                         break;
1777                 case RENDERPATH_D3D9:
1778                 case RENDERPATH_D3D10:
1779                 case RENDERPATH_D3D11:
1780                         break;
1781                 case RENDERPATH_SOFT:
1782                         break;
1783                 case RENDERPATH_GL20:
1784                 case RENDERPATH_GLES2:
1785                         break;
1786                 }
1787         }
1788 }
1789
1790 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1791 {
1792         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1793         {
1794                 qboolean blendenable;
1795                 gl_state.blendfunc1 = blendfunc1;
1796                 gl_state.blendfunc2 = blendfunc2;
1797                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1798                 switch(vid.renderpath)
1799                 {
1800                 case RENDERPATH_GL11:
1801                 case RENDERPATH_GL13:
1802                 case RENDERPATH_GL20:
1803                 case RENDERPATH_GLES1:
1804                 case RENDERPATH_GLES2:
1805                         CHECKGLERROR
1806                         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1807                         if (gl_state.blend != blendenable)
1808                         {
1809                                 gl_state.blend = blendenable;
1810                                 if (!gl_state.blend)
1811                                 {
1812                                         qglDisable(GL_BLEND);CHECKGLERROR
1813                                 }
1814                                 else
1815                                 {
1816                                         qglEnable(GL_BLEND);CHECKGLERROR
1817                                 }
1818                         }
1819                         break;
1820                 case RENDERPATH_D3D9:
1821 #ifdef SUPPORTD3D
1822                         {
1823                                 int i;
1824                                 int glblendfunc[2];
1825                                 D3DBLEND d3dblendfunc[2];
1826                                 glblendfunc[0] = gl_state.blendfunc1;
1827                                 glblendfunc[1] = gl_state.blendfunc2;
1828                                 for (i = 0;i < 2;i++)
1829                                 {
1830                                         switch(glblendfunc[i])
1831                                         {
1832                                         case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1833                                         case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1834                                         case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1835                                         case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1836                                         case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1837                                         case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1838                                         case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1839                                         case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1840                                         case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1841                                         case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1842                                         }
1843                                 }
1844                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1845                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1846                                 if (gl_state.blend != blendenable)
1847                                 {
1848                                         gl_state.blend = blendenable;
1849                                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1850                                 }
1851                         }
1852 #endif
1853                         break;
1854                 case RENDERPATH_D3D10:
1855                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1856                         break;
1857                 case RENDERPATH_D3D11:
1858                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1859                         break;
1860                 case RENDERPATH_SOFT:
1861                         DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1862                         break;
1863                 }
1864         }
1865 }
1866
1867 void GL_DepthMask(int state)
1868 {
1869         if (gl_state.depthmask != state)
1870         {
1871                 gl_state.depthmask = state;
1872                 switch(vid.renderpath)
1873                 {
1874                 case RENDERPATH_GL11:
1875                 case RENDERPATH_GL13:
1876                 case RENDERPATH_GL20:
1877                 case RENDERPATH_GLES1:
1878                 case RENDERPATH_GLES2:
1879                         CHECKGLERROR
1880                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1881                         break;
1882                 case RENDERPATH_D3D9:
1883 #ifdef SUPPORTD3D
1884                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1885 #endif
1886                         break;
1887                 case RENDERPATH_D3D10:
1888                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1889                         break;
1890                 case RENDERPATH_D3D11:
1891                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1892                         break;
1893                 case RENDERPATH_SOFT:
1894                         DPSOFTRAST_DepthMask(gl_state.depthmask);
1895                         break;
1896                 }
1897         }
1898 }
1899
1900 void GL_DepthTest(int state)
1901 {
1902         if (gl_state.depthtest != state)
1903         {
1904                 gl_state.depthtest = state;
1905                 switch(vid.renderpath)
1906                 {
1907                 case RENDERPATH_GL11:
1908                 case RENDERPATH_GL13:
1909                 case RENDERPATH_GL20:
1910                 case RENDERPATH_GLES1:
1911                 case RENDERPATH_GLES2:
1912                         CHECKGLERROR
1913                         if (gl_state.depthtest)
1914                         {
1915                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1916                         }
1917                         else
1918                         {
1919                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1920                         }
1921                         break;
1922                 case RENDERPATH_D3D9:
1923 #ifdef SUPPORTD3D
1924                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1925 #endif
1926                         break;
1927                 case RENDERPATH_D3D10:
1928                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929                         break;
1930                 case RENDERPATH_D3D11:
1931                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932                         break;
1933                 case RENDERPATH_SOFT:
1934                         DPSOFTRAST_DepthTest(gl_state.depthtest);
1935                         break;
1936                 }
1937         }
1938 }
1939
1940 void GL_DepthFunc(int state)
1941 {
1942         if (gl_state.depthfunc != state)
1943         {
1944                 gl_state.depthfunc = state;
1945                 switch(vid.renderpath)
1946                 {
1947                 case RENDERPATH_GL11:
1948                 case RENDERPATH_GL13:
1949                 case RENDERPATH_GL20:
1950                 case RENDERPATH_GLES1:
1951                 case RENDERPATH_GLES2:
1952                         CHECKGLERROR
1953                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1954                         break;
1955                 case RENDERPATH_D3D9:
1956 #ifdef SUPPORTD3D
1957                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1958 #endif
1959                         break;
1960                 case RENDERPATH_D3D10:
1961                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1962                         break;
1963                 case RENDERPATH_D3D11:
1964                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965                         break;
1966                 case RENDERPATH_SOFT:
1967                         DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1968                         break;
1969                 }
1970         }
1971 }
1972
1973 void GL_DepthRange(float nearfrac, float farfrac)
1974 {
1975         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1976         {
1977                 gl_state.depthrange[0] = nearfrac;
1978                 gl_state.depthrange[1] = farfrac;
1979                 switch(vid.renderpath)
1980                 {
1981                 case RENDERPATH_GL11:
1982                 case RENDERPATH_GL13:
1983                 case RENDERPATH_GL20:
1984                 case RENDERPATH_GLES1:
1985                 case RENDERPATH_GLES2:
1986 #ifdef USE_GLES2
1987                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1988 #else
1989                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1990 #endif
1991                         break;
1992                 case RENDERPATH_D3D9:
1993 #ifdef SUPPORTD3D
1994                         {
1995                                 D3DVIEWPORT9 d3dviewport;
1996                                 d3dviewport.X = gl_viewport.x;
1997                                 d3dviewport.Y = gl_viewport.y;
1998                                 d3dviewport.Width = gl_viewport.width;
1999                                 d3dviewport.Height = gl_viewport.height;
2000                                 d3dviewport.MinZ = gl_state.depthrange[0];
2001                                 d3dviewport.MaxZ = gl_state.depthrange[1];
2002                                 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2003                         }
2004 #endif
2005                         break;
2006                 case RENDERPATH_D3D10:
2007                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2008                         break;
2009                 case RENDERPATH_D3D11:
2010                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011                         break;
2012                 case RENDERPATH_SOFT:
2013                         DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2014                         break;
2015                 }
2016         }
2017 }
2018
2019 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
2020 {
2021         switch (vid.renderpath)
2022         {
2023         case RENDERPATH_GL11:
2024         case RENDERPATH_GL13:
2025         case RENDERPATH_GL20:
2026         case RENDERPATH_GLES1:
2027         case RENDERPATH_GLES2:
2028                 CHECKGLERROR
2029                 if (enable)
2030                 {
2031                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2032                 }
2033                 else
2034                 {
2035                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2036                 }
2037                 if (vid.support.ati_separate_stencil)
2038                 {
2039                         qglStencilMask(writemask);CHECKGLERROR
2040                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2041                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2042                         qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2043                         qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2044                 }
2045                 else if (vid.support.ext_stencil_two_side)
2046                 {
2047 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2048                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2049                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2050                         qglStencilMask(writemask);CHECKGLERROR
2051                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2052                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2053                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2054                         qglStencilMask(writemask);CHECKGLERROR
2055                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2056                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2057 #endif
2058                 }
2059                 break;
2060         case RENDERPATH_D3D9:
2061 #ifdef SUPPORTD3D
2062                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2063                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2064                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2065                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2066                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2067                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2068                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2069                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2070                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2071                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2072                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2073                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2074                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2075 #endif
2076                 break;
2077         case RENDERPATH_D3D10:
2078                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2079                 break;
2080         case RENDERPATH_D3D11:
2081                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2082                 break;
2083         case RENDERPATH_SOFT:
2084                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2085                 break;
2086         }
2087 }
2088
2089 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2090 {
2091         switch (vid.renderpath)
2092         {
2093         case RENDERPATH_GL11:
2094         case RENDERPATH_GL13:
2095         case RENDERPATH_GL20:
2096         case RENDERPATH_GLES1:
2097         case RENDERPATH_GLES2:
2098                 CHECKGLERROR
2099                 if (enable)
2100                 {
2101                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2102                 }
2103                 else
2104                 {
2105                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2106                 }
2107                 if (vid.support.ext_stencil_two_side)
2108                 {
2109 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2110                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2111 #endif
2112                 }
2113                 qglStencilMask(writemask);CHECKGLERROR
2114                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2115                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2116                 CHECKGLERROR
2117                 break;
2118         case RENDERPATH_D3D9:
2119 #ifdef SUPPORTD3D
2120                 if (vid.support.ati_separate_stencil)
2121                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2122                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2123                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2124                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2125                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2126                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2127                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2128                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2129                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2130 #endif
2131                 break;
2132         case RENDERPATH_D3D10:
2133                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2134                 break;
2135         case RENDERPATH_D3D11:
2136                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2137                 break;
2138         case RENDERPATH_SOFT:
2139                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2140                 break;
2141         }
2142 }
2143
2144 void GL_PolygonOffset(float planeoffset, float depthoffset)
2145 {
2146         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2147         {
2148                 gl_state.polygonoffset[0] = planeoffset;
2149                 gl_state.polygonoffset[1] = depthoffset;
2150                 switch(vid.renderpath)
2151                 {
2152                 case RENDERPATH_GL11:
2153                 case RENDERPATH_GL13:
2154                 case RENDERPATH_GL20:
2155                 case RENDERPATH_GLES1:
2156                 case RENDERPATH_GLES2:
2157                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2158                         break;
2159                 case RENDERPATH_D3D9:
2160 #ifdef SUPPORTD3D
2161                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2162                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2163 #endif
2164                         break;
2165                 case RENDERPATH_D3D10:
2166                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2167                         break;
2168                 case RENDERPATH_D3D11:
2169                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2170                         break;
2171                 case RENDERPATH_SOFT:
2172                         DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2173                         break;
2174                 }
2175         }
2176 }
2177
2178 void GL_SetMirrorState(qboolean state)
2179 {
2180         if (v_flipped_state != state)
2181         {
2182                 v_flipped_state = state;
2183                 if (gl_state.cullface == GL_BACK)
2184                         gl_state.cullface = GL_FRONT;
2185                 else if (gl_state.cullface == GL_FRONT)
2186                         gl_state.cullface = GL_BACK;
2187                 else
2188                         return;
2189                 switch(vid.renderpath)
2190                 {
2191                 case RENDERPATH_GL11:
2192                 case RENDERPATH_GL13:
2193                 case RENDERPATH_GL20:
2194                 case RENDERPATH_GLES1:
2195                 case RENDERPATH_GLES2:
2196                         qglCullFace(gl_state.cullface);CHECKGLERROR
2197                         break;
2198                 case RENDERPATH_D3D9:
2199 #ifdef SUPPORTD3D
2200                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2201 #endif
2202                         break;
2203                 case RENDERPATH_D3D10:
2204                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2205                         break;
2206                 case RENDERPATH_D3D11:
2207                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2208                         break;
2209                 case RENDERPATH_SOFT:
2210                         DPSOFTRAST_CullFace(gl_state.cullface);
2211                         break;
2212                 }
2213         }
2214 }
2215
2216 void GL_CullFace(int state)
2217 {
2218         if(v_flipped_state)
2219         {
2220                 if(state == GL_FRONT)
2221                         state = GL_BACK;
2222                 else if(state == GL_BACK)
2223                         state = GL_FRONT;
2224         }
2225
2226         switch(vid.renderpath)
2227         {
2228         case RENDERPATH_GL11:
2229         case RENDERPATH_GL13:
2230         case RENDERPATH_GL20:
2231         case RENDERPATH_GLES1:
2232         case RENDERPATH_GLES2:
2233                 CHECKGLERROR
2234
2235                 if (state != GL_NONE)
2236                 {
2237                         if (!gl_state.cullfaceenable)
2238                         {
2239                                 gl_state.cullfaceenable = true;
2240                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
2241                         }
2242                         if (gl_state.cullface != state)
2243                         {
2244                                 gl_state.cullface = state;
2245                                 qglCullFace(gl_state.cullface);CHECKGLERROR
2246                         }
2247                 }
2248                 else
2249                 {
2250                         if (gl_state.cullfaceenable)
2251                         {
2252                                 gl_state.cullfaceenable = false;
2253                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
2254                         }
2255                 }
2256                 break;
2257         case RENDERPATH_D3D9:
2258 #ifdef SUPPORTD3D
2259                 if (gl_state.cullface != state)
2260                 {
2261                         gl_state.cullface = state;
2262                         switch(gl_state.cullface)
2263                         {
2264                         case GL_NONE:
2265                                 gl_state.cullfaceenable = false;
2266                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2267                                 break;
2268                         case GL_FRONT:
2269                                 gl_state.cullfaceenable = true;
2270                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2271                                 break;
2272                         case GL_BACK:
2273                                 gl_state.cullfaceenable = true;
2274                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2275                                 break;
2276                         }
2277                 }
2278 #endif
2279                 break;
2280         case RENDERPATH_D3D10:
2281                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2282                 break;
2283         case RENDERPATH_D3D11:
2284                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2285                 break;
2286         case RENDERPATH_SOFT:
2287                 if (gl_state.cullface != state)
2288                 {
2289                         gl_state.cullface = state;
2290                         gl_state.cullfaceenable = state != GL_NONE ? true : false;
2291                         DPSOFTRAST_CullFace(gl_state.cullface);
2292                 }
2293                 break;
2294         }
2295 }
2296
2297 void GL_AlphaTest(int state)
2298 {
2299         if (gl_state.alphatest != state)
2300         {
2301                 gl_state.alphatest = state;
2302                 switch(vid.renderpath)
2303                 {
2304                 case RENDERPATH_GL11:
2305                 case RENDERPATH_GL13:
2306                 case RENDERPATH_GLES1:
2307 #ifdef GL_ALPHA_TEST
2308                         // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2309                         CHECKGLERROR
2310                         if (gl_state.alphatest)
2311                         {
2312                                 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2313                         }
2314                         else
2315                         {
2316                                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2317                         }
2318 #endif
2319                         break;
2320                 case RENDERPATH_D3D9:
2321                 case RENDERPATH_D3D10:
2322                 case RENDERPATH_D3D11:
2323                 case RENDERPATH_SOFT:
2324                 case RENDERPATH_GL20:
2325                 case RENDERPATH_GLES2:
2326                         break;
2327                 }
2328         }
2329 }
2330
2331 void GL_AlphaToCoverage(qboolean state)
2332 {
2333         if (gl_state.alphatocoverage != state)
2334         {
2335                 gl_state.alphatocoverage = state;
2336                 switch(vid.renderpath)
2337                 {
2338                 case RENDERPATH_GL11:
2339                 case RENDERPATH_GL13:
2340                 case RENDERPATH_GLES1:
2341                 case RENDERPATH_GLES2:
2342                 case RENDERPATH_D3D9:
2343                 case RENDERPATH_D3D10:
2344                 case RENDERPATH_D3D11:
2345                 case RENDERPATH_SOFT:
2346                         break;
2347                 case RENDERPATH_GL20:
2348 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2349                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2350                         CHECKGLERROR
2351                         if (gl_state.alphatocoverage)
2352                         {
2353                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2354 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2355                         }
2356                         else
2357                         {
2358                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2359 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2360                         }
2361 #endif
2362                         break;
2363                 }
2364         }
2365 }
2366
2367 void GL_ColorMask(int r, int g, int b, int a)
2368 {
2369         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2370         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2371         if (gl_state.colormask != state)
2372         {
2373                 gl_state.colormask = state;
2374                 switch(vid.renderpath)
2375                 {
2376                 case RENDERPATH_GL11:
2377                 case RENDERPATH_GL13:
2378                 case RENDERPATH_GL20:
2379                 case RENDERPATH_GLES1:
2380                 case RENDERPATH_GLES2:
2381                         CHECKGLERROR
2382                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2383                         break;
2384                 case RENDERPATH_D3D9:
2385 #ifdef SUPPORTD3D
2386                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2387 #endif
2388                         break;
2389                 case RENDERPATH_D3D10:
2390                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2391                         break;
2392                 case RENDERPATH_D3D11:
2393                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2394                         break;
2395                 case RENDERPATH_SOFT:
2396                         DPSOFTRAST_ColorMask(r, g, b, a);
2397                         break;
2398                 }
2399         }
2400 }
2401
2402 void GL_Color(float cr, float cg, float cb, float ca)
2403 {
2404         if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
2405         {
2406                 gl_state.color4f[0] = cr;
2407                 gl_state.color4f[1] = cg;
2408                 gl_state.color4f[2] = cb;
2409                 gl_state.color4f[3] = ca;
2410                 switch(vid.renderpath)
2411                 {
2412                 case RENDERPATH_GL11:
2413                 case RENDERPATH_GL13:
2414                 case RENDERPATH_GLES1:
2415                         CHECKGLERROR
2416                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2417                         CHECKGLERROR
2418                         break;
2419                 case RENDERPATH_D3D9:
2420                 case RENDERPATH_D3D10:
2421                 case RENDERPATH_D3D11:
2422                         // no equivalent in D3D
2423                         break;
2424                 case RENDERPATH_SOFT:
2425                         DPSOFTRAST_Color4f(cr, cg, cb, ca);
2426                         break;
2427                 case RENDERPATH_GL20:
2428                 case RENDERPATH_GLES2:
2429                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2430                         break;
2431                 }
2432         }
2433 }
2434
2435 void GL_Scissor (int x, int y, int width, int height)
2436 {
2437         switch(vid.renderpath)
2438         {
2439         case RENDERPATH_GL11:
2440         case RENDERPATH_GL13:
2441         case RENDERPATH_GL20:
2442         case RENDERPATH_GLES1:
2443         case RENDERPATH_GLES2:
2444                 CHECKGLERROR
2445                 qglScissor(x, y,width,height);
2446                 CHECKGLERROR
2447                 break;
2448         case RENDERPATH_D3D9:
2449 #ifdef SUPPORTD3D
2450                 {
2451                         RECT d3drect;
2452                         d3drect.left = x;
2453                         d3drect.top = y;
2454                         d3drect.right = x + width;
2455                         d3drect.bottom = y + height;
2456                         IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2457                 }
2458 #endif
2459                 break;
2460         case RENDERPATH_D3D10:
2461                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2462                 break;
2463         case RENDERPATH_D3D11:
2464                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2465                 break;
2466         case RENDERPATH_SOFT:
2467                 DPSOFTRAST_Scissor(x, y, width, height);
2468                 break;
2469         }
2470 }
2471
2472 void GL_ScissorTest(int state)
2473 {
2474         if (gl_state.scissortest != state)
2475         {
2476                 gl_state.scissortest = state;
2477                 switch(vid.renderpath)
2478                 {
2479                 case RENDERPATH_GL11:
2480                 case RENDERPATH_GL13:
2481                 case RENDERPATH_GL20:
2482                 case RENDERPATH_GLES1:
2483                 case RENDERPATH_GLES2:
2484                         CHECKGLERROR
2485                         if(gl_state.scissortest)
2486                                 qglEnable(GL_SCISSOR_TEST);
2487                         else
2488                                 qglDisable(GL_SCISSOR_TEST);
2489                         CHECKGLERROR
2490                         break;
2491                 case RENDERPATH_D3D9:
2492 #ifdef SUPPORTD3D
2493                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2494 #endif
2495                         break;
2496                 case RENDERPATH_D3D10:
2497                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2498                         break;
2499                 case RENDERPATH_D3D11:
2500                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2501                         break;
2502                 case RENDERPATH_SOFT:
2503                         DPSOFTRAST_ScissorTest(gl_state.scissortest);
2504                         break;
2505                 }
2506         }
2507 }
2508
2509 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2510 {
2511         static const float blackcolor[4] = {0, 0, 0, 0};
2512         // prevent warnings when trying to clear a buffer that does not exist
2513         if (!colorvalue)
2514                 colorvalue = blackcolor;
2515         if (!vid.stencil)
2516         {
2517                 mask &= ~GL_STENCIL_BUFFER_BIT;
2518                 stencilvalue = 0;
2519         }
2520         switch(vid.renderpath)
2521         {
2522         case RENDERPATH_GL11:
2523         case RENDERPATH_GL13:
2524         case RENDERPATH_GL20:
2525         case RENDERPATH_GLES1:
2526         case RENDERPATH_GLES2:
2527                 CHECKGLERROR
2528                 if (mask & GL_COLOR_BUFFER_BIT)
2529                 {
2530                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2531                 }
2532                 if (mask & GL_DEPTH_BUFFER_BIT)
2533                 {
2534 #ifdef USE_GLES2
2535                         qglClearDepthf(depthvalue);CHECKGLERROR
2536 #else
2537                         qglClearDepth(depthvalue);CHECKGLERROR
2538 #endif
2539                 }
2540                 if (mask & GL_STENCIL_BUFFER_BIT)
2541                 {
2542                         qglClearStencil(stencilvalue);CHECKGLERROR
2543                 }
2544                 qglClear(mask);CHECKGLERROR
2545                 break;
2546         case RENDERPATH_D3D9:
2547 #ifdef SUPPORTD3D
2548                 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2549 #endif
2550                 break;
2551         case RENDERPATH_D3D10:
2552                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2553                 break;
2554         case RENDERPATH_D3D11:
2555                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2556                 break;
2557         case RENDERPATH_SOFT:
2558                 if (mask & GL_COLOR_BUFFER_BIT)
2559                         DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2560                 if (mask & GL_DEPTH_BUFFER_BIT)
2561                         DPSOFTRAST_ClearDepth(depthvalue);
2562                 break;
2563         }
2564 }
2565
2566 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2567 {
2568         switch(vid.renderpath)
2569         {
2570         case RENDERPATH_GL11:
2571         case RENDERPATH_GL13:
2572         case RENDERPATH_GL20:
2573         case RENDERPATH_GLES1:
2574         case RENDERPATH_GLES2:
2575                 CHECKGLERROR
2576                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2577                 break;
2578         case RENDERPATH_D3D9:
2579 #ifdef SUPPORTD3D
2580                 {
2581                         // LordHavoc: we can't directly download the backbuffer because it may be
2582                         // multisampled, and it may not be lockable, so we blit it to a lockable
2583                         // surface of the same dimensions (but without multisample) to resolve the
2584                         // multisample buffer to a normal image, and then lock that...
2585                         IDirect3DSurface9 *stretchsurface = NULL;
2586                         if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2587                         {
2588                                 D3DLOCKED_RECT lockedrect;
2589                                 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2590                                 {
2591                                         if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2592                                         {
2593                                                 int line;
2594                                                 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2595                                                 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2596                                                         memcpy(outpixels + line * width * 4, row, width * 4);
2597                                                 IDirect3DSurface9_UnlockRect(stretchsurface);
2598                                         }
2599                                 }
2600                                 IDirect3DSurface9_Release(stretchsurface);
2601                         }
2602                         // code scraps
2603                         //IDirect3DSurface9 *syssurface = NULL;
2604                         //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2605                         //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2606                         //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2607                         //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2608                         //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2609                         //IDirect3DSurface9_UnlockRect(syssurface);
2610                         //IDirect3DSurface9_Release(syssurface);
2611                 }
2612 #endif
2613                 break;
2614         case RENDERPATH_D3D10:
2615                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2616                 break;
2617         case RENDERPATH_D3D11:
2618                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2619                 break;
2620         case RENDERPATH_SOFT:
2621                 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2622                 break;
2623         }
2624 }
2625
2626 // called at beginning of frame
2627 void R_Mesh_Start(void)
2628 {
2629         BACKENDACTIVECHECK
2630         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2631         R_Mesh_SetUseVBO();
2632         if (gl_printcheckerror.integer && !gl_paranoid.integer)
2633         {
2634                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2635                 Cvar_SetValueQuick(&gl_paranoid, 1);
2636         }
2637 }
2638
2639 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2640 {
2641         int shaderobject;
2642         int shadercompiled;
2643         char compilelog[MAX_INPUTLINE];
2644         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2645         if (!shaderobject)
2646                 return false;
2647         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2648         qglCompileShader(shaderobject);CHECKGLERROR
2649         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2650         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2651         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))
2652         {
2653                 int i, j, pretextlines = 0;
2654                 for (i = 0;i < numstrings - 1;i++)
2655                         for (j = 0;strings[i][j];j++)
2656                                 if (strings[i][j] == '\n')
2657                                         pretextlines++;
2658                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2659         }
2660         if (!shadercompiled)
2661         {
2662                 qglDeleteShader(shaderobject);CHECKGLERROR
2663                 return false;
2664         }
2665         qglAttachShader(programobject, shaderobject);CHECKGLERROR
2666         qglDeleteShader(shaderobject);CHECKGLERROR
2667         return true;
2668 }
2669
2670 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
2671 {
2672         GLint programlinked;
2673         GLuint programobject = 0;
2674         char linklog[MAX_INPUTLINE];
2675         CHECKGLERROR
2676
2677         programobject = qglCreateProgram();CHECKGLERROR
2678         if (!programobject)
2679                 return 0;
2680
2681         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2682         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
2683         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2684         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2685         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2686         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2687         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2688         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2689         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2690         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2691 #ifndef USE_GLES2
2692         if(vid.support.gl20shaders130)
2693                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2694 #endif
2695
2696         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2697                 goto cleanup;
2698
2699 #ifdef GL_GEOMETRY_SHADER
2700         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2701                 goto cleanup;
2702 #endif
2703
2704         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2705                 goto cleanup;
2706
2707         qglLinkProgram(programobject);CHECKGLERROR
2708         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2709         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2710         if (linklog[0])
2711         {
2712                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2713                         Con_DPrintf("program link log:\n%s\n", linklog);
2714                 // software vertex shader is ok but software fragment shader is WAY
2715                 // too slow, fail program if so.
2716                 // NOTE: this string might be ATI specific, but that's ok because the
2717                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2718                 // software fragment shader due to low instruction and dependent
2719                 // texture limits.
2720                 if (strstr(linklog, "fragment shader will run in software"))
2721                         programlinked = false;
2722         }
2723         if (!programlinked)
2724                 goto cleanup;
2725         return programobject;
2726 cleanup:
2727         qglDeleteProgram(programobject);CHECKGLERROR
2728         return 0;
2729 }
2730
2731 void GL_Backend_FreeProgram(unsigned int prog)
2732 {
2733         CHECKGLERROR
2734         qglDeleteProgram(prog);
2735         CHECKGLERROR
2736 }
2737
2738 // renders triangles using vertices from the active arrays
2739 int paranoidblah = 0;
2740 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)
2741 {
2742         unsigned int numelements = numtriangles * 3;
2743         int bufferobject3i;
2744         size_t bufferoffset3i;
2745         int bufferobject3s;
2746         size_t bufferoffset3s;
2747         if (numvertices < 3 || numtriangles < 1)
2748         {
2749                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2750                         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);
2751                 return;
2752         }
2753         // adjust the pointers for firsttriangle
2754         if (element3i)
2755                 element3i += firsttriangle * 3;
2756         if (element3i_indexbuffer)
2757                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2758         if (element3s)
2759                 element3s += firsttriangle * 3;
2760         if (element3s_indexbuffer)
2761                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2762         switch(vid.renderpath)
2763         {
2764         case RENDERPATH_GL11:
2765         case RENDERPATH_GL13:
2766         case RENDERPATH_GL20:
2767         case RENDERPATH_GLES1:
2768         case RENDERPATH_GLES2:
2769                 // check if the user specified to ignore static index buffers
2770                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2771                 {
2772                         element3i_indexbuffer = NULL;
2773                         element3s_indexbuffer = NULL;
2774                 }
2775                 break;
2776         case RENDERPATH_D3D9:
2777         case RENDERPATH_D3D10:
2778         case RENDERPATH_D3D11:
2779                 break;
2780         case RENDERPATH_SOFT:
2781                 break;
2782         }
2783         // upload a dynamic index buffer if needed
2784         if (element3s)
2785         {
2786                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2787                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2788         }
2789         else if (element3i)
2790         {
2791                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2792                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2793         }
2794         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2795         bufferoffset3i = element3i_bufferoffset;
2796         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2797         bufferoffset3s = element3s_bufferoffset;
2798         r_refdef.stats[r_stat_draws]++;
2799         r_refdef.stats[r_stat_draws_vertices] += numvertices;
2800         r_refdef.stats[r_stat_draws_elements] += numelements;
2801         if (gl_paranoid.integer)
2802         {
2803                 unsigned int i;
2804                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2805 #if 0
2806                 unsigned int j, size;
2807                 const int *p;
2808                 // note: there's no validation done here on buffer objects because it
2809                 // is somewhat difficult to get at the data, and gl_paranoid can be
2810                 // used without buffer objects if the need arises
2811                 // (the data could be gotten using glMapBuffer but it would be very
2812                 //  slow due to uncachable video memory reads)
2813                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2814                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2815                 CHECKGLERROR
2816                 if (gl_state.pointer_vertex_pointer)
2817                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2818                                 paranoidblah += *p;
2819                 if (gl_state.pointer_color_enabled)
2820                 {
2821                         if (!qglIsEnabled(GL_COLOR_ARRAY))
2822                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2823                         CHECKGLERROR
2824                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2825                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2826                                         paranoidblah += *p;
2827                 }
2828                 for (i = 0;i < vid.texarrayunits;i++)
2829                 {
2830                         if (gl_state.units[i].arrayenabled)
2831                         {
2832                                 GL_ClientActiveTexture(i);
2833                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2834                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2835                                 CHECKGLERROR
2836                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2837                                         for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2838                                                 paranoidblah += *p;
2839                         }
2840                 }
2841 #endif
2842                 if (element3i)
2843                 {
2844                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2845                         {
2846                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2847                                 {
2848                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2849                                         return;
2850                                 }
2851                         }
2852                 }
2853                 if (element3s)
2854                 {
2855                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2856                         {
2857                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2858                                 {
2859                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2860                                         return;
2861                                 }
2862                         }
2863                 }
2864         }
2865         if (r_render.integer || r_refdef.draw2dstage)
2866         {
2867                 switch(vid.renderpath)
2868                 {
2869                 case RENDERPATH_GL11:
2870                 case RENDERPATH_GL13:
2871                 case RENDERPATH_GL20:
2872                         CHECKGLERROR
2873                         if (gl_mesh_testmanualfeeding.integer)
2874                         {
2875 #ifndef USE_GLES2
2876                                 unsigned int i, j, element;
2877                                 const GLfloat *p;
2878                                 qglBegin(GL_TRIANGLES);
2879                                 if(vid.renderpath == RENDERPATH_GL20)
2880                                 {
2881                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2882                                         {
2883                                                 if (element3i)
2884                                                         element = element3i[i];
2885                                                 else if (element3s)
2886                                                         element = element3s[i];
2887                                                 else
2888                                                         element = firstvertex + i;
2889                                                 for (j = 0;j < vid.texarrayunits;j++)
2890                                                 {
2891                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2892                                                         {
2893                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2894                                                                 {
2895                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2896                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2897                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2898                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2899                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2900                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2901                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2902                                                                         else
2903                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2904                                                                 }
2905                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2906                                                                 {
2907                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2908                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2909                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2910                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2911                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2912                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2913                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2914                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2915                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2916                                                                 }
2917                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2918                                                                 {
2919                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2920                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2921                                                                                 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));
2922                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2923                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2924                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2925                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2926                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2927                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2928                                                                 }
2929                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2930                                                                 {
2931                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2932                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2933                                                                                 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));
2934                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2935                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2936                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2937                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2938                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2939                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2940                                                                 }
2941                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2942                                                                 {
2943                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2944                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2945                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2946                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2947                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2948                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2949                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2950                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2951                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2952                                                                 }
2953                                                         }
2954                                                 }
2955                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2956                                                 {
2957                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2958                                                         {
2959                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2960                                                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2961                                                         }
2962                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2963                                                         {
2964                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2965                                                                 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2966                                                         }
2967                                                 }
2968                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2969                                                 {
2970                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2971                                                         if (gl_state.pointer_vertex_components == 4)
2972                                                                 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2973                                                         else if (gl_state.pointer_vertex_components == 3)
2974                                                                 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2975                                                         else
2976                                                                 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2977                                                 }
2978                                         }
2979                                 }
2980                                 else
2981                                 {
2982                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2983                                         {
2984                                                 if (element3i)
2985                                                         element = element3i[i];
2986                                                 else if (element3s)
2987                                                         element = element3s[i];
2988                                                 else
2989                                                         element = firstvertex + i;
2990                                                 for (j = 0;j < vid.texarrayunits;j++)
2991                                                 {
2992                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2993                                                         {
2994                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2995                                                                 {
2996                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2997                                                                         if (vid.texarrayunits > 1)
2998                                                                         {
2999                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3000                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3001                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3002                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3003                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3004                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3005                                                                                 else
3006                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3007                                                                         }
3008                                                                         else
3009                                                                         {
3010                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3011                                                                                         qglTexCoord4f(p[0], p[1], p[2], p[3]);
3012                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3013                                                                                         qglTexCoord3f(p[0], p[1], p[2]);
3014                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3015                                                                                         qglTexCoord2f(p[0], p[1]);
3016                                                                                 else
3017                                                                                         qglTexCoord1f(p[0]);
3018                                                                         }
3019                                                                 }
3020                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3021                                                                 {
3022                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3023                                                                         if (vid.texarrayunits > 1)
3024                                                                         {
3025                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3026                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3027                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3028                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3029                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3030                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3031                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3032                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3033                                                                         }
3034                                                                         else
3035                                                                         {
3036                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3037                                                                                         qglTexCoord4f(s[0], s[1], s[2], s[3]);
3038                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3039                                                                                         qglTexCoord3f(s[0], s[1], s[2]);
3040                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3041                                                                                         qglTexCoord2f(s[0], s[1]);
3042                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3043                                                                                         qglTexCoord1f(s[0]);
3044                                                                         }
3045                                                                 }
3046                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3047                                                                 {
3048                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3049                                                                         if (vid.texarrayunits > 1)
3050                                                                         {
3051                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3052                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3053                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3054                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3055                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3056                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3057                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3058                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3059                                                                         }
3060                                                                         else
3061                                                                         {
3062                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3063                                                                                         qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3064                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3065                                                                                         qglTexCoord3f(sb[0], sb[1], sb[2]);
3066                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3067                                                                                         qglTexCoord2f(sb[0], sb[1]);
3068                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3069                                                                                         qglTexCoord1f(sb[0]);
3070                                                                         }
3071                                                                 }
3072                                                         }
3073                                                 }
3074                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3075                                                 {
3076                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
3077                                                         {
3078                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3079                                                                 qglColor4f(p[0], p[1], p[2], p[3]);
3080                                                         }
3081                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3082                                                         {
3083                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3084                                                                 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3085                                                         }
3086                                                 }
3087                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3088                                                 {
3089                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3090                                                         if (gl_state.pointer_vertex_components == 4)
3091                                                                 qglVertex4f(p[0], p[1], p[2], p[3]);
3092                                                         else if (gl_state.pointer_vertex_components == 3)
3093                                                                 qglVertex3f(p[0], p[1], p[2]);
3094                                                         else
3095                                                                 qglVertex2f(p[0], p[1]);
3096                                                 }
3097                                         }
3098                                 }
3099                                 qglEnd();
3100                                 CHECKGLERROR
3101 #endif
3102                         }
3103                         else if (bufferobject3s)
3104                         {
3105                                 GL_BindEBO(bufferobject3s);
3106 #ifndef USE_GLES2
3107                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3108                                 {
3109                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3110                                         CHECKGLERROR
3111                                 }
3112                                 else
3113 #endif
3114                                 {
3115                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3116                                         CHECKGLERROR
3117                                 }
3118                         }
3119                         else if (bufferobject3i)
3120                         {
3121                                 GL_BindEBO(bufferobject3i);
3122 #ifndef USE_GLES2
3123                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3124                                 {
3125                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3126                                         CHECKGLERROR
3127                                 }
3128                                 else
3129 #endif
3130                                 {
3131                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3132                                         CHECKGLERROR
3133                                 }
3134                         }
3135                         else if (element3s)
3136                         {
3137                                 GL_BindEBO(0);
3138 #ifndef USE_GLES2
3139                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3140                                 {
3141                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3142                                         CHECKGLERROR
3143                                 }
3144                                 else
3145 #endif
3146                                 {
3147                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3148                                         CHECKGLERROR
3149                                 }
3150                         }
3151                         else if (element3i)
3152                         {
3153                                 GL_BindEBO(0);
3154 #ifndef USE_GLES2
3155                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3156                                 {
3157                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3158                                         CHECKGLERROR
3159                                 }
3160                                 else
3161 #endif
3162                                 {
3163                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3164                                         CHECKGLERROR
3165                                 }
3166                         }
3167                         else
3168                         {
3169                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3170                                 CHECKGLERROR
3171                         }
3172                         break;
3173                 case RENDERPATH_D3D9:
3174 #ifdef SUPPORTD3D
3175                         if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3176                         {
3177                                 if (element3s_indexbuffer)
3178                                 {
3179                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3180                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3181                                 }
3182                                 else if (element3i_indexbuffer)
3183                                 {
3184                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3185                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3186                                 }
3187                                 else
3188                                         IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3189                         }
3190                         else
3191                         {
3192                                 if (element3s)
3193                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3194                                 else if (element3i)
3195                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3196                                 else
3197                                         IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3198                         }
3199 #endif
3200                         break;
3201                 case RENDERPATH_D3D10:
3202                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3203                         break;
3204                 case RENDERPATH_D3D11:
3205                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3206                         break;
3207                 case RENDERPATH_SOFT:
3208                         DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3209                         break;
3210                 case RENDERPATH_GLES1:
3211                 case RENDERPATH_GLES2:
3212                         // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
3213                         if (bufferobject3s)
3214                         {
3215                                 GL_BindEBO(bufferobject3s);
3216                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3217                                 CHECKGLERROR
3218                         }
3219                         else if (bufferobject3i)
3220                         {
3221                                 GL_BindEBO(bufferobject3i);
3222                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3223                                 CHECKGLERROR
3224                         }
3225                         else if (element3s)
3226                         {
3227                                 GL_BindEBO(0);
3228                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3229                                 CHECKGLERROR
3230                         }
3231                         else if (element3i)
3232                         {
3233                                 GL_BindEBO(0);
3234                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3235                                 CHECKGLERROR
3236                         }
3237                         else
3238                         {
3239                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3240                                 CHECKGLERROR
3241                         }
3242                         break;
3243                 }
3244         }
3245 }
3246
3247 // restores backend state, used when done with 3D rendering
3248 void R_Mesh_Finish(void)
3249 {
3250         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3251 }
3252
3253 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3254 {
3255         r_meshbuffer_t *buffer;
3256         if (isuniformbuffer)
3257         {
3258                 if (!vid.support.arb_uniform_buffer_object)
3259                         return NULL;
3260         }
3261         else
3262         {
3263                 if (!vid.support.arb_vertex_buffer_object)
3264                         return NULL;
3265                 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3266                         return NULL;
3267         }
3268         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3269         memset(buffer, 0, sizeof(*buffer));
3270         buffer->bufferobject = 0;
3271         buffer->devicebuffer = NULL;
3272         buffer->size = size;
3273         buffer->isindexbuffer = isindexbuffer;
3274         buffer->isuniformbuffer = isuniformbuffer;
3275         buffer->isdynamic = isdynamic;
3276         buffer->isindex16 = isindex16;
3277         strlcpy(buffer->name, name, sizeof(buffer->name));
3278         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3279         return buffer;
3280 }
3281
3282 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3283 {
3284         if (!buffer)
3285                 return;
3286         if (buffer->isindexbuffer)
3287         {
3288                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3289                 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3290         }
3291         else
3292         {
3293                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3294                 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3295         }
3296         if (!subdata)
3297                 buffer->size = size;
3298         switch(vid.renderpath)
3299         {
3300         case RENDERPATH_GL11:
3301         case RENDERPATH_GL13:
3302         case RENDERPATH_GL20:
3303         case RENDERPATH_GLES1:
3304         case RENDERPATH_GLES2:
3305                 if (!buffer->bufferobject)
3306                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3307                 if (buffer->isuniformbuffer)
3308                         GL_BindUBO(buffer->bufferobject);
3309                 else if (buffer->isindexbuffer)
3310                         GL_BindEBO(buffer->bufferobject);
3311                 else
3312                         GL_BindVBO(buffer->bufferobject);
3313                 if (subdata)
3314                         qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3315                 else
3316                         qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3317                 if (buffer->isuniformbuffer)
3318                         GL_BindUBO(0);
3319                 break;
3320         case RENDERPATH_D3D9:
3321 #ifdef SUPPORTD3D
3322                 {
3323                         int result;
3324                         void *datapointer = NULL;
3325                         if (buffer->isindexbuffer)
3326                         {
3327                                 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3328                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3329                                 {
3330                                         if (buffer->devicebuffer)
3331                                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3332                                         buffer->devicebuffer = NULL;
3333                                         if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3334                                                 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);
3335                                         buffer->devicebuffer = (void *)d3d9indexbuffer;
3336                                         buffer->size = offset+size;
3337                                 }
3338                                 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3339                                 {
3340                                         if (data)
3341                                                 memcpy(datapointer, data, size);
3342                                         else
3343                                                 memset(datapointer, 0, size);
3344                                         IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3345                                 }
3346                         }
3347                         else
3348                         {
3349                                 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3350                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3351                                 {
3352                                         if (buffer->devicebuffer)
3353                                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3354                                         buffer->devicebuffer = NULL;
3355                                         if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3356                                                 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);
3357                                         buffer->devicebuffer = (void *)d3d9vertexbuffer;
3358                                         buffer->size = offset+size;
3359                                 }
3360                                 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3361                                 {
3362                                         if (data)
3363                                                 memcpy(datapointer, data, size);
3364                                         else
3365                                                 memset(datapointer, 0, size);
3366                                         IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3367                                 }
3368                         }
3369                 }
3370 #endif
3371                 break;
3372         case RENDERPATH_D3D10:
3373                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3374                 break;
3375         case RENDERPATH_D3D11:
3376                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3377                 break;
3378         case RENDERPATH_SOFT:
3379                 break;
3380         }
3381 }
3382
3383 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3384 {
3385         if (!buffer)
3386                 return;
3387         switch(vid.renderpath)
3388         {
3389         case RENDERPATH_GL11:
3390         case RENDERPATH_GL13:
3391         case RENDERPATH_GL20:
3392         case RENDERPATH_GLES1:
3393         case RENDERPATH_GLES2:
3394                 // GL clears the binding if we delete something bound
3395                 if (gl_state.uniformbufferobject == buffer->bufferobject)
3396                         gl_state.uniformbufferobject = 0;
3397                 if (gl_state.vertexbufferobject == buffer->bufferobject)
3398                         gl_state.vertexbufferobject = 0;
3399                 if (gl_state.elementbufferobject == buffer->bufferobject)
3400                         gl_state.elementbufferobject = 0;
3401                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3402                 break;
3403         case RENDERPATH_D3D9:
3404 #ifdef SUPPORTD3D
3405                 if (gl_state.d3dvertexbuffer == (void *)buffer)
3406                         gl_state.d3dvertexbuffer = NULL;
3407                 if (buffer->devicebuffer)
3408                 {
3409                         if (buffer->isindexbuffer)
3410                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3411                         else
3412                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3413                         buffer->devicebuffer = NULL;
3414                 }
3415 #endif
3416                 break;
3417         case RENDERPATH_D3D10:
3418                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3419                 break;
3420         case RENDERPATH_D3D11:
3421                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3422                 break;
3423         case RENDERPATH_SOFT:
3424                 break;
3425         }
3426         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3427 }
3428
3429 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3430 void GL_Mesh_ListVBOs(qboolean printeach)
3431 {
3432         int i, endindex;
3433         int type;
3434         int isdynamic;
3435         int index16count, index16mem;
3436         int index32count, index32mem;
3437         int vertexcount, vertexmem;
3438         int uniformcount, uniformmem;
3439         int totalcount, totalmem;
3440         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3441         r_meshbuffer_t *buffer;
3442         memset(bufferstat, 0, sizeof(bufferstat));
3443         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3444         for (i = 0;i < endindex;i++)
3445         {
3446                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3447                 if (!buffer)
3448                         continue;
3449                 if (buffer->isuniformbuffer)
3450                         type = R_BUFFERDATA_UNIFORM;
3451                 else if (buffer->isindexbuffer && buffer->isindex16)
3452                         type = R_BUFFERDATA_INDEX16;
3453                 else if (buffer->isindexbuffer)
3454                         type = R_BUFFERDATA_INDEX32;
3455                 else
3456                         type = R_BUFFERDATA_VERTEX;
3457                 isdynamic = buffer->isdynamic;
3458                 bufferstat[type][isdynamic][0]++;
3459                 bufferstat[type][isdynamic][1] += buffer->size;
3460                 if (printeach)
3461                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3462         }
3463         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3464         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3465         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3466         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3467         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3468         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3469         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3470         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3471         totalcount = index16count + index32count + vertexcount + uniformcount;
3472         totalmem = index16mem + index32mem + vertexmem + uniformmem;
3473         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);
3474 }
3475
3476
3477
3478 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3479 {
3480         switch(vid.renderpath)
3481         {
3482         case RENDERPATH_GL11:
3483         case RENDERPATH_GL13:
3484         case RENDERPATH_GLES1:
3485                 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)
3486                 {
3487                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3488                         gl_state.pointer_vertex_components = components;
3489                         gl_state.pointer_vertex_gltype = gltype;
3490                         gl_state.pointer_vertex_stride = stride;
3491                         gl_state.pointer_vertex_pointer = pointer;
3492                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3493                         gl_state.pointer_vertex_offset = bufferoffset;
3494                         CHECKGLERROR
3495                         GL_BindVBO(bufferobject);
3496                         qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3497                 }
3498                 break;
3499         case RENDERPATH_GL20:
3500         case RENDERPATH_GLES2:
3501                 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)
3502                 {
3503                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3504                         gl_state.pointer_vertex_components = components;
3505                         gl_state.pointer_vertex_gltype = gltype;
3506                         gl_state.pointer_vertex_stride = stride;
3507                         gl_state.pointer_vertex_pointer = pointer;
3508                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3509                         gl_state.pointer_vertex_offset = bufferoffset;
3510                         CHECKGLERROR
3511                         GL_BindVBO(bufferobject);
3512                         // LordHavoc: special flag added to gltype for unnormalized types
3513                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3514                 }
3515                 break;
3516         case RENDERPATH_D3D9:
3517         case RENDERPATH_D3D10:
3518         case RENDERPATH_D3D11:
3519         case RENDERPATH_SOFT:
3520                 break;
3521         }
3522 }
3523
3524 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3525 {
3526         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3527         // the pointer only.
3528         switch(vid.renderpath)
3529         {
3530         case RENDERPATH_GL11:
3531         case RENDERPATH_GL13:
3532         case RENDERPATH_GLES1:
3533 #ifdef GL_MODELVIEW
3534                 CHECKGLERROR
3535                 if (pointer)
3536                 {
3537                         // caller wants color array enabled
3538                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3539                         if (!gl_state.pointer_color_enabled)
3540                         {
3541                                 gl_state.pointer_color_enabled = true;
3542                                 CHECKGLERROR
3543                                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3544                         }
3545                         if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
3546                         {
3547                                 gl_state.pointer_color_components = components;
3548                                 gl_state.pointer_color_gltype = gltype;
3549                                 gl_state.pointer_color_stride = stride;
3550                                 gl_state.pointer_color_pointer = pointer;
3551                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3552                                 gl_state.pointer_color_offset = bufferoffset;
3553                                 CHECKGLERROR
3554                                 GL_BindVBO(bufferobject);
3555                                 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3556                         }
3557                 }
3558                 else
3559                 {
3560                         // caller wants color array disabled
3561                         if (gl_state.pointer_color_enabled)
3562                         {
3563                                 gl_state.pointer_color_enabled = false;
3564                                 CHECKGLERROR
3565                                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3566                                 // when color array is on the glColor gets trashed, set it again
3567                                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3568                         }
3569                 }
3570 #endif
3571                 break;
3572         case RENDERPATH_GL20:
3573         case RENDERPATH_GLES2:
3574                 CHECKGLERROR
3575                 if (pointer)
3576                 {
3577                         // caller wants color array enabled
3578                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3579                         if (!gl_state.pointer_color_enabled)
3580                         {
3581                                 gl_state.pointer_color_enabled = true;
3582                                 CHECKGLERROR
3583                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3584                         }
3585                         if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
3586                         {
3587                                 gl_state.pointer_color_components = components;
3588                                 gl_state.pointer_color_gltype = gltype;
3589                                 gl_state.pointer_color_stride = stride;
3590                                 gl_state.pointer_color_pointer = pointer;
3591                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3592                                 gl_state.pointer_color_offset = bufferoffset;
3593                                 CHECKGLERROR
3594                                 GL_BindVBO(bufferobject);
3595                                 // LordHavoc: special flag added to gltype for unnormalized types
3596                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3597                         }
3598                 }
3599                 else
3600                 {
3601                         // caller wants color array disabled
3602                         if (gl_state.pointer_color_enabled)
3603                         {
3604                                 gl_state.pointer_color_enabled = false;
3605                                 CHECKGLERROR
3606                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3607                                 // when color array is on the glColor gets trashed, set it again
3608                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3609                         }
3610                 }
3611                 break;
3612         case RENDERPATH_D3D9:
3613         case RENDERPATH_D3D10:
3614         case RENDERPATH_D3D11:
3615         case RENDERPATH_SOFT:
3616                 break;
3617         }
3618 }
3619
3620 void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3621 {
3622         gltextureunit_t *unit = gl_state.units + unitnum;
3623         // update array settings
3624         // note: there is no need to check bufferobject here because all cases
3625         // that involve a valid bufferobject also supply a texcoord array
3626         switch(vid.renderpath)
3627         {
3628         case RENDERPATH_GL11:
3629         case RENDERPATH_GL13:
3630         case RENDERPATH_GLES1:
3631 #ifdef GL_MODELVIEW
3632                 CHECKGLERROR
3633                 if (pointer)
3634                 {
3635                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3636                         // texture array unit is enabled, enable the array
3637                         if (!unit->arrayenabled)
3638                         {
3639                                 unit->arrayenabled = true;
3640                                 GL_ClientActiveTexture(unitnum);
3641                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3642                         }
3643                         // texcoord array
3644                         if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
3645                         {
3646                                 unit->pointer_texcoord_components = components;
3647                                 unit->pointer_texcoord_gltype = gltype;
3648                                 unit->pointer_texcoord_stride = stride;
3649                                 unit->pointer_texcoord_pointer = pointer;
3650                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3651                                 unit->pointer_texcoord_offset = bufferoffset;
3652                                 GL_ClientActiveTexture(unitnum);
3653                                 GL_BindVBO(bufferobject);
3654                                 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3655                         }
3656                 }
3657                 else
3658                 {
3659                         // texture array unit is disabled, disable the array
3660                         if (unit->arrayenabled)
3661                         {
3662                                 unit->arrayenabled = false;
3663                                 GL_ClientActiveTexture(unitnum);
3664                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3665                         }
3666                 }
3667 #endif
3668                 break;
3669         case RENDERPATH_GL20:
3670         case RENDERPATH_GLES2:
3671                 CHECKGLERROR
3672                 if (pointer)
3673                 {
3674                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3675                         // texture array unit is enabled, enable the array
3676                         if (!unit->arrayenabled)
3677                         {
3678                                 unit->arrayenabled = true;
3679                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3680                         }
3681                         // texcoord array
3682                         if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
3683                         {
3684                                 unit->pointer_texcoord_components = components;
3685                                 unit->pointer_texcoord_gltype = gltype;
3686                                 unit->pointer_texcoord_stride = stride;
3687                                 unit->pointer_texcoord_pointer = pointer;
3688                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3689                                 unit->pointer_texcoord_offset = bufferoffset;
3690                                 GL_BindVBO(bufferobject);
3691                                 // LordHavoc: special flag added to gltype for unnormalized types
3692                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3693                         }
3694                 }
3695                 else
3696                 {
3697                         // texture array unit is disabled, disable the array
3698                         if (unit->arrayenabled)
3699                         {
3700                                 unit->arrayenabled = false;
3701                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3702                         }
3703                 }
3704                 break;
3705         case RENDERPATH_D3D9:
3706         case RENDERPATH_D3D10:
3707         case RENDERPATH_D3D11:
3708         case RENDERPATH_SOFT:
3709                 break;
3710         }
3711 }
3712
3713 int R_Mesh_TexBound(unsigned int unitnum, int id)
3714 {
3715         gltextureunit_t *unit = gl_state.units + unitnum;
3716         if (unitnum >= vid.teximageunits)
3717                 return 0;
3718         if (id == GL_TEXTURE_2D)
3719                 return unit->t2d;
3720         if (id == GL_TEXTURE_3D)
3721                 return unit->t3d;
3722         if (id == GL_TEXTURE_CUBE_MAP)
3723                 return unit->tcubemap;
3724         return 0;
3725 }
3726
3727 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3728 {
3729         switch(vid.renderpath)
3730         {
3731         case RENDERPATH_GL11:
3732         case RENDERPATH_GL13:
3733         case RENDERPATH_GL20:
3734         case RENDERPATH_GLES1:
3735         case RENDERPATH_GLES2:
3736                 R_Mesh_TexBind(0, tex);
3737                 GL_ActiveTexture(0);CHECKGLERROR
3738                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3739                 break;
3740         case RENDERPATH_D3D9:
3741 #ifdef SUPPORTD3D
3742                 {
3743                         IDirect3DSurface9 *currentsurface = NULL;
3744                         IDirect3DSurface9 *texturesurface = NULL;
3745                         RECT sourcerect;
3746                         RECT destrect;
3747                         sourcerect.left = sx;
3748                         sourcerect.top = sy;
3749                         sourcerect.right = sx + width;
3750                         sourcerect.bottom = sy + height;
3751                         destrect.left = tx;
3752                         destrect.top = ty;
3753                         destrect.right = tx + width;
3754                         destrect.bottom = ty + height;
3755                         if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3756                         {
3757                                 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
3758                                 {
3759                                         IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3760                                         IDirect3DSurface9_Release(currentsurface);
3761                                 }
3762                                 IDirect3DSurface9_Release(texturesurface);
3763                         }
3764                 }
3765 #endif
3766                 break;
3767         case RENDERPATH_D3D10:
3768                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3769                 break;
3770         case RENDERPATH_D3D11:
3771                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3772                 break;
3773         case RENDERPATH_SOFT:
3774                 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3775                 break;
3776         }
3777 }
3778
3779 #ifdef SUPPORTD3D
3780 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
3781 #endif
3782
3783 void R_Mesh_ClearBindingsForTexture(int texnum)
3784 {
3785         gltextureunit_t *unit;
3786         unsigned int unitnum;
3787         // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
3788         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3789         {
3790                 unit = gl_state.units + unitnum;
3791                 if (unit->t2d == texnum)
3792                         unit->t2d = -1;
3793                 if (unit->t3d == texnum)
3794                         unit->t3d = -1;
3795                 if (unit->tcubemap == texnum)
3796                         unit->tcubemap = -1;
3797         }
3798 }
3799
3800 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3801 {
3802         gltextureunit_t *unit = gl_state.units + unitnum;
3803         int tex2d, tex3d, texcubemap, texnum;
3804         if (unitnum >= vid.teximageunits)
3805                 return;
3806 //      if (unit->texture == tex)
3807 //              return;
3808         switch(vid.renderpath)
3809         {
3810         case RENDERPATH_GL20:
3811         case RENDERPATH_GLES2:
3812                 if (!tex)
3813                 {
3814                         tex = r_texture_white;
3815                         // not initialized enough yet...
3816                         if (!tex)
3817                                 return;
3818                 }
3819                 unit->texture = tex;
3820                 texnum = R_GetTexture(tex);
3821                 switch(tex->gltexturetypeenum)
3822                 {
3823                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3824                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3825                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3826                 }
3827                 break;
3828         case RENDERPATH_GL11:
3829         case RENDERPATH_GL13:
3830         case RENDERPATH_GLES1:
3831                 unit->texture = tex;
3832                 tex2d = 0;
3833                 tex3d = 0;
3834                 texcubemap = 0;
3835                 if (tex)
3836                 {
3837                         texnum = R_GetTexture(tex);
3838                         switch(tex->gltexturetypeenum)
3839                         {
3840                         case GL_TEXTURE_2D:
3841                                 tex2d = texnum;
3842                                 break;
3843                         case GL_TEXTURE_3D:
3844                                 tex3d = texnum;
3845                                 break;
3846                         case GL_TEXTURE_CUBE_MAP:
3847                                 texcubemap = texnum;
3848                                 break;
3849                         }
3850                 }
3851                 // update 2d texture binding
3852                 if (unit->t2d != tex2d)
3853                 {
3854                         GL_ActiveTexture(unitnum);
3855                         if (tex2d)
3856                         {
3857                                 if (unit->t2d == 0)
3858                                 {
3859                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3860                                 }
3861                         }
3862                         else
3863                         {
3864                                 if (unit->t2d)
3865                                 {
3866                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3867                                 }
3868                         }
3869                         unit->t2d = tex2d;
3870                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3871                 }
3872                 // update 3d texture binding
3873                 if (unit->t3d != tex3d)
3874                 {
3875                         GL_ActiveTexture(unitnum);
3876                         if (tex3d)
3877                         {
3878                                 if (unit->t3d == 0)
3879                                 {
3880                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3881                                 }
3882                         }
3883                         else
3884                         {
3885                                 if (unit->t3d)
3886                                 {
3887                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3888                                 }
3889                         }
3890                         unit->t3d = tex3d;
3891                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3892                 }
3893                 // update cubemap texture binding
3894                 if (unit->tcubemap != texcubemap)
3895                 {
3896                         GL_ActiveTexture(unitnum);
3897                         if (texcubemap)
3898                         {
3899                                 if (unit->tcubemap == 0)
3900                                 {
3901                                         qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3902                                 }
3903                         }
3904                         else
3905                         {
3906                                 if (unit->tcubemap)
3907                                 {
3908                                         qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3909                                 }
3910                         }
3911                         unit->tcubemap = texcubemap;
3912                         qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3913                 }
3914                 break;
3915         case RENDERPATH_D3D9:
3916 #ifdef SUPPORTD3D
3917                 {
3918                         extern cvar_t gl_texture_anisotropy;
3919                         if (!tex)
3920                         {
3921                                 tex = r_texture_white;
3922                                 // not initialized enough yet...
3923                                 if (!tex)
3924                                         return;
3925                         }
3926                         // upload texture if needed
3927                         R_GetTexture(tex);
3928                         if (unit->texture == tex)
3929                                 return;
3930                         unit->texture = tex;
3931                         IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3932                         //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3933                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3934                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3935                         if (tex->d3daddressw)
3936                                 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
3937                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3938                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3939                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3940                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3941                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3942                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3943                 }
3944 #endif
3945                 break;
3946         case RENDERPATH_D3D10:
3947                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3948                 break;
3949         case RENDERPATH_D3D11:
3950                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3951                 break;
3952         case RENDERPATH_SOFT:
3953                 if (!tex)
3954                 {
3955                         tex = r_texture_white;
3956                         // not initialized enough yet...
3957                         if (!tex)
3958                                 return;
3959                 }
3960                 texnum = R_GetTexture(tex);
3961                 if (unit->texture == tex)
3962                         return;
3963                 unit->texture = tex;
3964                 DPSOFTRAST_SetTexture(unitnum, texnum);
3965                 break;
3966         }
3967 }
3968
3969 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3970 {
3971         gltextureunit_t *unit = gl_state.units + unitnum;
3972         switch(vid.renderpath)
3973         {
3974         case RENDERPATH_GL11:
3975         case RENDERPATH_GL13:
3976         case RENDERPATH_GL20:
3977         case RENDERPATH_GLES1:
3978         case RENDERPATH_GLES2:
3979 #ifdef GL_MODELVIEW
3980                 if (matrix && matrix->m[3][3])
3981                 {
3982                         // texmatrix specified, check if it is different
3983                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3984                         {
3985                                 float glmatrix[16];
3986                                 unit->texmatrixenabled = true;
3987                                 unit->matrix = *matrix;
3988                                 CHECKGLERROR
3989                                 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3990                                 GL_ActiveTexture(unitnum);
3991                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3992                                 qglLoadMatrixf(glmatrix);CHECKGLERROR
3993                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3994                         }
3995                 }
3996                 else
3997                 {
3998                         // no texmatrix specified, revert to identity
3999                         if (unit->texmatrixenabled)
4000                         {
4001                                 unit->texmatrixenabled = false;
4002                                 unit->matrix = identitymatrix;
4003                                 CHECKGLERROR
4004                                 GL_ActiveTexture(unitnum);
4005                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4006                                 qglLoadIdentity();CHECKGLERROR
4007                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4008                         }
4009                 }
4010 #endif
4011                 break;
4012         case RENDERPATH_D3D9:
4013         case RENDERPATH_D3D10:
4014         case RENDERPATH_D3D11:
4015                 break;
4016         case RENDERPATH_SOFT:
4017                 break;
4018         }
4019 }
4020
4021 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4022 {
4023         gltextureunit_t *unit = gl_state.units + unitnum;
4024         CHECKGLERROR
4025         switch(vid.renderpath)
4026         {
4027         case RENDERPATH_GL20:
4028         case RENDERPATH_GLES2:
4029                 // do nothing
4030                 break;
4031         case RENDERPATH_GL13:
4032         case RENDERPATH_GLES1:
4033 #ifdef GL_TEXTURE_ENV
4034                 // GL_ARB_texture_env_combine
4035                 if (!combinergb)
4036                         combinergb = GL_MODULATE;
4037                 if (!combinealpha)
4038                         combinealpha = GL_MODULATE;
4039                 if (!rgbscale)
4040                         rgbscale = 1;
4041                 if (!alphascale)
4042                         alphascale = 1;
4043                 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4044                 {
4045                         if (combinergb == GL_DECAL)
4046                                 combinergb = GL_INTERPOLATE;
4047                         if (unit->combine != GL_COMBINE)
4048                         {
4049                                 unit->combine = GL_COMBINE;
4050                                 GL_ActiveTexture(unitnum);
4051                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4052                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4053                         }
4054                         if (unit->combinergb != combinergb)
4055                         {
4056                                 unit->combinergb = combinergb;
4057                                 GL_ActiveTexture(unitnum);
4058                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4059                         }
4060                         if (unit->combinealpha != combinealpha)
4061                         {
4062                                 unit->combinealpha = combinealpha;
4063                                 GL_ActiveTexture(unitnum);
4064                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4065                         }
4066                         if (unit->rgbscale != rgbscale)
4067                         {
4068                                 unit->rgbscale = rgbscale;
4069                                 GL_ActiveTexture(unitnum);
4070                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4071                         }
4072                         if (unit->alphascale != alphascale)
4073                         {
4074                                 unit->alphascale = alphascale;
4075                                 GL_ActiveTexture(unitnum);
4076                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4077                         }
4078                 }
4079                 else
4080                 {
4081                         if (unit->combine != combinergb)
4082                         {
4083                                 unit->combine = combinergb;
4084                                 GL_ActiveTexture(unitnum);
4085                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4086                         }
4087                 }
4088 #endif
4089                 break;
4090         case RENDERPATH_GL11:
4091                 // normal GL texenv
4092 #ifdef GL_TEXTURE_ENV
4093                 if (!combinergb)
4094                         combinergb = GL_MODULATE;
4095                 if (unit->combine != combinergb)
4096                 {
4097                         unit->combine = combinergb;
4098                         GL_ActiveTexture(unitnum);
4099                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4100                 }
4101 #endif
4102                 break;
4103         case RENDERPATH_D3D9:
4104         case RENDERPATH_D3D10:
4105         case RENDERPATH_D3D11:
4106                 break;
4107         case RENDERPATH_SOFT:
4108                 break;
4109         }
4110 }
4111
4112 void R_Mesh_ResetTextureState(void)
4113 {
4114         unsigned int unitnum;
4115
4116         BACKENDACTIVECHECK
4117
4118         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4119                 R_Mesh_TexBind(unitnum, NULL);
4120         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4121                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4122         switch(vid.renderpath)
4123         {
4124         case RENDERPATH_GL20:
4125         case RENDERPATH_GLES2:
4126         case RENDERPATH_D3D9:
4127         case RENDERPATH_D3D10:
4128         case RENDERPATH_D3D11:
4129         case RENDERPATH_SOFT:
4130                 break;
4131         case RENDERPATH_GL11:
4132         case RENDERPATH_GL13:
4133         case RENDERPATH_GLES1:
4134                 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4135                 {
4136                         R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4137                         R_Mesh_TexMatrix(unitnum, NULL);
4138                 }
4139                 break;
4140         }
4141 }
4142
4143
4144
4145 #ifdef SUPPORTD3D
4146 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4147 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4148 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4149
4150 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4151 {
4152         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4153         D3DDECL_END()
4154 };
4155
4156 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4157 {
4158         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4159         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4160         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4161         D3DDECL_END()
4162 };
4163
4164 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4165 {
4166         {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4167         {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4168         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4169         {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4170         {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4171         {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4172         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4173         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub  ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4174         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4175         D3DDECL_END()
4176 };
4177
4178 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4179 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4180 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4181 #endif
4182
4183 static void R_Mesh_InitVertexDeclarations(void)
4184 {
4185 #ifdef SUPPORTD3D
4186         r_vertex3f_d3d9decl = NULL;
4187         r_vertexgeneric_d3d9decl = NULL;
4188         r_vertexmesh_d3d9decl = NULL;
4189         switch(vid.renderpath)
4190         {
4191         case RENDERPATH_GL20:
4192         case RENDERPATH_GL13:
4193         case RENDERPATH_GL11:
4194         case RENDERPATH_GLES1:
4195         case RENDERPATH_GLES2:
4196                 break;
4197         case RENDERPATH_D3D9:
4198                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4199                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4200                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4201                 break;
4202         case RENDERPATH_D3D10:
4203                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4204                 break;
4205         case RENDERPATH_D3D11:
4206                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4207                 break;
4208         case RENDERPATH_SOFT:
4209                 break;
4210         }
4211 #endif
4212 }
4213
4214 static void R_Mesh_DestroyVertexDeclarations(void)
4215 {
4216 #ifdef SUPPORTD3D
4217         if (r_vertex3f_d3d9decl)
4218                 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4219         r_vertex3f_d3d9decl = NULL;
4220         if (r_vertexgeneric_d3d9decl)
4221                 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4222         r_vertexgeneric_d3d9decl = NULL;
4223         if (r_vertexmesh_d3d9decl)
4224                 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4225         r_vertexmesh_d3d9decl = NULL;
4226 #endif
4227 }
4228
4229 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4230 {
4231         // upload temporary vertexbuffer for this rendering
4232         if (!gl_state.usevbo_staticvertex)
4233                 vertexbuffer = NULL;
4234         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4235                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4236         switch(vid.renderpath)
4237         {
4238         case RENDERPATH_GL20:
4239         case RENDERPATH_GLES2:
4240                 if (vertexbuffer)
4241                 {
4242                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4243                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4244                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4245                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4246                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4247                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4248                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4249                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4250                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4251                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4252                 }
4253                 else
4254                 {
4255                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4256                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4257                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4258                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4259                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4260                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4261                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4262                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4263                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4264                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4265                 }
4266                 break;
4267         case RENDERPATH_GL13:
4268         case RENDERPATH_GLES1:
4269                 if (vertexbuffer)
4270                 {
4271                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4272                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4273                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4274                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4275                 }
4276                 else
4277                 {
4278                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4279                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4280                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4281                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4282                 }
4283                 break;
4284         case RENDERPATH_GL11:
4285                 if (vertexbuffer)
4286                 {
4287                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4288                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4289                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4290                 }
4291                 else
4292                 {
4293                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4294                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4295                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4296                 }
4297                 break;
4298         case RENDERPATH_D3D9:
4299 #ifdef SUPPORTD3D
4300                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4301                 if (vertexbuffer)
4302                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4303                 else
4304                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4305                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4306                 gl_state.d3dvertexdata = (void *)vertex3f;
4307                 gl_state.d3dvertexsize = sizeof(float[3]);
4308 #endif
4309                 break;
4310         case RENDERPATH_D3D10:
4311                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4312                 break;
4313         case RENDERPATH_D3D11:
4314                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4315                 break;
4316         case RENDERPATH_SOFT:
4317                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4318                 DPSOFTRAST_SetColorPointer(NULL, 0);
4319                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4320                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4321                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4322                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4323                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4324                 break;
4325         }
4326 }
4327
4328
4329
4330 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4331 {
4332         size_t size;
4333         size = sizeof(r_vertexgeneric_t) * numvertices;
4334         if (gl_state.preparevertices_tempdatamaxsize < size)
4335         {
4336                 gl_state.preparevertices_tempdatamaxsize = size;
4337                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4338         }
4339         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4340         gl_state.preparevertices_numvertices = numvertices;
4341         return gl_state.preparevertices_vertexgeneric;
4342 }
4343
4344 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4345 {
4346         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4347         gl_state.preparevertices_vertexgeneric = NULL;
4348         gl_state.preparevertices_numvertices = 0;
4349         return true;
4350 }
4351
4352 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4353 {
4354         int i;
4355         r_vertexgeneric_t *vertex;
4356         switch(vid.renderpath)
4357         {
4358         case RENDERPATH_GL20:
4359         case RENDERPATH_GLES2:
4360                 if (gl_state.usevbo_dynamicvertex)
4361                 {
4362                         r_meshbuffer_t *buffer_vertex3f = NULL;
4363                         r_meshbuffer_t *buffer_color4f = NULL;
4364                         r_meshbuffer_t *buffer_texcoord2f = NULL;
4365                         int bufferoffset_vertex3f = 0;
4366                         int bufferoffset_color4f = 0;
4367                         int bufferoffset_texcoord2f = 0;
4368                         buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
4369                         buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
4370                         buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4371                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
4372                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
4373                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
4374                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4375                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4376                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4377                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4378                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4379                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4380                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4381                 }
4382                 else if (!vid.useinterleavedarrays)
4383                 {
4384                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4385                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4386                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4387                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4388                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4389                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4390                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4391                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4392                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4393                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4394                         return;
4395                 }
4396                 break;
4397         case RENDERPATH_GL11:
4398         case RENDERPATH_GL13:
4399         case RENDERPATH_GLES1:
4400                 if (!vid.useinterleavedarrays)
4401                 {
4402                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4403                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4404                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4405                         if (vid.texunits >= 2)
4406                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4407                         if (vid.texunits >= 3)
4408                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4409                         return;
4410                 }
4411                 break;
4412         case RENDERPATH_D3D9:
4413         case RENDERPATH_D3D10:
4414         case RENDERPATH_D3D11:
4415                 break;
4416         case RENDERPATH_SOFT:
4417                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4418                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4419                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4420                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4421                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4422                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4423                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4424                 return;
4425         }
4426
4427         // no quick path for this case, convert to vertex structs
4428         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4429         for (i = 0;i < numvertices;i++)
4430                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4431         if (color4f)
4432         {
4433                 for (i = 0;i < numvertices;i++)
4434                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4435         }
4436         else
4437         {
4438                 for (i = 0;i < numvertices;i++)
4439                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4440         }
4441         if (texcoord2f)
4442                 for (i = 0;i < numvertices;i++)
4443                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4444         R_Mesh_PrepareVertices_Generic_Unlock();
4445         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4446 }
4447
4448 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4449 {
4450         // upload temporary vertexbuffer for this rendering
4451         if (!gl_state.usevbo_staticvertex)
4452                 vertexbuffer = NULL;
4453         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4454                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4455         switch(vid.renderpath)
4456         {
4457         case RENDERPATH_GL20:
4458         case RENDERPATH_GLES2:
4459                 if (vertexbuffer)
4460                 {
4461                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4462                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4463                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4464                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4465                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4466                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4467                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4468                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4469                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4470                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4471                 }
4472                 else
4473                 {
4474                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4475                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4476                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4477                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4478                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4479                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4480                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4481                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4482                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4483                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4484                 }
4485                 break;
4486         case RENDERPATH_GL13:
4487         case RENDERPATH_GLES1:
4488                 if (vertexbuffer)
4489                 {
4490                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4491                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4492                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4493                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4494                 }
4495                 else
4496                 {
4497                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4498                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4499                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4500                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4501                 }
4502                 break;
4503         case RENDERPATH_GL11:
4504                 if (vertexbuffer)
4505                 {
4506                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4507                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4508                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4509                 }
4510                 else
4511                 {
4512                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4513                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4514                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4515                 }
4516                 break;
4517         case RENDERPATH_D3D9:
4518 #ifdef SUPPORTD3D
4519                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4520                 if (vertexbuffer)
4521                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4522                 else
4523                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4524                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4525                 gl_state.d3dvertexdata = (void *)vertex;
4526                 gl_state.d3dvertexsize = sizeof(*vertex);
4527 #endif
4528                 break;
4529         case RENDERPATH_D3D10:
4530                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4531                 break;
4532         case RENDERPATH_D3D11:
4533                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4534                 break;
4535         case RENDERPATH_SOFT:
4536                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4537                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4538                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4539                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4540                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4541                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4542                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4543                 break;
4544         }
4545 }
4546
4547
4548
4549 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4550 {
4551         size_t size;
4552         size = sizeof(r_vertexmesh_t) * numvertices;
4553         if (gl_state.preparevertices_tempdatamaxsize < size)
4554         {
4555                 gl_state.preparevertices_tempdatamaxsize = size;
4556                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4557         }
4558         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4559         gl_state.preparevertices_numvertices = numvertices;
4560         return gl_state.preparevertices_vertexmesh;
4561 }
4562
4563 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4564 {
4565         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4566         gl_state.preparevertices_vertexmesh = NULL;
4567         gl_state.preparevertices_numvertices = 0;
4568         return true;
4569 }
4570
4571 void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
4572 {
4573         int i;
4574         r_vertexmesh_t *vertex;
4575         switch(vid.renderpath)
4576         {
4577         case RENDERPATH_GL20:
4578         case RENDERPATH_GLES2:
4579                 if (gl_state.usevbo_dynamicvertex)
4580                 {
4581                         r_meshbuffer_t *buffer_vertex3f = NULL;
4582                         r_meshbuffer_t *buffer_color4f = NULL;
4583                         r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4584                         r_meshbuffer_t *buffer_svector3f = NULL;
4585                         r_meshbuffer_t *buffer_tvector3f = NULL;
4586                         r_meshbuffer_t *buffer_normal3f = NULL;
4587                         r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4588                         int bufferoffset_vertex3f = 0;
4589                         int bufferoffset_color4f = 0;
4590                         int bufferoffset_texcoordtexture2f = 0;
4591                         int bufferoffset_svector3f = 0;
4592                         int bufferoffset_tvector3f = 0;
4593                         int bufferoffset_normal3f = 0;
4594                         int bufferoffset_texcoordlightmap2f = 0;
4595                         buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
4596                         buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
4597                         buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
4598                         buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
4599                         buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
4600                         buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4601                         buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4602                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
4603                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
4604                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4605                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
4606                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
4607                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
4608                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4609                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4610                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4611                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4612                 }
4613                 else if (!vid.useinterleavedarrays)
4614                 {
4615                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4616                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4617                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4618                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4619                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4620                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4621                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4622                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4623                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4624                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4625                         return;
4626                 }
4627                 break;
4628         case RENDERPATH_GL11:
4629         case RENDERPATH_GL13:
4630         case RENDERPATH_GLES1:
4631                 if (!vid.useinterleavedarrays)
4632                 {
4633                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4634                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4635                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4636                         if (vid.texunits >= 2)
4637                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4638                         if (vid.texunits >= 3)
4639                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4640                         return;
4641                 }
4642                 break;
4643         case RENDERPATH_D3D9:
4644         case RENDERPATH_D3D10:
4645         case RENDERPATH_D3D11:
4646                 break;
4647         case RENDERPATH_SOFT:
4648                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4649                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4650                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4651                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4652                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4653                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4654                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4655                 return;
4656         }
4657
4658         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4659         for (i = 0;i < numvertices;i++)
4660                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4661         if (svector3f)
4662                 for (i = 0;i < numvertices;i++)
4663                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4664         if (tvector3f)
4665                 for (i = 0;i < numvertices;i++)
4666                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4667         if (normal3f)
4668                 for (i = 0;i < numvertices;i++)
4669                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4670         if (color4f)
4671         {
4672                 for (i = 0;i < numvertices;i++)
4673                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4674         }
4675         else
4676         {
4677                 for (i = 0;i < numvertices;i++)
4678                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4679         }
4680         if (texcoordtexture2f)
4681                 for (i = 0;i < numvertices;i++)
4682                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4683         if (texcoordlightmap2f)
4684                 for (i = 0;i < numvertices;i++)
4685                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4686         R_Mesh_PrepareVertices_Mesh_Unlock();
4687         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4688 }
4689
4690 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4691 {
4692         // upload temporary vertexbuffer for this rendering
4693         if (!gl_state.usevbo_staticvertex)
4694                 vertexbuffer = NULL;
4695         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4696                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4697         switch(vid.renderpath)
4698         {
4699         case RENDERPATH_GL20:
4700         case RENDERPATH_GLES2:
4701                 if (vertexbuffer)
4702                 {
4703                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4704                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4705                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4706                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
4707                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
4708                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
4709                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4710                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4711                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub   - (unsigned char *)vertex));
4712                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub  - (unsigned char *)vertex));
4713                 }
4714                 else
4715                 {
4716                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4717                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4718                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4719                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
4720                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
4721                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
4722                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4723                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4724                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , NULL, 0);
4725                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4726                 }
4727                 break;
4728         case RENDERPATH_GL13:
4729         case RENDERPATH_GLES1:
4730                 if (vertexbuffer)
4731                 {
4732                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4733                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4734                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4735                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4736                 }
4737                 else
4738                 {
4739                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4740                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4741                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4742                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4743                 }
4744                 break;
4745         case RENDERPATH_GL11:
4746                 if (vertexbuffer)
4747                 {
4748                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4749                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4750                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4751                 }
4752                 else
4753                 {
4754                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4755                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4756                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4757                 }
4758                 break;
4759         case RENDERPATH_D3D9:
4760 #ifdef SUPPORTD3D
4761                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4762                 if (vertexbuffer)
4763                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4764                 else
4765                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4766                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4767                 gl_state.d3dvertexdata = (void *)vertex;
4768                 gl_state.d3dvertexsize = sizeof(*vertex);
4769 #endif
4770                 break;
4771         case RENDERPATH_D3D10:
4772                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4773                 break;
4774         case RENDERPATH_D3D11:
4775                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4776                 break;
4777         case RENDERPATH_SOFT:
4778                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4779                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4780                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4781                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4782                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4783                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4784                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4785                 break;
4786         }
4787 }
4788
4789 void GL_BlendEquationSubtract(qboolean negated)
4790 {
4791         if(negated)
4792         {
4793                 switch(vid.renderpath)
4794                 {
4795                 case RENDERPATH_GL11:
4796                 case RENDERPATH_GL13:
4797                 case RENDERPATH_GL20:
4798                 case RENDERPATH_GLES1:
4799                 case RENDERPATH_GLES2:
4800                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4801                         break;
4802                 case RENDERPATH_D3D9:
4803 #ifdef SUPPORTD3D
4804                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4805 #endif
4806                         break;
4807                 case RENDERPATH_D3D10:
4808                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4809                         break;
4810                 case RENDERPATH_D3D11:
4811                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4812                         break;
4813                 case RENDERPATH_SOFT:
4814                         DPSOFTRAST_BlendSubtract(true);
4815                         break;
4816                 }
4817         }
4818         else
4819         {
4820                 switch(vid.renderpath)
4821                 {
4822                 case RENDERPATH_GL11:
4823                 case RENDERPATH_GL13:
4824                 case RENDERPATH_GL20:
4825                 case RENDERPATH_GLES1:
4826                 case RENDERPATH_GLES2:
4827                         qglBlendEquationEXT(GL_FUNC_ADD);
4828                         break;
4829                 case RENDERPATH_D3D9:
4830 #ifdef SUPPORTD3D
4831                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4832 #endif
4833                         break;
4834                 case RENDERPATH_D3D10:
4835                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4836                         break;
4837                 case RENDERPATH_D3D11:
4838                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4839                         break;
4840                 case RENDERPATH_SOFT:
4841                         DPSOFTRAST_BlendSubtract(false);
4842                         break;
4843                 }
4844         }
4845 }