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Assume that GL_ARB_texture_compression is supported.
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 // on GLES we have to use some proper #define's
6 #ifndef GL_FRAMEBUFFER
7 #define GL_FRAMEBUFFER                                   0x8D40
8 #define GL_DEPTH_ATTACHMENT                              0x8D00
9 #define GL_COLOR_ATTACHMENT0                             0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
11 #endif
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1                             0x8CE1
14 #define GL_COLOR_ATTACHMENT2                             0x8CE2
15 #define GL_COLOR_ATTACHMENT3                             0x8CE3
16 #define GL_COLOR_ATTACHMENT4                             0x8CE4
17 #define GL_COLOR_ATTACHMENT5                             0x8CE5
18 #define GL_COLOR_ATTACHMENT6                             0x8CE6
19 #define GL_COLOR_ATTACHMENT7                             0x8CE7
20 #define GL_COLOR_ATTACHMENT8                             0x8CE8
21 #define GL_COLOR_ATTACHMENT9                             0x8CE9
22 #define GL_COLOR_ATTACHMENT10                            0x8CEA
23 #define GL_COLOR_ATTACHMENT11                            0x8CEB
24 #define GL_COLOR_ATTACHMENT12                            0x8CEC
25 #define GL_COLOR_ATTACHMENT13                            0x8CED
26 #define GL_COLOR_ATTACHMENT14                            0x8CEE
27 #define GL_COLOR_ATTACHMENT15                            0x8CEF
28 #endif
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER               0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
32 #endif
33 #ifndef GL_TEXTURE0
34 #define GL_TEXTURE0                                     0x84C0
35 #define GL_TEXTURE1                                     0x84C1
36 #define GL_TEXTURE2                                     0x84C2
37 #define GL_TEXTURE3                                     0x84C3
38 #define GL_TEXTURE4                                     0x84C4
39 #define GL_TEXTURE5                                     0x84C5
40 #define GL_TEXTURE6                                     0x84C6
41 #define GL_TEXTURE7                                     0x84C7
42 #define GL_TEXTURE8                                     0x84C8
43 #define GL_TEXTURE9                                     0x84C9
44 #define GL_TEXTURE10                            0x84CA
45 #define GL_TEXTURE11                            0x84CB
46 #define GL_TEXTURE12                            0x84CC
47 #define GL_TEXTURE13                            0x84CD
48 #define GL_TEXTURE14                            0x84CE
49 #define GL_TEXTURE15                            0x84CF
50 #define GL_TEXTURE16                            0x84D0
51 #define GL_TEXTURE17                            0x84D1
52 #define GL_TEXTURE18                            0x84D2
53 #define GL_TEXTURE19                            0x84D3
54 #define GL_TEXTURE20                            0x84D4
55 #define GL_TEXTURE21                            0x84D5
56 #define GL_TEXTURE22                            0x84D6
57 #define GL_TEXTURE23                            0x84D7
58 #define GL_TEXTURE24                            0x84D8
59 #define GL_TEXTURE25                            0x84D9
60 #define GL_TEXTURE26                            0x84DA
61 #define GL_TEXTURE27                            0x84DB
62 #define GL_TEXTURE28                            0x84DC
63 #define GL_TEXTURE29                            0x84DD
64 #define GL_TEXTURE30                            0x84DE
65 #define GL_TEXTURE31                            0x84DF
66 #endif
67
68 #ifndef GL_TEXTURE_3D
69 #define GL_TEXTURE_3D                           0x806F
70 #endif
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP                 0x8513
73 #endif
74
75
76 #define MAX_RENDERTARGETS 4
77
78 cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
86
87 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
88 qboolean v_flipped_state = false;
89
90 r_viewport_t gl_viewport;
91 matrix4x4_t gl_modelmatrix;
92 matrix4x4_t gl_viewmatrix;
93 matrix4x4_t gl_modelviewmatrix;
94 matrix4x4_t gl_projectionmatrix;
95 matrix4x4_t gl_modelviewprojectionmatrix;
96 float gl_modelview16f[16];
97 float gl_modelviewprojection16f[16];
98 qboolean gl_modelmatrixchanged;
99
100 int gl_maxdrawrangeelementsvertices;
101 int gl_maxdrawrangeelementsindices;
102
103 #ifdef DEBUGGL
104 int gl_errornumber = 0;
105
106 void GL_PrintError(int errornumber, const char *filename, int linenumber)
107 {
108         switch(errornumber)
109         {
110 #ifdef GL_INVALID_ENUM
111         case GL_INVALID_ENUM:
112                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
113                 break;
114 #endif
115 #ifdef GL_INVALID_VALUE
116         case GL_INVALID_VALUE:
117                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
118                 break;
119 #endif
120 #ifdef GL_INVALID_OPERATION
121         case GL_INVALID_OPERATION:
122                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
123                 break;
124 #endif
125 #ifdef GL_STACK_OVERFLOW
126         case GL_STACK_OVERFLOW:
127                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
128                 break;
129 #endif
130 #ifdef GL_STACK_UNDERFLOW
131         case GL_STACK_UNDERFLOW:
132                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
133                 break;
134 #endif
135 #ifdef GL_OUT_OF_MEMORY
136         case GL_OUT_OF_MEMORY:
137                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
138                 break;
139 #endif
140 #ifdef GL_TABLE_TOO_LARGE
141         case GL_TABLE_TOO_LARGE:
142                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
146         case GL_INVALID_FRAMEBUFFER_OPERATION:
147                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150         default:
151                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
152                 break;
153         }
154 }
155
156 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
157 {
158         const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
159         switch (severity)
160         {
161         case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
162         case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
163         case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
164         }
165         switch (type)
166         {
167         case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
168         case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
169         case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
170         case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
171         case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
172         case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
173         }
174         switch (source)
175         {
176         case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
177         case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
178         case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
179         case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
180         case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
181         case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
182         }
183         Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
184 }
185 #endif
186
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188
189 void SCR_ScreenShot_f (void);
190
191 typedef struct gltextureunit_s
192 {
193         int pointer_texcoord_components;
194         int pointer_texcoord_gltype;
195         size_t pointer_texcoord_stride;
196         const void *pointer_texcoord_pointer;
197         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198         size_t pointer_texcoord_offset;
199
200         rtexture_t *texture;
201         int t2d, t3d, tcubemap;
202         int arrayenabled;
203         int rgbscale, alphascale;
204         int combine;
205         int combinergb, combinealpha;
206         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207         int texmatrixenabled;
208         matrix4x4_t matrix;
209 }
210 gltextureunit_t;
211
212 typedef struct gl_state_s
213 {
214         int cullface;
215         int cullfaceenable;
216         int blendfunc1;
217         int blendfunc2;
218         qboolean blend;
219         GLboolean depthmask;
220         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
221         int depthtest;
222         int depthfunc;
223         float depthrange[2];
224         float polygonoffset[2];
225         int alphatest;
226         int alphafunc;
227         float alphafuncvalue;
228         qboolean alphatocoverage;
229         int scissortest;
230         unsigned int unit;
231         unsigned int clientunit;
232         gltextureunit_t units[MAX_TEXTUREUNITS];
233         float color4f[4];
234         int lockrange_first;
235         int lockrange_count;
236         int vertexbufferobject;
237         int elementbufferobject;
238         int uniformbufferobject;
239         int framebufferobject;
240         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
241         qboolean pointer_color_enabled;
242
243         int pointer_vertex_components;
244         int pointer_vertex_gltype;
245         size_t pointer_vertex_stride;
246         const void *pointer_vertex_pointer;
247         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
248         size_t pointer_vertex_offset;
249
250         int pointer_color_components;
251         int pointer_color_gltype;
252         size_t pointer_color_stride;
253         const void *pointer_color_pointer;
254         const r_meshbuffer_t *pointer_color_vertexbuffer;
255         size_t pointer_color_offset;
256
257         void *preparevertices_tempdata;
258         size_t preparevertices_tempdatamaxsize;
259         int preparevertices_numvertices;
260
261         memexpandablearray_t meshbufferarray;
262
263         qboolean active;
264 }
265 gl_state_t;
266
267 static gl_state_t gl_state;
268
269
270 /*
271 note: here's strip order for a terrain row:
272 0--1--2--3--4
273 |\ |\ |\ |\ |
274 | \| \| \| \|
275 A--B--C--D--E
276 clockwise
277
278 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
279
280 *elements++ = i + row;
281 *elements++ = i;
282 *elements++ = i + row + 1;
283 *elements++ = i;
284 *elements++ = i + 1;
285 *elements++ = i + row + 1;
286
287
288 for (y = 0;y < rows - 1;y++)
289 {
290         for (x = 0;x < columns - 1;x++)
291         {
292                 i = y * rows + x;
293                 *elements++ = i + columns;
294                 *elements++ = i;
295                 *elements++ = i + columns + 1;
296                 *elements++ = i;
297                 *elements++ = i + 1;
298                 *elements++ = i + columns + 1;
299         }
300 }
301
302 alternative:
303 0--1--2--3--4
304 | /| /|\ | /|
305 |/ |/ | \|/ |
306 A--B--C--D--E
307 counterclockwise
308
309 for (y = 0;y < rows - 1;y++)
310 {
311         for (x = 0;x < columns - 1;x++)
312         {
313                 i = y * rows + x;
314                 *elements++ = i;
315                 *elements++ = i + columns;
316                 *elements++ = i + columns + 1;
317                 *elements++ = i + columns;
318                 *elements++ = i + columns + 1;
319                 *elements++ = i + 1;
320         }
321 }
322 */
323
324 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
325 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
326 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
327 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
328
329 static void GL_VBOStats_f(void)
330 {
331         GL_Mesh_ListVBOs(true);
332 }
333
334 static void GL_Backend_ResetState(void);
335
336 static void gl_backend_start(void)
337 {
338         memset(&gl_state, 0, sizeof(gl_state));
339
340         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
341
342         Con_DPrintf("OpenGL backend started.\n");
343
344         CHECKGLERROR
345
346         GL_Backend_ResetState();
347
348         switch(vid.renderpath)
349         {
350         case RENDERPATH_GL32:
351         case RENDERPATH_GLES2:
352                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
353                 CHECKGLERROR
354                 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
355                 break;
356         }
357 }
358
359 static void gl_backend_shutdown(void)
360 {
361         Con_DPrint("OpenGL Backend shutting down\n");
362
363         switch(vid.renderpath)
364         {
365         case RENDERPATH_GL32:
366         case RENDERPATH_GLES2:
367                 break;
368         }
369
370         if (gl_state.preparevertices_tempdata)
371                 Mem_Free(gl_state.preparevertices_tempdata);
372
373         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
374
375         memset(&gl_state, 0, sizeof(gl_state));
376 }
377
378 static void gl_backend_newmap(void)
379 {
380 }
381
382 static void gl_backend_devicelost(void)
383 {
384         int i, endindex;
385         r_meshbuffer_t *buffer;
386         switch(vid.renderpath)
387         {
388         case RENDERPATH_GL32:
389         case RENDERPATH_GLES2:
390                 break;
391         }
392         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
393         for (i = 0;i < endindex;i++)
394         {
395                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
396                 if (!buffer || !buffer->isdynamic)
397                         continue;
398                 switch(vid.renderpath)
399                 {
400                 case RENDERPATH_GL32:
401                 case RENDERPATH_GLES2:
402                         break;
403                 }
404         }
405 }
406
407 static void gl_backend_devicerestored(void)
408 {
409         switch(vid.renderpath)
410         {
411         case RENDERPATH_GL32:
412         case RENDERPATH_GLES2:
413                 break;
414         }
415 }
416
417 void gl_backend_init(void)
418 {
419         int i;
420
421         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
422         {
423                 polygonelement3s[i * 3 + 0] = 0;
424                 polygonelement3s[i * 3 + 1] = i + 1;
425                 polygonelement3s[i * 3 + 2] = i + 2;
426         }
427         // elements for rendering a series of quads as triangles
428         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
429         {
430                 quadelement3s[i * 6 + 0] = i * 4;
431                 quadelement3s[i * 6 + 1] = i * 4 + 1;
432                 quadelement3s[i * 6 + 2] = i * 4 + 2;
433                 quadelement3s[i * 6 + 3] = i * 4;
434                 quadelement3s[i * 6 + 4] = i * 4 + 2;
435                 quadelement3s[i * 6 + 5] = i * 4 + 3;
436         }
437
438         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
439                 polygonelement3i[i] = polygonelement3s[i];
440         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
441                 quadelement3i[i] = quadelement3s[i];
442
443         Cvar_RegisterVariable(&r_render);
444         Cvar_RegisterVariable(&r_renderview);
445         Cvar_RegisterVariable(&r_waterwarp);
446         Cvar_RegisterVariable(&gl_polyblend);
447         Cvar_RegisterVariable(&v_flipped);
448         Cvar_RegisterVariable(&gl_debug);
449         Cvar_RegisterVariable(&gl_paranoid);
450         Cvar_RegisterVariable(&gl_printcheckerror);
451
452         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");
453
454         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
455 }
456
457 void GL_SetMirrorState(qboolean state);
458
459 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
460 {
461         vec4_t temp;
462         float iw;
463         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
464         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
465         iw = 1.0f / out[3];
466         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
467
468         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
469         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
470         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
471
472         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
473 }
474
475 void GL_Finish(void)
476 {
477         switch(vid.renderpath)
478         {
479         case RENDERPATH_GL32:
480         case RENDERPATH_GLES2:
481                 CHECKGLERROR
482                 qglFinish();CHECKGLERROR
483                 break;
484         }
485 }
486
487 static int bboxedges[12][2] =
488 {
489         // top
490         {0, 1}, // +X
491         {0, 2}, // +Y
492         {1, 3}, // Y, +X
493         {2, 3}, // X, +Y
494         // bottom
495         {4, 5}, // +X
496         {4, 6}, // +Y
497         {5, 7}, // Y, +X
498         {6, 7}, // X, +Y
499         // verticals
500         {0, 4}, // +Z
501         {1, 5}, // X, +Z
502         {2, 6}, // Y, +Z
503         {3, 7}, // XY, +Z
504 };
505
506 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
507 {
508         int i, ix1, iy1, ix2, iy2;
509         float x1, y1, x2, y2;
510         vec4_t v, v2;
511         float vertex[20][3];
512         int j, k;
513         vec4_t plane4f;
514         int numvertices;
515         float corner[8][4];
516         float dist[8];
517         int sign[8];
518         float f;
519
520         scissor[0] = r_refdef.view.viewport.x;
521         scissor[1] = r_refdef.view.viewport.y;
522         scissor[2] = r_refdef.view.viewport.width;
523         scissor[3] = r_refdef.view.viewport.height;
524
525         // if view is inside the box, just say yes it's visible
526         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
527                 return false;
528
529         // transform all corners that are infront of the nearclip plane
530         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
531         plane4f[3] = r_refdef.view.frustum[4].dist;
532         numvertices = 0;
533         for (i = 0;i < 8;i++)
534         {
535                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
536                 dist[i] = DotProduct4(corner[i], plane4f);
537                 sign[i] = dist[i] > 0;
538                 if (!sign[i])
539                 {
540                         VectorCopy(corner[i], vertex[numvertices]);
541                         numvertices++;
542                 }
543         }
544         // if some points are behind the nearclip, add clipped edge points to make
545         // sure that the scissor boundary is complete
546         if (numvertices > 0 && numvertices < 8)
547         {
548                 // add clipped edge points
549                 for (i = 0;i < 12;i++)
550                 {
551                         j = bboxedges[i][0];
552                         k = bboxedges[i][1];
553                         if (sign[j] != sign[k])
554                         {
555                                 f = dist[j] / (dist[j] - dist[k]);
556                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
557                                 numvertices++;
558                         }
559                 }
560         }
561
562         // if we have no points to check, it is behind the view plane
563         if (!numvertices)
564                 return true;
565
566         // if we have some points to transform, check what screen area is covered
567         x1 = y1 = x2 = y2 = 0;
568         v[3] = 1.0f;
569         //Con_Printf("%i vertices to transform...\n", numvertices);
570         for (i = 0;i < numvertices;i++)
571         {
572                 VectorCopy(vertex[i], v);
573                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
574                 //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]);
575                 if (i)
576                 {
577                         if (x1 > v2[0]) x1 = v2[0];
578                         if (x2 < v2[0]) x2 = v2[0];
579                         if (y1 > v2[1]) y1 = v2[1];
580                         if (y2 < v2[1]) y2 = v2[1];
581                 }
582                 else
583                 {
584                         x1 = x2 = v2[0];
585                         y1 = y2 = v2[1];
586                 }
587         }
588
589         // now convert the scissor rectangle to integer screen coordinates
590         ix1 = (int)(x1 - 1.0f);
591         //iy1 = vid.height - (int)(y2 - 1.0f);
592         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
593         iy1 = (int)(y1 - 1.0f);
594         ix2 = (int)(x2 + 1.0f);
595         //iy2 = vid.height - (int)(y1 + 1.0f);
596         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
597         iy2 = (int)(y2 + 1.0f);
598         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
599
600         // clamp it to the screen
601         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
602         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
603         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
604         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
605
606         // if it is inside out, it's not visible
607         if (ix2 <= ix1 || iy2 <= iy1)
608                 return true;
609
610         // the light area is visible, set up the scissor rectangle
611         scissor[0] = ix1;
612         scissor[1] = iy1;
613         scissor[2] = ix2 - ix1;
614         scissor[3] = iy2 - iy1;
615
616         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
617         switch(vid.renderpath)
618         {
619         case RENDERPATH_GL32:
620         case RENDERPATH_GLES2:
621                 break;
622         }
623
624         return false;
625 }
626
627
628 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
629 {
630         float q[4];
631         float d;
632         float clipPlane[4], v3[3], v4[3];
633         float normal[3];
634
635         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
636
637         VectorSet(normal, normalx, normaly, normalz);
638         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
639         VectorScale(normal, -dist, v3);
640         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
641         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
642         clipPlane[3] = -DotProduct(v4, clipPlane);
643
644         // Calculate the clip-space corner point opposite the clipping plane
645         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
646         // transform it into camera space by multiplying it
647         // by the inverse of the projection matrix
648         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
649         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
650         q[2] = -1.0f;
651         q[3] = (1.0f + m[10]) / m[14];
652
653         // Calculate the scaled plane vector
654         d = 2.0f / DotProduct4(clipPlane, q);
655
656         // Replace the third row of the projection matrix
657         m[2] = clipPlane[0] * d;
658         m[6] = clipPlane[1] * d;
659         m[10] = clipPlane[2] * d + 1.0f;
660         m[14] = clipPlane[3] * d;
661 }
662
663 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)
664 {
665         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
666         float m[16];
667         memset(v, 0, sizeof(*v));
668         v->type = R_VIEWPORTTYPE_ORTHO;
669         v->cameramatrix = *cameramatrix;
670         v->x = x;
671         v->y = y;
672         v->z = 0;
673         v->width = width;
674         v->height = height;
675         v->depth = 1;
676         memset(m, 0, sizeof(m));
677         m[0]  = 2/(right - left);
678         m[5]  = 2/(top - bottom);
679         m[10] = -2/(zFar - zNear);
680         m[12] = - (right + left)/(right - left);
681         m[13] = - (top + bottom)/(top - bottom);
682         m[14] = - (zFar + zNear)/(zFar - zNear);
683         m[15] = 1;
684         switch(vid.renderpath)
685         {
686         case RENDERPATH_GL32:
687         case RENDERPATH_GLES2:
688                 break;
689         }
690         v->screentodepth[0] = -farclip / (farclip - nearclip);
691         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
692
693         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
694
695         if (nearplane)
696                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
697
698         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
699
700 #if 0
701         {
702                 vec4_t test1;
703                 vec4_t test2;
704                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
705                 R_Viewport_TransformToScreen(v, test1, test2);
706                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
707         }
708 #endif
709 }
710
711 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
712 {
713         matrix4x4_t tempmatrix, basematrix;
714         float m[16];
715         memset(v, 0, sizeof(*v));
716
717         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
718         v->cameramatrix = *cameramatrix;
719         v->x = x;
720         v->y = y;
721         v->z = 0;
722         v->width = width;
723         v->height = height;
724         v->depth = 1;
725         memset(m, 0, sizeof(m));
726         m[0]  = 1.0 / frustumx;
727         m[5]  = 1.0 / frustumy;
728         m[10] = -2 / (farclip - nearclip);
729         m[14] = -(farclip + nearclip) / (farclip - nearclip);
730         m[15] = 1;
731         v->screentodepth[0] = -farclip / (farclip - nearclip);
732         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
733
734         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
735         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
736         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
737         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
738
739         if (nearplane)
740                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
741
742         if(v_flipped.integer)
743         {
744                 m[0] = -m[0];
745                 m[4] = -m[4];
746                 m[8] = -m[8];
747                 m[12] = -m[12];
748         }
749
750         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
751 }
752
753 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)
754 {
755         matrix4x4_t tempmatrix, basematrix;
756         float m[16];
757         memset(v, 0, sizeof(*v));
758
759         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
760         v->cameramatrix = *cameramatrix;
761         v->x = x;
762         v->y = y;
763         v->z = 0;
764         v->width = width;
765         v->height = height;
766         v->depth = 1;
767         memset(m, 0, sizeof(m));
768         m[0]  = 1.0 / frustumx;
769         m[5]  = 1.0 / frustumy;
770         m[10] = -(farclip + nearclip) / (farclip - nearclip);
771         m[11] = -1;
772         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
773         v->screentodepth[0] = -farclip / (farclip - nearclip);
774         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
775
776         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
777         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
778         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
779         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
780
781         if (nearplane)
782                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
783
784         if(v_flipped.integer)
785         {
786                 m[0] = -m[0];
787                 m[4] = -m[4];
788                 m[8] = -m[8];
789                 m[12] = -m[12];
790         }
791
792         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
793 }
794
795 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)
796 {
797         matrix4x4_t tempmatrix, basematrix;
798         const float nudge = 1.0 - 1.0 / (1<<23);
799         float m[16];
800         memset(v, 0, sizeof(*v));
801
802         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
803         v->cameramatrix = *cameramatrix;
804         v->x = x;
805         v->y = y;
806         v->z = 0;
807         v->width = width;
808         v->height = height;
809         v->depth = 1;
810         memset(m, 0, sizeof(m));
811         m[ 0] = 1.0 / frustumx;
812         m[ 5] = 1.0 / frustumy;
813         m[10] = -nudge;
814         m[11] = -1;
815         m[14] = -2 * nearclip * nudge;
816         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
817         v->screentodepth[1] = m[14] * -0.5;
818
819         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
820         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
821         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
822         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
823
824         if (nearplane)
825                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
826
827         if(v_flipped.integer)
828         {
829                 m[0] = -m[0];
830                 m[4] = -m[4];
831                 m[8] = -m[8];
832                 m[12] = -m[12];
833         }
834
835         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
836 }
837
838 float cubeviewmatrix[6][16] =
839 {
840     // standard cubemap projections
841     { // +X
842          0, 0,-1, 0,
843          0,-1, 0, 0,
844         -1, 0, 0, 0,
845          0, 0, 0, 1,
846     },
847     { // -X
848          0, 0, 1, 0,
849          0,-1, 0, 0,
850          1, 0, 0, 0,
851          0, 0, 0, 1,
852     },
853     { // +Y
854          1, 0, 0, 0,
855          0, 0,-1, 0,
856          0, 1, 0, 0,
857          0, 0, 0, 1,
858     },
859     { // -Y
860          1, 0, 0, 0,
861          0, 0, 1, 0,
862          0,-1, 0, 0,
863          0, 0, 0, 1,
864     },
865     { // +Z
866          1, 0, 0, 0,
867          0,-1, 0, 0,
868          0, 0,-1, 0,
869          0, 0, 0, 1,
870     },
871     { // -Z
872         -1, 0, 0, 0,
873          0,-1, 0, 0,
874          0, 0, 1, 0,
875          0, 0, 0, 1,
876     },
877 };
878 float rectviewmatrix[6][16] =
879 {
880     // sign-preserving cubemap projections
881     { // +X
882          0, 0,-1, 0,
883          0, 1, 0, 0,
884          1, 0, 0, 0,
885          0, 0, 0, 1,
886     },
887     { // -X
888          0, 0, 1, 0,
889          0, 1, 0, 0,
890          1, 0, 0, 0,
891          0, 0, 0, 1,
892     },
893     { // +Y
894          1, 0, 0, 0,
895          0, 0,-1, 0,
896          0, 1, 0, 0,
897          0, 0, 0, 1,
898     },
899     { // -Y
900          1, 0, 0, 0,
901          0, 0, 1, 0,
902          0, 1, 0, 0,
903          0, 0, 0, 1,
904     },
905     { // +Z
906          1, 0, 0, 0,
907          0, 1, 0, 0,
908          0, 0,-1, 0,
909          0, 0, 0, 1,
910     },
911     { // -Z
912          1, 0, 0, 0,
913          0, 1, 0, 0,
914          0, 0, 1, 0,
915          0, 0, 0, 1,
916     },
917 };
918
919 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
920 {
921         matrix4x4_t tempmatrix, basematrix;
922         float m[16];
923         memset(v, 0, sizeof(*v));
924         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
925         v->cameramatrix = *cameramatrix;
926         v->width = size;
927         v->height = size;
928         v->depth = 1;
929         memset(m, 0, sizeof(m));
930         m[0] = m[5] = 1.0f;
931         m[10] = -(farclip + nearclip) / (farclip - nearclip);
932         m[11] = -1;
933         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
934
935         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
936         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
937         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
938
939         if (nearplane)
940                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
941
942         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
943 }
944
945 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
946 {
947         matrix4x4_t tempmatrix, basematrix;
948         float m[16];
949         memset(v, 0, sizeof(*v));
950         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
951         v->cameramatrix = *cameramatrix;
952         v->x = offsetx + (side & 1) * size;
953         v->y = offsety + (side >> 1) * size;
954         v->width = size;
955         v->height = size;
956         v->depth = 1;
957         memset(m, 0, sizeof(m));
958         m[0] = m[5] = 1.0f * ((float)size - border) / size;
959         m[10] = -(farclip + nearclip) / (farclip - nearclip);
960         m[11] = -1;
961         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
962
963         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
964         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
965         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
966
967         if (nearplane)
968                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
969
970         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
971 }
972
973 void R_SetViewport(const r_viewport_t *v)
974 {
975         gl_viewport = *v;
976
977         // FIXME: v_flipped_state is evil, this probably breaks somewhere
978         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
979
980         // copy over the matrices to our state
981         gl_viewmatrix = v->viewmatrix;
982         gl_projectionmatrix = v->projectmatrix;
983
984         switch(vid.renderpath)
985         {
986         case RENDERPATH_GL32:
987         case RENDERPATH_GLES2:
988                 CHECKGLERROR
989                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
990                 break;
991         }
992
993         // force an update of the derived matrices
994         gl_modelmatrixchanged = true;
995         R_EntityMatrix(&gl_modelmatrix);
996 }
997
998 void R_GetViewport(r_viewport_t *v)
999 {
1000         *v = gl_viewport;
1001 }
1002
1003 static void GL_BindVBO(int bufferobject)
1004 {
1005         if (gl_state.vertexbufferobject != bufferobject)
1006         {
1007                 gl_state.vertexbufferobject = bufferobject;
1008                 CHECKGLERROR
1009                 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1010         }
1011 }
1012
1013 static void GL_BindEBO(int bufferobject)
1014 {
1015         if (gl_state.elementbufferobject != bufferobject)
1016         {
1017                 gl_state.elementbufferobject = bufferobject;
1018                 CHECKGLERROR
1019                 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1020         }
1021 }
1022
1023 static void GL_BindUBO(int bufferobject)
1024 {
1025         if (gl_state.uniformbufferobject != bufferobject)
1026         {
1027                 gl_state.uniformbufferobject = bufferobject;
1028 #ifdef GL_UNIFORM_BUFFER
1029                 CHECKGLERROR
1030                 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1031 #endif
1032         }
1033 }
1034
1035 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1036 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1037 {
1038         int temp;
1039         GLuint status;
1040         switch(vid.renderpath)
1041         {
1042         case RENDERPATH_GL32:
1043         case RENDERPATH_GLES2:
1044                 CHECKGLERROR
1045                 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1046                 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1047                 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1048 #ifdef USE_GLES2
1049                 // FIXME: separate stencil attachment on GLES
1050                 if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1051                 if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1052 #else
1053                 if (depthtexture  && depthtexture->texnum )
1054                 {
1055                         qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1056                         if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1057                 }
1058                 if (depthtexture  && depthtexture->renderbuffernum )
1059                 {
1060                         qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1061                         if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1062                 }
1063 #endif
1064                 if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1065                 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1066                 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1067                 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1068                 if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1069                 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1070                 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1071                 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1072
1073 #ifndef USE_GLES2
1074                 if (colortexture4 && qglDrawBuffersARB)
1075                 {
1076                         qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1077                         qglReadBuffer(GL_NONE);CHECKGLERROR
1078                 }
1079                 else if (colortexture3 && qglDrawBuffersARB)
1080                 {
1081                         qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1082                         qglReadBuffer(GL_NONE);CHECKGLERROR
1083                 }
1084                 else if (colortexture2 && qglDrawBuffersARB)
1085                 {
1086                         qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1087                         qglReadBuffer(GL_NONE);CHECKGLERROR
1088                 }
1089                 else if (colortexture && qglDrawBuffer)
1090                 {
1091                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1092                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1093                 }
1094                 else if (qglDrawBuffer)
1095                 {
1096                         qglDrawBuffer(GL_NONE);CHECKGLERROR
1097                         qglReadBuffer(GL_NONE);CHECKGLERROR
1098                 }
1099 #endif
1100                 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1101                 if (status != GL_FRAMEBUFFER_COMPLETE)
1102                 {
1103                         Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1104                         gl_state.framebufferobject = 0; // GL unbinds it for us
1105                         qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1106                         temp = 0;
1107                 }
1108                 return temp;
1109         }
1110         return 0;
1111 }
1112
1113 void R_Mesh_DestroyFramebufferObject(int fbo)
1114 {
1115         switch(vid.renderpath)
1116         {
1117         case RENDERPATH_GL32:
1118         case RENDERPATH_GLES2:
1119                 if (fbo)
1120                 {
1121                         // GL clears the binding if we delete something bound
1122                         if (gl_state.framebufferobject == fbo)
1123                                 gl_state.framebufferobject = 0;
1124                         qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1125                 }
1126                 break;
1127         }
1128 }
1129
1130 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1131 {
1132         unsigned int i;
1133         unsigned int j;
1134         rtexture_t *textures[5];
1135         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1136         textures[4] = depthtexture;
1137         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1138         for (j = 0;j < 5;j++)
1139                 if (textures[j])
1140                         for (i = 0;i < MAX_TEXTUREUNITS;i++)
1141                                 if (gl_state.units[i].texture == textures[j])
1142                                         R_Mesh_TexBind(i, NULL);
1143         // set up framebuffer object or render targets for the active rendering API
1144         switch (vid.renderpath)
1145         {
1146         case RENDERPATH_GL32:
1147         case RENDERPATH_GLES2:
1148                 if (gl_state.framebufferobject != fbo)
1149                 {
1150                         gl_state.framebufferobject = fbo;
1151                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1152                 }
1153                 break;
1154         }
1155 }
1156
1157 static void GL_Backend_ResetState(void)
1158 {
1159         gl_state.active = true;
1160         gl_state.depthtest = true;
1161         gl_state.alphatest = false;
1162         gl_state.alphafunc = GL_GEQUAL;
1163         gl_state.alphafuncvalue = 0.5f;
1164         gl_state.alphatocoverage = false;
1165         gl_state.blendfunc1 = GL_ONE;
1166         gl_state.blendfunc2 = GL_ZERO;
1167         gl_state.blend = false;
1168         gl_state.depthmask = GL_TRUE;
1169         gl_state.colormask = 15;
1170         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1171         gl_state.lockrange_first = 0;
1172         gl_state.lockrange_count = 0;
1173         gl_state.cullface = GL_FRONT;
1174         gl_state.cullfaceenable = false;
1175         gl_state.polygonoffset[0] = 0;
1176         gl_state.polygonoffset[1] = 0;
1177         gl_state.framebufferobject = 0;
1178         gl_state.depthfunc = GL_LEQUAL;
1179
1180         switch(vid.renderpath)
1181         {
1182         case RENDERPATH_GL32:
1183         case RENDERPATH_GLES2:
1184                 CHECKGLERROR
1185                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1186                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1187                 qglDisable(GL_BLEND);CHECKGLERROR
1188                 qglCullFace(gl_state.cullface);CHECKGLERROR
1189                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1190                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1191                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1192                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1193                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1194                 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1195                 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1196                 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1197                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1198                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1199                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1200                 gl_state.unit = MAX_TEXTUREUNITS;
1201                 gl_state.clientunit = MAX_TEXTUREUNITS;
1202                 CHECKGLERROR
1203                 break;
1204         }
1205 }
1206
1207 void GL_ActiveTexture(unsigned int num)
1208 {
1209         if (gl_state.unit != num)
1210         {
1211                 gl_state.unit = num;
1212                 switch(vid.renderpath)
1213                 {
1214                 case RENDERPATH_GL32:
1215                 case RENDERPATH_GLES2:
1216                         CHECKGLERROR
1217                         qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1218                         break;
1219                 }
1220         }
1221 }
1222
1223 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1224 {
1225         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1226         {
1227                 qboolean blendenable;
1228                 gl_state.blendfunc1 = blendfunc1;
1229                 gl_state.blendfunc2 = blendfunc2;
1230                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1231                 switch(vid.renderpath)
1232                 {
1233                 case RENDERPATH_GL32:
1234                 case RENDERPATH_GLES2:
1235                         CHECKGLERROR
1236                         if (qglBlendFuncSeparate)
1237                         {
1238                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1239                         }
1240                         else
1241                         {
1242                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1243                         }
1244                         if (gl_state.blend != blendenable)
1245                         {
1246                                 gl_state.blend = blendenable;
1247                                 if (!gl_state.blend)
1248                                 {
1249                                         qglDisable(GL_BLEND);CHECKGLERROR
1250                                 }
1251                                 else
1252                                 {
1253                                         qglEnable(GL_BLEND);CHECKGLERROR
1254                                 }
1255                         }
1256                         break;
1257                 }
1258         }
1259 }
1260
1261 void GL_DepthMask(int state)
1262 {
1263         if (gl_state.depthmask != state)
1264         {
1265                 gl_state.depthmask = state;
1266                 switch(vid.renderpath)
1267                 {
1268                 case RENDERPATH_GL32:
1269                 case RENDERPATH_GLES2:
1270                         CHECKGLERROR
1271                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1272                         break;
1273                 }
1274         }
1275 }
1276
1277 void GL_DepthTest(int state)
1278 {
1279         if (gl_state.depthtest != state)
1280         {
1281                 gl_state.depthtest = state;
1282                 switch(vid.renderpath)
1283                 {
1284                 case RENDERPATH_GL32:
1285                 case RENDERPATH_GLES2:
1286                         CHECKGLERROR
1287                         if (gl_state.depthtest)
1288                         {
1289                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1290                         }
1291                         else
1292                         {
1293                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1294                         }
1295                         break;
1296                 }
1297         }
1298 }
1299
1300 void GL_DepthFunc(int state)
1301 {
1302         if (gl_state.depthfunc != state)
1303         {
1304                 gl_state.depthfunc = state;
1305                 switch(vid.renderpath)
1306                 {
1307                 case RENDERPATH_GL32:
1308                 case RENDERPATH_GLES2:
1309                         CHECKGLERROR
1310                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1311                         break;
1312                 }
1313         }
1314 }
1315
1316 void GL_DepthRange(float nearfrac, float farfrac)
1317 {
1318         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1319         {
1320                 gl_state.depthrange[0] = nearfrac;
1321                 gl_state.depthrange[1] = farfrac;
1322                 switch(vid.renderpath)
1323                 {
1324                 case RENDERPATH_GL32:
1325                 case RENDERPATH_GLES2:
1326                         CHECKGLERROR
1327 #ifdef USE_GLES2
1328                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1329 #else
1330                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1331 #endif
1332                         break;
1333                 }
1334         }
1335 }
1336
1337 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1338 {
1339         switch (vid.renderpath)
1340         {
1341         case RENDERPATH_GL32:
1342         case RENDERPATH_GLES2:
1343                 CHECKGLERROR
1344                 if (enable)
1345                 {
1346                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1347                 }
1348                 else
1349                 {
1350                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1351                 }
1352                 qglStencilMask(writemask);CHECKGLERROR
1353                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1354                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1355                 CHECKGLERROR
1356                 break;
1357         }
1358 }
1359
1360 void GL_PolygonOffset(float planeoffset, float depthoffset)
1361 {
1362         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1363         {
1364                 gl_state.polygonoffset[0] = planeoffset;
1365                 gl_state.polygonoffset[1] = depthoffset;
1366                 switch(vid.renderpath)
1367                 {
1368                 case RENDERPATH_GL32:
1369                 case RENDERPATH_GLES2:
1370                         CHECKGLERROR
1371                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1372                         break;
1373                 }
1374         }
1375 }
1376
1377 void GL_SetMirrorState(qboolean state)
1378 {
1379         if (v_flipped_state != state)
1380         {
1381                 v_flipped_state = state;
1382                 if (gl_state.cullface == GL_BACK)
1383                         gl_state.cullface = GL_FRONT;
1384                 else if (gl_state.cullface == GL_FRONT)
1385                         gl_state.cullface = GL_BACK;
1386                 else
1387                         return;
1388                 switch(vid.renderpath)
1389                 {
1390                 case RENDERPATH_GL32:
1391                 case RENDERPATH_GLES2:
1392                         CHECKGLERROR
1393                         qglCullFace(gl_state.cullface);CHECKGLERROR
1394                         break;
1395                 }
1396         }
1397 }
1398
1399 void GL_CullFace(int state)
1400 {
1401         if(v_flipped_state)
1402         {
1403                 if(state == GL_FRONT)
1404                         state = GL_BACK;
1405                 else if(state == GL_BACK)
1406                         state = GL_FRONT;
1407         }
1408
1409         switch(vid.renderpath)
1410         {
1411         case RENDERPATH_GL32:
1412         case RENDERPATH_GLES2:
1413                 CHECKGLERROR
1414
1415                 if (state != GL_NONE)
1416                 {
1417                         if (!gl_state.cullfaceenable)
1418                         {
1419                                 gl_state.cullfaceenable = true;
1420                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
1421                         }
1422                         if (gl_state.cullface != state)
1423                         {
1424                                 gl_state.cullface = state;
1425                                 qglCullFace(gl_state.cullface);CHECKGLERROR
1426                         }
1427                 }
1428                 else
1429                 {
1430                         if (gl_state.cullfaceenable)
1431                         {
1432                                 gl_state.cullfaceenable = false;
1433                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1434                         }
1435                 }
1436                 break;
1437         }
1438 }
1439
1440 void GL_AlphaToCoverage(qboolean state)
1441 {
1442         if (gl_state.alphatocoverage != state)
1443         {
1444                 gl_state.alphatocoverage = state;
1445                 switch(vid.renderpath)
1446                 {
1447                 case RENDERPATH_GLES2:
1448                         break;
1449                 case RENDERPATH_GL32:
1450 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1451                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1452                         CHECKGLERROR
1453                         if (gl_state.alphatocoverage)
1454                         {
1455                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1456 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1457                         }
1458                         else
1459                         {
1460                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1461 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1462                         }
1463 #endif
1464                         break;
1465                 }
1466         }
1467 }
1468
1469 void GL_ColorMask(int r, int g, int b, int a)
1470 {
1471         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1472         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1473         if (gl_state.colormask != state)
1474         {
1475                 gl_state.colormask = state;
1476                 switch(vid.renderpath)
1477                 {
1478                 case RENDERPATH_GL32:
1479                 case RENDERPATH_GLES2:
1480                         CHECKGLERROR
1481                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1482                         break;
1483                 }
1484         }
1485 }
1486
1487 void GL_Color(float cr, float cg, float cb, float ca)
1488 {
1489         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)
1490         {
1491                 gl_state.color4f[0] = cr;
1492                 gl_state.color4f[1] = cg;
1493                 gl_state.color4f[2] = cb;
1494                 gl_state.color4f[3] = ca;
1495                 switch(vid.renderpath)
1496                 {
1497                 case RENDERPATH_GL32:
1498                 case RENDERPATH_GLES2:
1499                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1500                         break;
1501                 }
1502         }
1503 }
1504
1505 void GL_Scissor (int x, int y, int width, int height)
1506 {
1507         switch(vid.renderpath)
1508         {
1509         case RENDERPATH_GL32:
1510         case RENDERPATH_GLES2:
1511                 CHECKGLERROR
1512                 qglScissor(x, y,width,height);CHECKGLERROR
1513                 break;
1514         }
1515 }
1516
1517 void GL_ScissorTest(int state)
1518 {
1519         if (gl_state.scissortest != state)
1520         {
1521                 gl_state.scissortest = state;
1522                 switch(vid.renderpath)
1523                 {
1524                 case RENDERPATH_GL32:
1525                 case RENDERPATH_GLES2:
1526                         CHECKGLERROR
1527                         if(gl_state.scissortest)
1528                                 qglEnable(GL_SCISSOR_TEST);
1529                         else
1530                                 qglDisable(GL_SCISSOR_TEST);
1531                         CHECKGLERROR
1532                         break;
1533                 }
1534         }
1535 }
1536
1537 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1538 {
1539         // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1540         static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1541         // prevent warnings when trying to clear a buffer that does not exist
1542         if (!colorvalue)
1543                 colorvalue = blackcolor;
1544         if (!vid.stencil)
1545         {
1546                 mask &= ~GL_STENCIL_BUFFER_BIT;
1547                 stencilvalue = 0;
1548         }
1549         switch(vid.renderpath)
1550         {
1551         case RENDERPATH_GL32:
1552         case RENDERPATH_GLES2:
1553                 CHECKGLERROR
1554                 if (mask & GL_COLOR_BUFFER_BIT)
1555                 {
1556                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1557                 }
1558                 if (mask & GL_DEPTH_BUFFER_BIT)
1559                 {
1560 #ifdef USE_GLES2
1561                         qglClearDepthf(depthvalue);CHECKGLERROR
1562 #else
1563                         qglClearDepth(depthvalue);CHECKGLERROR
1564 #endif
1565                 }
1566                 if (mask & GL_STENCIL_BUFFER_BIT)
1567                 {
1568                         qglClearStencil(stencilvalue);CHECKGLERROR
1569                 }
1570                 qglClear(mask);CHECKGLERROR
1571                 break;
1572         }
1573 }
1574
1575 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1576 {
1577         switch(vid.renderpath)
1578         {
1579         case RENDERPATH_GL32:
1580         case RENDERPATH_GLES2:
1581                 CHECKGLERROR
1582 #ifndef GL_BGRA
1583                 {
1584                         int i;
1585                         int r;
1586                 //      int g;
1587                         int b;
1588                 //      int a;
1589                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1590                         for (i = 0;i < width * height * 4;i += 4)
1591                         {
1592                                 r = outpixels[i+0];
1593                 //              g = outpixels[i+1];
1594                                 b = outpixels[i+2];
1595                 //              a = outpixels[i+3];
1596                                 outpixels[i+0] = b;
1597                 //              outpixels[i+1] = g;
1598                                 outpixels[i+2] = r;
1599                 //              outpixels[i+3] = a;
1600                         }
1601                 }
1602 #else
1603                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1604 #endif
1605                         break;
1606         }
1607 }
1608
1609 // called at beginning of frame
1610 void R_Mesh_Start(void)
1611 {
1612         BACKENDACTIVECHECK
1613         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1614         if (gl_printcheckerror.integer && !gl_paranoid.integer)
1615         {
1616                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1617                 Cvar_SetValueQuick(&gl_paranoid, 1);
1618         }
1619 }
1620
1621 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1622 {
1623         int shaderobject;
1624         int shadercompiled;
1625         char compilelog[MAX_INPUTLINE];
1626         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1627         if (!shaderobject)
1628                 return false;
1629         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1630         qglCompileShader(shaderobject);CHECKGLERROR
1631         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1632         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1633         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))
1634         {
1635                 int i, j, pretextlines = 0;
1636                 for (i = 0;i < numstrings - 1;i++)
1637                         for (j = 0;strings[i][j];j++)
1638                                 if (strings[i][j] == '\n')
1639                                         pretextlines++;
1640                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1641         }
1642         if (!shadercompiled)
1643         {
1644                 qglDeleteShader(shaderobject);CHECKGLERROR
1645                 return false;
1646         }
1647         qglAttachShader(programobject, shaderobject);CHECKGLERROR
1648         qglDeleteShader(shaderobject);CHECKGLERROR
1649         return true;
1650 }
1651
1652 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)
1653 {
1654         GLint programlinked;
1655         GLuint programobject = 0;
1656         char linklog[MAX_INPUTLINE];
1657         CHECKGLERROR
1658
1659         programobject = qglCreateProgram();CHECKGLERROR
1660         if (!programobject)
1661                 return 0;
1662
1663         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1664         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
1665         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1666         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1667         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1668         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1669         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1670         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1671         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1672         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1673 #ifndef USE_GLES2
1674         qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1675 #endif
1676         CHECKGLERROR
1677
1678         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1679                 goto cleanup;
1680
1681 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1682         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1683                 goto cleanup;
1684 #endif
1685
1686         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1687                 goto cleanup;
1688
1689         qglLinkProgram(programobject);CHECKGLERROR
1690         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1691         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1692
1693         if (linklog[0])
1694         {
1695
1696                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1697                         Con_DPrintf("program link log:\n%s\n", linklog);
1698
1699                 // software vertex shader is ok but software fragment shader is WAY
1700                 // too slow, fail program if so.
1701                 // NOTE: this string might be ATI specific, but that's ok because the
1702                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1703                 // software fragment shader due to low instruction and dependent
1704                 // texture limits.
1705                 if (strstr(linklog, "fragment shader will run in software"))
1706                         programlinked = false;
1707         }
1708
1709         if (!programlinked)
1710                 goto cleanup;
1711
1712         return programobject;
1713 cleanup:
1714         qglDeleteProgram(programobject);CHECKGLERROR
1715         return 0;
1716 }
1717
1718 void GL_Backend_FreeProgram(unsigned int prog)
1719 {
1720         CHECKGLERROR
1721         qglDeleteProgram(prog);
1722         CHECKGLERROR
1723 }
1724
1725 // renders triangles using vertices from the active arrays
1726 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)
1727 {
1728         unsigned int numelements = numtriangles * 3;
1729         int bufferobject3i;
1730         size_t bufferoffset3i;
1731         int bufferobject3s;
1732         size_t bufferoffset3s;
1733         if (numvertices < 3 || numtriangles < 1)
1734         {
1735                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1736                         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);
1737                 return;
1738         }
1739         // adjust the pointers for firsttriangle
1740         if (element3i)
1741                 element3i += firsttriangle * 3;
1742         if (element3i_indexbuffer)
1743                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1744         if (element3s)
1745                 element3s += firsttriangle * 3;
1746         if (element3s_indexbuffer)
1747                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1748         // upload a dynamic index buffer if needed
1749         if (element3s)
1750         {
1751                 if (!element3s_indexbuffer)
1752                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1753         }
1754         else if (element3i)
1755         {
1756                 if (!element3i_indexbuffer)
1757                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1758         }
1759         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1760         bufferoffset3i = element3i_bufferoffset;
1761         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1762         bufferoffset3s = element3s_bufferoffset;
1763         r_refdef.stats[r_stat_draws]++;
1764         r_refdef.stats[r_stat_draws_vertices] += numvertices;
1765         r_refdef.stats[r_stat_draws_elements] += numelements;
1766         if (gl_paranoid.integer)
1767         {
1768                 unsigned int i;
1769                 if (element3i)
1770                 {
1771                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1772                         {
1773                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1774                                 {
1775                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1776                                         return;
1777                                 }
1778                         }
1779                 }
1780                 if (element3s)
1781                 {
1782                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1783                         {
1784                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1785                                 {
1786                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1787                                         return;
1788                                 }
1789                         }
1790                 }
1791         }
1792         if (r_render.integer || r_refdef.draw2dstage)
1793         {
1794                 switch(vid.renderpath)
1795                 {
1796                 case RENDERPATH_GL32:
1797                 case RENDERPATH_GLES2:
1798                         CHECKGLERROR
1799                         if (bufferobject3s)
1800                         {
1801                                 GL_BindEBO(bufferobject3s);
1802                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1803                         }
1804                         else if (bufferobject3i)
1805                         {
1806                                 GL_BindEBO(bufferobject3i);
1807                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1808                         }
1809                         else
1810                         {
1811                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1812                         }
1813                         break;
1814                 }
1815         }
1816 }
1817
1818 // restores backend state, used when done with 3D rendering
1819 void R_Mesh_Finish(void)
1820 {
1821         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1822 }
1823
1824 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1825 {
1826         r_meshbuffer_t *buffer;
1827         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1828         memset(buffer, 0, sizeof(*buffer));
1829         buffer->bufferobject = 0;
1830         buffer->devicebuffer = NULL;
1831         buffer->size = size;
1832         buffer->isindexbuffer = isindexbuffer;
1833         buffer->isuniformbuffer = isuniformbuffer;
1834         buffer->isdynamic = isdynamic;
1835         buffer->isindex16 = isindex16;
1836         strlcpy(buffer->name, name, sizeof(buffer->name));
1837         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1838         return buffer;
1839 }
1840
1841 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1842 {
1843         if (!buffer)
1844                 return;
1845         if (buffer->isindexbuffer)
1846         {
1847                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1848                 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1849         }
1850         else
1851         {
1852                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1853                 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1854         }
1855         if (!subdata)
1856                 buffer->size = size;
1857         switch(vid.renderpath)
1858         {
1859         case RENDERPATH_GL32:
1860         case RENDERPATH_GLES2:
1861                 if (!buffer->bufferobject)
1862                         qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1863                 CHECKGLERROR
1864                 if (buffer->isuniformbuffer)
1865                         GL_BindUBO(buffer->bufferobject);
1866                 else if (buffer->isindexbuffer)
1867                         GL_BindEBO(buffer->bufferobject);
1868                 else
1869                         GL_BindVBO(buffer->bufferobject);
1870
1871                 {
1872                         int buffertype;
1873                         buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1874 #ifdef GL_UNIFORM_BUFFER
1875                         if (buffer->isuniformbuffer)
1876                                 buffertype = GL_UNIFORM_BUFFER;
1877 #endif
1878                         CHECKGLERROR
1879                         if (subdata)
1880                                 qglBufferSubData(buffertype, offset, size, data);
1881                         else
1882                                 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1883                         CHECKGLERROR
1884                 }
1885                 if (buffer->isuniformbuffer)
1886                         GL_BindUBO(0);
1887                 break;
1888         }
1889 }
1890
1891 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1892 {
1893         if (!buffer)
1894                 return;
1895         switch(vid.renderpath)
1896         {
1897         case RENDERPATH_GL32:
1898         case RENDERPATH_GLES2:
1899                 // GL clears the binding if we delete something bound
1900                 if (gl_state.uniformbufferobject == buffer->bufferobject)
1901                         gl_state.uniformbufferobject = 0;
1902                 if (gl_state.vertexbufferobject == buffer->bufferobject)
1903                         gl_state.vertexbufferobject = 0;
1904                 if (gl_state.elementbufferobject == buffer->bufferobject)
1905                         gl_state.elementbufferobject = 0;
1906                 CHECKGLERROR
1907                 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1908                 break;
1909         }
1910         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1911 }
1912
1913 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1914 void GL_Mesh_ListVBOs(qboolean printeach)
1915 {
1916         int i, endindex;
1917         int type;
1918         int isdynamic;
1919         int index16count, index16mem;
1920         int index32count, index32mem;
1921         int vertexcount, vertexmem;
1922         int uniformcount, uniformmem;
1923         int totalcount, totalmem;
1924         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1925         r_meshbuffer_t *buffer;
1926         memset(bufferstat, 0, sizeof(bufferstat));
1927         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1928         for (i = 0;i < endindex;i++)
1929         {
1930                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1931                 if (!buffer)
1932                         continue;
1933                 if (buffer->isuniformbuffer)
1934                         type = R_BUFFERDATA_UNIFORM;
1935                 else if (buffer->isindexbuffer && buffer->isindex16)
1936                         type = R_BUFFERDATA_INDEX16;
1937                 else if (buffer->isindexbuffer)
1938                         type = R_BUFFERDATA_INDEX32;
1939                 else
1940                         type = R_BUFFERDATA_VERTEX;
1941                 isdynamic = buffer->isdynamic;
1942                 bufferstat[type][isdynamic][0]++;
1943                 bufferstat[type][isdynamic][1] += buffer->size;
1944                 if (printeach)
1945                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1946         }
1947         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1948         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1949         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1950         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1951         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1952         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1953         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1954         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1955         totalcount = index16count + index32count + vertexcount + uniformcount;
1956         totalmem = index16mem + index32mem + vertexmem + uniformmem;
1957         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);
1958 }
1959
1960
1961
1962 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1963 {
1964         switch(vid.renderpath)
1965         {
1966         case RENDERPATH_GL32:
1967         case RENDERPATH_GLES2:
1968                 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)
1969                 {
1970                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1971                         if (!bufferobject && gl_paranoid.integer)
1972                                 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1973                         gl_state.pointer_vertex_components = components;
1974                         gl_state.pointer_vertex_gltype = gltype;
1975                         gl_state.pointer_vertex_stride = stride;
1976                         gl_state.pointer_vertex_pointer = pointer;
1977                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1978                         gl_state.pointer_vertex_offset = bufferoffset;
1979                         CHECKGLERROR
1980                         GL_BindVBO(bufferobject);
1981                         // LordHavoc: special flag added to gltype for unnormalized types
1982                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1983                 }
1984                 break;
1985         }
1986 }
1987
1988 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1989 {
1990         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1991         // the pointer only.
1992         switch(vid.renderpath)
1993         {
1994         case RENDERPATH_GL32:
1995         case RENDERPATH_GLES2:
1996                 CHECKGLERROR
1997                 if (pointer)
1998                 {
1999                         // caller wants color array enabled
2000                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2001                         if (!gl_state.pointer_color_enabled)
2002                         {
2003                                 gl_state.pointer_color_enabled = true;
2004                                 CHECKGLERROR
2005                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2006                         }
2007                         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)
2008                         {
2009                                 gl_state.pointer_color_components = components;
2010                                 gl_state.pointer_color_gltype = gltype;
2011                                 gl_state.pointer_color_stride = stride;
2012                                 gl_state.pointer_color_pointer = pointer;
2013                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2014                                 gl_state.pointer_color_offset = bufferoffset;
2015                                 CHECKGLERROR
2016                                 GL_BindVBO(bufferobject);
2017                                 // LordHavoc: special flag added to gltype for unnormalized types
2018                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2019                         }
2020                 }
2021                 else
2022                 {
2023                         // caller wants color array disabled
2024                         if (gl_state.pointer_color_enabled)
2025                         {
2026                                 gl_state.pointer_color_enabled = false;
2027                                 CHECKGLERROR
2028                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2029                                 // when color array is on the current color gets trashed, set it again
2030                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2031                         }
2032                 }
2033                 break;
2034         }
2035 }
2036
2037 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)
2038 {
2039         gltextureunit_t *unit = gl_state.units + unitnum;
2040         if (unitnum >= MAX_TEXTUREUNITS)
2041                 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2042         // update array settings
2043         // note: there is no need to check bufferobject here because all cases
2044         // that involve a valid bufferobject also supply a texcoord array
2045         switch(vid.renderpath)
2046         {
2047         case RENDERPATH_GL32:
2048         case RENDERPATH_GLES2:
2049                 CHECKGLERROR
2050                 if (pointer)
2051                 {
2052                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2053                         // texture array unit is enabled, enable the array
2054                         if (!unit->arrayenabled)
2055                         {
2056                                 unit->arrayenabled = true;
2057                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2058                         }
2059                         // texcoord array
2060                         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)
2061                         {
2062                                 unit->pointer_texcoord_components = components;
2063                                 unit->pointer_texcoord_gltype = gltype;
2064                                 unit->pointer_texcoord_stride = stride;
2065                                 unit->pointer_texcoord_pointer = pointer;
2066                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2067                                 unit->pointer_texcoord_offset = bufferoffset;
2068                                 GL_BindVBO(bufferobject);
2069                                 // LordHavoc: special flag added to gltype for unnormalized types
2070                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2071                         }
2072                 }
2073                 else
2074                 {
2075                         // texture array unit is disabled, disable the array
2076                         if (unit->arrayenabled)
2077                         {
2078                                 unit->arrayenabled = false;
2079                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2080                         }
2081                 }
2082                 break;
2083         }
2084 }
2085
2086 int R_Mesh_TexBound(unsigned int unitnum, int id)
2087 {
2088         gltextureunit_t *unit = gl_state.units + unitnum;
2089         if (unitnum >= MAX_TEXTUREUNITS)
2090                 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2091         if (id == GL_TEXTURE_2D)
2092                 return unit->t2d;
2093         if (id == GL_TEXTURE_3D)
2094                 return unit->t3d;
2095         if (id == GL_TEXTURE_CUBE_MAP)
2096                 return unit->tcubemap;
2097         return 0;
2098 }
2099
2100 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2101 {
2102         switch(vid.renderpath)
2103         {
2104         case RENDERPATH_GL32:
2105         case RENDERPATH_GLES2:
2106                 R_Mesh_TexBind(0, tex);
2107                 GL_ActiveTexture(0);CHECKGLERROR
2108                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2109                 break;
2110         }
2111 }
2112
2113 void R_Mesh_ClearBindingsForTexture(int texnum)
2114 {
2115         gltextureunit_t *unit;
2116         unsigned int unitnum;
2117         // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2118         for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2119         {
2120                 unit = gl_state.units + unitnum;
2121                 if (unit->texture && unit->texture->texnum == texnum)
2122                         R_Mesh_TexBind(unitnum, NULL);
2123         }
2124 }
2125
2126 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2127 {
2128         gltextureunit_t *unit = gl_state.units + unitnum;
2129         int texnum;
2130         if (unitnum >= MAX_TEXTUREUNITS)
2131                 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2132         if (unit->texture == tex)
2133                 return;
2134         switch(vid.renderpath)
2135         {
2136         case RENDERPATH_GL32:
2137         case RENDERPATH_GLES2:
2138                 if (!tex)
2139                 {
2140                         tex = r_texture_white;
2141                         // not initialized enough yet...
2142                         if (!tex)
2143                                 return;
2144                 }
2145                 unit->texture = tex;
2146                 texnum = R_GetTexture(tex);
2147                 switch(tex->gltexturetypeenum)
2148                 {
2149                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2150                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2151                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2152                 }
2153                 break;
2154         }
2155 }
2156
2157 void R_Mesh_ResetTextureState(void)
2158 {
2159         unsigned int unitnum;
2160
2161         BACKENDACTIVECHECK
2162
2163         for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2164                 R_Mesh_TexBind(unitnum, NULL);
2165         for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2166                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2167 }
2168
2169 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2170 {
2171         // upload temporary vertexbuffer for this rendering
2172         if (!vertexbuffer)
2173                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2174         if (vertexbuffer)
2175         {
2176                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2177                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2178                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2179                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2180                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2181                 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2182                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2183                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2184                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2185                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2186         }
2187         else
2188         {
2189                 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2190                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2191                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2192                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2193                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2194                 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2195                 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2196                 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2197                 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2198                 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2199         }
2200 }
2201
2202 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2203 {
2204         r_meshbuffer_t *buffer_vertex3f = NULL;
2205         r_meshbuffer_t *buffer_color4f = NULL;
2206         r_meshbuffer_t *buffer_texcoord2f = NULL;
2207         int bufferoffset_vertex3f = 0;
2208         int bufferoffset_color4f = 0;
2209         int bufferoffset_texcoord2f = 0;
2210         buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
2211         buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
2212         buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2213         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2214         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2215         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
2216         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2217         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2218         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2219         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2220         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2221         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2222         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2223 }
2224
2225 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)
2226 {
2227         r_meshbuffer_t *buffer_vertex3f = NULL;
2228         r_meshbuffer_t *buffer_color4f = NULL;
2229         r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2230         r_meshbuffer_t *buffer_svector3f = NULL;
2231         r_meshbuffer_t *buffer_tvector3f = NULL;
2232         r_meshbuffer_t *buffer_normal3f = NULL;
2233         r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2234         int bufferoffset_vertex3f = 0;
2235         int bufferoffset_color4f = 0;
2236         int bufferoffset_texcoordtexture2f = 0;
2237         int bufferoffset_svector3f = 0;
2238         int bufferoffset_tvector3f = 0;
2239         int bufferoffset_normal3f = 0;
2240         int bufferoffset_texcoordlightmap2f = 0;
2241         buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
2242         buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
2243         buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
2244         buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
2245         buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
2246         buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2247         buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2248         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2249         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2250         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2251         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
2252         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
2253         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
2254         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2255         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2256         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2257         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2258 }
2259
2260 void GL_BlendEquationSubtract(qboolean negated)
2261 {
2262         CHECKGLERROR
2263         if(negated)
2264         {
2265                 switch(vid.renderpath)
2266                 {
2267                 case RENDERPATH_GL32:
2268                 case RENDERPATH_GLES2:
2269                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2270                         break;
2271                 }
2272         }
2273         else
2274         {
2275                 switch(vid.renderpath)
2276                 {
2277                 case RENDERPATH_GL32:
2278                 case RENDERPATH_GLES2:
2279                         qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
2280                         break;
2281                 }
2282         }
2283 }