3 #include "cl_collision.h"
5 // on GLES we have to use some proper #define's
7 #define GL_FRAMEBUFFER 0x8D40
8 #define GL_DEPTH_ATTACHMENT 0x8D00
9 #define GL_COLOR_ATTACHMENT0 0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
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
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER 0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
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
69 #define GL_TEXTURE_3D 0x806F
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP 0x8513
76 #define MAX_RENDERTARGETS 4
78 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
79 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
82 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
84 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
86 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
87 qboolean v_flipped_state = false;
89 r_viewport_t gl_viewport;
90 matrix4x4_t gl_modelmatrix;
91 matrix4x4_t gl_viewmatrix;
92 matrix4x4_t gl_modelviewmatrix;
93 matrix4x4_t gl_projectionmatrix;
94 matrix4x4_t gl_modelviewprojectionmatrix;
95 float gl_modelview16f[16];
96 float gl_modelviewprojection16f[16];
97 qboolean gl_modelmatrixchanged;
99 int gl_maxdrawrangeelementsvertices;
100 int gl_maxdrawrangeelementsindices;
103 int gl_errornumber = 0;
105 void GL_PrintError(int errornumber, const char *filename, int linenumber)
109 #ifdef GL_INVALID_ENUM
110 case GL_INVALID_ENUM:
111 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
114 #ifdef GL_INVALID_VALUE
115 case GL_INVALID_VALUE:
116 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
119 #ifdef GL_INVALID_OPERATION
120 case GL_INVALID_OPERATION:
121 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
124 #ifdef GL_STACK_OVERFLOW
125 case GL_STACK_OVERFLOW:
126 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
129 #ifdef GL_STACK_UNDERFLOW
130 case GL_STACK_UNDERFLOW:
131 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
134 #ifdef GL_OUT_OF_MEMORY
135 case GL_OUT_OF_MEMORY:
136 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
139 #ifdef GL_TABLE_TOO_LARGE
140 case GL_TABLE_TOO_LARGE:
141 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
144 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
145 case GL_INVALID_FRAMEBUFFER_OPERATION:
146 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
150 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
156 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
158 void SCR_ScreenShot_f (void);
160 typedef struct gltextureunit_s
162 int pointer_texcoord_components;
163 int pointer_texcoord_gltype;
164 size_t pointer_texcoord_stride;
165 const void *pointer_texcoord_pointer;
166 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
167 size_t pointer_texcoord_offset;
170 int t2d, t3d, tcubemap;
172 int rgbscale, alphascale;
174 int combinergb, combinealpha;
175 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
176 int texmatrixenabled;
181 typedef struct gl_state_s
189 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
193 float polygonoffset[2];
196 float alphafuncvalue;
197 qboolean alphatocoverage;
200 unsigned int clientunit;
201 gltextureunit_t units[MAX_TEXTUREUNITS];
205 int vertexbufferobject;
206 int elementbufferobject;
207 int uniformbufferobject;
208 int framebufferobject;
209 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
210 qboolean pointer_color_enabled;
212 int pointer_vertex_components;
213 int pointer_vertex_gltype;
214 size_t pointer_vertex_stride;
215 const void *pointer_vertex_pointer;
216 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
217 size_t pointer_vertex_offset;
219 int pointer_color_components;
220 int pointer_color_gltype;
221 size_t pointer_color_stride;
222 const void *pointer_color_pointer;
223 const r_meshbuffer_t *pointer_color_vertexbuffer;
224 size_t pointer_color_offset;
226 void *preparevertices_tempdata;
227 size_t preparevertices_tempdatamaxsize;
228 int preparevertices_numvertices;
230 memexpandablearray_t meshbufferarray;
236 static gl_state_t gl_state;
240 note: here's strip order for a terrain row:
247 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
249 *elements++ = i + row;
251 *elements++ = i + row + 1;
254 *elements++ = i + row + 1;
257 for (y = 0;y < rows - 1;y++)
259 for (x = 0;x < columns - 1;x++)
262 *elements++ = i + columns;
264 *elements++ = i + columns + 1;
267 *elements++ = i + columns + 1;
278 for (y = 0;y < rows - 1;y++)
280 for (x = 0;x < columns - 1;x++)
284 *elements++ = i + columns;
285 *elements++ = i + columns + 1;
286 *elements++ = i + columns;
287 *elements++ = i + columns + 1;
293 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
294 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
295 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
296 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
298 static void GL_VBOStats_f(void)
300 GL_Mesh_ListVBOs(true);
303 static void GL_Backend_ResetState(void);
305 static void gl_backend_start(void)
307 memset(&gl_state, 0, sizeof(gl_state));
309 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
311 Con_DPrintf("OpenGL backend started.\n");
315 GL_Backend_ResetState();
317 switch(vid.renderpath)
319 case RENDERPATH_GL32:
320 case RENDERPATH_GLES2:
321 // fetch current fbo here (default fbo is not 0 on some GLES devices)
323 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
328 static void gl_backend_shutdown(void)
330 Con_DPrint("OpenGL Backend shutting down\n");
332 switch(vid.renderpath)
334 case RENDERPATH_GL32:
335 case RENDERPATH_GLES2:
339 if (gl_state.preparevertices_tempdata)
340 Mem_Free(gl_state.preparevertices_tempdata);
342 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
344 memset(&gl_state, 0, sizeof(gl_state));
347 static void gl_backend_newmap(void)
351 static void gl_backend_devicelost(void)
354 r_meshbuffer_t *buffer;
355 switch(vid.renderpath)
357 case RENDERPATH_GL32:
358 case RENDERPATH_GLES2:
361 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
362 for (i = 0;i < endindex;i++)
364 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
365 if (!buffer || !buffer->isdynamic)
367 switch(vid.renderpath)
369 case RENDERPATH_GL32:
370 case RENDERPATH_GLES2:
376 static void gl_backend_devicerestored(void)
378 switch(vid.renderpath)
380 case RENDERPATH_GL32:
381 case RENDERPATH_GLES2:
386 void gl_backend_init(void)
390 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
392 polygonelement3s[i * 3 + 0] = 0;
393 polygonelement3s[i * 3 + 1] = i + 1;
394 polygonelement3s[i * 3 + 2] = i + 2;
396 // elements for rendering a series of quads as triangles
397 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
399 quadelement3s[i * 6 + 0] = i * 4;
400 quadelement3s[i * 6 + 1] = i * 4 + 1;
401 quadelement3s[i * 6 + 2] = i * 4 + 2;
402 quadelement3s[i * 6 + 3] = i * 4;
403 quadelement3s[i * 6 + 4] = i * 4 + 2;
404 quadelement3s[i * 6 + 5] = i * 4 + 3;
407 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
408 polygonelement3i[i] = polygonelement3s[i];
409 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
410 quadelement3i[i] = quadelement3s[i];
412 Cvar_RegisterVariable(&r_render);
413 Cvar_RegisterVariable(&r_renderview);
414 Cvar_RegisterVariable(&r_waterwarp);
415 Cvar_RegisterVariable(&gl_polyblend);
416 Cvar_RegisterVariable(&v_flipped);
417 Cvar_RegisterVariable(&gl_dither);
418 Cvar_RegisterVariable(&gl_paranoid);
419 Cvar_RegisterVariable(&gl_printcheckerror);
421 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");
423 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
426 void GL_SetMirrorState(qboolean state);
428 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
432 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
433 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
435 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
437 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
438 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
439 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
441 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
446 switch(vid.renderpath)
448 case RENDERPATH_GL32:
449 case RENDERPATH_GLES2:
451 qglFinish();CHECKGLERROR
456 static int bboxedges[12][2] =
475 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
477 int i, ix1, iy1, ix2, iy2;
478 float x1, y1, x2, y2;
489 scissor[0] = r_refdef.view.viewport.x;
490 scissor[1] = r_refdef.view.viewport.y;
491 scissor[2] = r_refdef.view.viewport.width;
492 scissor[3] = r_refdef.view.viewport.height;
494 // if view is inside the box, just say yes it's visible
495 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
498 // transform all corners that are infront of the nearclip plane
499 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
500 plane4f[3] = r_refdef.view.frustum[4].dist;
502 for (i = 0;i < 8;i++)
504 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
505 dist[i] = DotProduct4(corner[i], plane4f);
506 sign[i] = dist[i] > 0;
509 VectorCopy(corner[i], vertex[numvertices]);
513 // if some points are behind the nearclip, add clipped edge points to make
514 // sure that the scissor boundary is complete
515 if (numvertices > 0 && numvertices < 8)
517 // add clipped edge points
518 for (i = 0;i < 12;i++)
522 if (sign[j] != sign[k])
524 f = dist[j] / (dist[j] - dist[k]);
525 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
531 // if we have no points to check, it is behind the view plane
535 // if we have some points to transform, check what screen area is covered
536 x1 = y1 = x2 = y2 = 0;
538 //Con_Printf("%i vertices to transform...\n", numvertices);
539 for (i = 0;i < numvertices;i++)
541 VectorCopy(vertex[i], v);
542 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
543 //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]);
546 if (x1 > v2[0]) x1 = v2[0];
547 if (x2 < v2[0]) x2 = v2[0];
548 if (y1 > v2[1]) y1 = v2[1];
549 if (y2 < v2[1]) y2 = v2[1];
558 // now convert the scissor rectangle to integer screen coordinates
559 ix1 = (int)(x1 - 1.0f);
560 //iy1 = vid.height - (int)(y2 - 1.0f);
561 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
562 iy1 = (int)(y1 - 1.0f);
563 ix2 = (int)(x2 + 1.0f);
564 //iy2 = vid.height - (int)(y1 + 1.0f);
565 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
566 iy2 = (int)(y2 + 1.0f);
567 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
569 // clamp it to the screen
570 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
571 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
572 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
573 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
575 // if it is inside out, it's not visible
576 if (ix2 <= ix1 || iy2 <= iy1)
579 // the light area is visible, set up the scissor rectangle
582 scissor[2] = ix2 - ix1;
583 scissor[3] = iy2 - iy1;
585 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
586 switch(vid.renderpath)
588 case RENDERPATH_GL32:
589 case RENDERPATH_GLES2:
597 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
601 float clipPlane[4], v3[3], v4[3];
604 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
606 VectorSet(normal, normalx, normaly, normalz);
607 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
608 VectorScale(normal, -dist, v3);
609 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
610 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
611 clipPlane[3] = -DotProduct(v4, clipPlane);
613 // Calculate the clip-space corner point opposite the clipping plane
614 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
615 // transform it into camera space by multiplying it
616 // by the inverse of the projection matrix
617 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
618 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
620 q[3] = (1.0f + m[10]) / m[14];
622 // Calculate the scaled plane vector
623 d = 2.0f / DotProduct4(clipPlane, q);
625 // Replace the third row of the projection matrix
626 m[2] = clipPlane[0] * d;
627 m[6] = clipPlane[1] * d;
628 m[10] = clipPlane[2] * d + 1.0f;
629 m[14] = clipPlane[3] * d;
632 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)
634 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
636 memset(v, 0, sizeof(*v));
637 v->type = R_VIEWPORTTYPE_ORTHO;
638 v->cameramatrix = *cameramatrix;
645 memset(m, 0, sizeof(m));
646 m[0] = 2/(right - left);
647 m[5] = 2/(top - bottom);
648 m[10] = -2/(zFar - zNear);
649 m[12] = - (right + left)/(right - left);
650 m[13] = - (top + bottom)/(top - bottom);
651 m[14] = - (zFar + zNear)/(zFar - zNear);
653 switch(vid.renderpath)
655 case RENDERPATH_GL32:
656 case RENDERPATH_GLES2:
659 v->screentodepth[0] = -farclip / (farclip - nearclip);
660 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
662 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
665 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
667 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
673 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
674 R_Viewport_TransformToScreen(v, test1, test2);
675 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
680 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)
682 matrix4x4_t tempmatrix, basematrix;
684 memset(v, 0, sizeof(*v));
686 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
687 v->cameramatrix = *cameramatrix;
694 memset(m, 0, sizeof(m));
695 m[0] = 1.0 / frustumx;
696 m[5] = 1.0 / frustumy;
697 m[10] = -2 / (farclip - nearclip);
698 m[14] = -(farclip + nearclip) / (farclip - nearclip);
700 v->screentodepth[0] = -farclip / (farclip - nearclip);
701 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
703 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
704 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
705 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
706 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
709 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
711 if(v_flipped.integer)
719 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
722 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)
724 matrix4x4_t tempmatrix, basematrix;
726 memset(v, 0, sizeof(*v));
728 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
729 v->cameramatrix = *cameramatrix;
736 memset(m, 0, sizeof(m));
737 m[0] = 1.0 / frustumx;
738 m[5] = 1.0 / frustumy;
739 m[10] = -(farclip + nearclip) / (farclip - nearclip);
741 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
742 v->screentodepth[0] = -farclip / (farclip - nearclip);
743 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
745 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
746 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
747 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
748 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
751 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
753 if(v_flipped.integer)
761 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
764 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)
766 matrix4x4_t tempmatrix, basematrix;
767 const float nudge = 1.0 - 1.0 / (1<<23);
769 memset(v, 0, sizeof(*v));
771 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
772 v->cameramatrix = *cameramatrix;
779 memset(m, 0, sizeof(m));
780 m[ 0] = 1.0 / frustumx;
781 m[ 5] = 1.0 / frustumy;
784 m[14] = -2 * nearclip * nudge;
785 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
786 v->screentodepth[1] = m[14] * -0.5;
788 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
789 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
790 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
791 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
794 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
796 if(v_flipped.integer)
804 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
807 float cubeviewmatrix[6][16] =
809 // standard cubemap projections
847 float rectviewmatrix[6][16] =
849 // sign-preserving cubemap projections
888 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
890 matrix4x4_t tempmatrix, basematrix;
892 memset(v, 0, sizeof(*v));
893 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
894 v->cameramatrix = *cameramatrix;
898 memset(m, 0, sizeof(m));
900 m[10] = -(farclip + nearclip) / (farclip - nearclip);
902 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
904 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
905 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
906 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
909 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
911 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
914 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)
916 matrix4x4_t tempmatrix, basematrix;
918 memset(v, 0, sizeof(*v));
919 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
920 v->cameramatrix = *cameramatrix;
921 v->x = offsetx + (side & 1) * size;
922 v->y = offsety + (side >> 1) * size;
926 memset(m, 0, sizeof(m));
927 m[0] = m[5] = 1.0f * ((float)size - border) / size;
928 m[10] = -(farclip + nearclip) / (farclip - nearclip);
930 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
932 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
933 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
934 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
937 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
939 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
942 void R_SetViewport(const r_viewport_t *v)
946 // FIXME: v_flipped_state is evil, this probably breaks somewhere
947 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
949 // copy over the matrices to our state
950 gl_viewmatrix = v->viewmatrix;
951 gl_projectionmatrix = v->projectmatrix;
953 switch(vid.renderpath)
955 case RENDERPATH_GL32:
956 case RENDERPATH_GLES2:
958 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
962 // force an update of the derived matrices
963 gl_modelmatrixchanged = true;
964 R_EntityMatrix(&gl_modelmatrix);
967 void R_GetViewport(r_viewport_t *v)
972 static void GL_BindVBO(int bufferobject)
974 if (gl_state.vertexbufferobject != bufferobject)
976 gl_state.vertexbufferobject = bufferobject;
978 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
982 static void GL_BindEBO(int bufferobject)
984 if (gl_state.elementbufferobject != bufferobject)
986 gl_state.elementbufferobject = bufferobject;
988 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
992 static void GL_BindUBO(int bufferobject)
994 if (gl_state.uniformbufferobject != bufferobject)
996 gl_state.uniformbufferobject = bufferobject;
997 #ifdef GL_UNIFORM_BUFFER
999 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1004 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1005 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1009 switch(vid.renderpath)
1011 case RENDERPATH_GL32:
1012 case RENDERPATH_GLES2:
1014 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1015 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1016 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1018 // FIXME: separate stencil attachment on GLES
1019 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1020 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1022 if (depthtexture && depthtexture->texnum )
1024 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1025 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1027 if (depthtexture && depthtexture->renderbuffernum )
1029 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1030 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1033 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1034 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1035 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1036 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1037 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1038 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1039 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1040 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1043 if (colortexture4 && qglDrawBuffersARB)
1045 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1046 qglReadBuffer(GL_NONE);CHECKGLERROR
1048 else if (colortexture3 && qglDrawBuffersARB)
1050 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1051 qglReadBuffer(GL_NONE);CHECKGLERROR
1053 else if (colortexture2 && qglDrawBuffersARB)
1055 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1056 qglReadBuffer(GL_NONE);CHECKGLERROR
1058 else if (colortexture && qglDrawBuffer)
1060 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1061 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1063 else if (qglDrawBuffer)
1065 qglDrawBuffer(GL_NONE);CHECKGLERROR
1066 qglReadBuffer(GL_NONE);CHECKGLERROR
1069 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1070 if (status != GL_FRAMEBUFFER_COMPLETE)
1072 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1073 gl_state.framebufferobject = 0; // GL unbinds it for us
1074 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1082 void R_Mesh_DestroyFramebufferObject(int fbo)
1084 switch(vid.renderpath)
1086 case RENDERPATH_GL32:
1087 case RENDERPATH_GLES2:
1090 // GL clears the binding if we delete something bound
1091 if (gl_state.framebufferobject == fbo)
1092 gl_state.framebufferobject = 0;
1093 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1099 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1103 rtexture_t *textures[5];
1104 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1105 textures[4] = depthtexture;
1106 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1107 for (j = 0;j < 5;j++)
1109 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1110 if (gl_state.units[i].texture == textures[j])
1111 R_Mesh_TexBind(i, NULL);
1112 // set up framebuffer object or render targets for the active rendering API
1113 switch (vid.renderpath)
1115 case RENDERPATH_GL32:
1116 case RENDERPATH_GLES2:
1117 if (gl_state.framebufferobject != fbo)
1119 gl_state.framebufferobject = fbo;
1120 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1126 static void GL_Backend_ResetState(void)
1128 gl_state.active = true;
1129 gl_state.depthtest = true;
1130 gl_state.alphatest = false;
1131 gl_state.alphafunc = GL_GEQUAL;
1132 gl_state.alphafuncvalue = 0.5f;
1133 gl_state.alphatocoverage = false;
1134 gl_state.blendfunc1 = GL_ONE;
1135 gl_state.blendfunc2 = GL_ZERO;
1136 gl_state.blend = false;
1137 gl_state.depthmask = GL_TRUE;
1138 gl_state.colormask = 15;
1139 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1140 gl_state.lockrange_first = 0;
1141 gl_state.lockrange_count = 0;
1142 gl_state.cullface = GL_FRONT;
1143 gl_state.cullfaceenable = false;
1144 gl_state.polygonoffset[0] = 0;
1145 gl_state.polygonoffset[1] = 0;
1146 gl_state.framebufferobject = 0;
1147 gl_state.depthfunc = GL_LEQUAL;
1149 switch(vid.renderpath)
1151 case RENDERPATH_GL32:
1152 case RENDERPATH_GLES2:
1154 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1155 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1156 qglDisable(GL_BLEND);CHECKGLERROR
1157 qglCullFace(gl_state.cullface);CHECKGLERROR
1158 qglDisable(GL_CULL_FACE);CHECKGLERROR
1159 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1160 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1161 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1162 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1163 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1164 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1165 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1166 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1167 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1168 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1169 gl_state.unit = MAX_TEXTUREUNITS;
1170 gl_state.clientunit = MAX_TEXTUREUNITS;
1176 void GL_ActiveTexture(unsigned int num)
1178 if (gl_state.unit != num)
1180 gl_state.unit = num;
1181 switch(vid.renderpath)
1183 case RENDERPATH_GL32:
1184 case RENDERPATH_GLES2:
1186 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1192 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1194 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1196 qboolean blendenable;
1197 gl_state.blendfunc1 = blendfunc1;
1198 gl_state.blendfunc2 = blendfunc2;
1199 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1200 switch(vid.renderpath)
1202 case RENDERPATH_GL32:
1203 case RENDERPATH_GLES2:
1205 if (qglBlendFuncSeparate)
1207 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1211 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1213 if (gl_state.blend != blendenable)
1215 gl_state.blend = blendenable;
1216 if (!gl_state.blend)
1218 qglDisable(GL_BLEND);CHECKGLERROR
1222 qglEnable(GL_BLEND);CHECKGLERROR
1230 void GL_DepthMask(int state)
1232 if (gl_state.depthmask != state)
1234 gl_state.depthmask = state;
1235 switch(vid.renderpath)
1237 case RENDERPATH_GL32:
1238 case RENDERPATH_GLES2:
1240 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1246 void GL_DepthTest(int state)
1248 if (gl_state.depthtest != state)
1250 gl_state.depthtest = state;
1251 switch(vid.renderpath)
1253 case RENDERPATH_GL32:
1254 case RENDERPATH_GLES2:
1256 if (gl_state.depthtest)
1258 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1262 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1269 void GL_DepthFunc(int state)
1271 if (gl_state.depthfunc != state)
1273 gl_state.depthfunc = state;
1274 switch(vid.renderpath)
1276 case RENDERPATH_GL32:
1277 case RENDERPATH_GLES2:
1279 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1285 void GL_DepthRange(float nearfrac, float farfrac)
1287 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1289 gl_state.depthrange[0] = nearfrac;
1290 gl_state.depthrange[1] = farfrac;
1291 switch(vid.renderpath)
1293 case RENDERPATH_GL32:
1294 case RENDERPATH_GLES2:
1297 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1299 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1306 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1308 switch (vid.renderpath)
1310 case RENDERPATH_GL32:
1311 case RENDERPATH_GLES2:
1315 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1319 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1321 qglStencilMask(writemask);CHECKGLERROR
1322 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1323 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1329 void GL_PolygonOffset(float planeoffset, float depthoffset)
1331 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1333 gl_state.polygonoffset[0] = planeoffset;
1334 gl_state.polygonoffset[1] = depthoffset;
1335 switch(vid.renderpath)
1337 case RENDERPATH_GL32:
1338 case RENDERPATH_GLES2:
1340 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1346 void GL_SetMirrorState(qboolean state)
1348 if (v_flipped_state != state)
1350 v_flipped_state = state;
1351 if (gl_state.cullface == GL_BACK)
1352 gl_state.cullface = GL_FRONT;
1353 else if (gl_state.cullface == GL_FRONT)
1354 gl_state.cullface = GL_BACK;
1357 switch(vid.renderpath)
1359 case RENDERPATH_GL32:
1360 case RENDERPATH_GLES2:
1362 qglCullFace(gl_state.cullface);CHECKGLERROR
1368 void GL_CullFace(int state)
1372 if(state == GL_FRONT)
1374 else if(state == GL_BACK)
1378 switch(vid.renderpath)
1380 case RENDERPATH_GL32:
1381 case RENDERPATH_GLES2:
1384 if (state != GL_NONE)
1386 if (!gl_state.cullfaceenable)
1388 gl_state.cullfaceenable = true;
1389 qglEnable(GL_CULL_FACE);CHECKGLERROR
1391 if (gl_state.cullface != state)
1393 gl_state.cullface = state;
1394 qglCullFace(gl_state.cullface);CHECKGLERROR
1399 if (gl_state.cullfaceenable)
1401 gl_state.cullfaceenable = false;
1402 qglDisable(GL_CULL_FACE);CHECKGLERROR
1409 void GL_AlphaToCoverage(qboolean state)
1411 if (gl_state.alphatocoverage != state)
1413 gl_state.alphatocoverage = state;
1414 switch(vid.renderpath)
1416 case RENDERPATH_GLES2:
1418 case RENDERPATH_GL32:
1419 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1420 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1422 if (gl_state.alphatocoverage)
1424 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1425 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1429 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1430 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1438 void GL_ColorMask(int r, int g, int b, int a)
1440 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1441 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1442 if (gl_state.colormask != state)
1444 gl_state.colormask = state;
1445 switch(vid.renderpath)
1447 case RENDERPATH_GL32:
1448 case RENDERPATH_GLES2:
1450 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1456 void GL_Color(float cr, float cg, float cb, float ca)
1458 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)
1460 gl_state.color4f[0] = cr;
1461 gl_state.color4f[1] = cg;
1462 gl_state.color4f[2] = cb;
1463 gl_state.color4f[3] = ca;
1464 switch(vid.renderpath)
1466 case RENDERPATH_GL32:
1467 case RENDERPATH_GLES2:
1468 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1474 void GL_Scissor (int x, int y, int width, int height)
1476 switch(vid.renderpath)
1478 case RENDERPATH_GL32:
1479 case RENDERPATH_GLES2:
1481 qglScissor(x, y,width,height);CHECKGLERROR
1486 void GL_ScissorTest(int state)
1488 if (gl_state.scissortest != state)
1490 gl_state.scissortest = state;
1491 switch(vid.renderpath)
1493 case RENDERPATH_GL32:
1494 case RENDERPATH_GLES2:
1496 if(gl_state.scissortest)
1497 qglEnable(GL_SCISSOR_TEST);
1499 qglDisable(GL_SCISSOR_TEST);
1506 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1508 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1509 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1510 // prevent warnings when trying to clear a buffer that does not exist
1512 colorvalue = blackcolor;
1515 mask &= ~GL_STENCIL_BUFFER_BIT;
1518 switch(vid.renderpath)
1520 case RENDERPATH_GL32:
1521 case RENDERPATH_GLES2:
1523 if (mask & GL_COLOR_BUFFER_BIT)
1525 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1527 if (mask & GL_DEPTH_BUFFER_BIT)
1530 qglClearDepthf(depthvalue);CHECKGLERROR
1532 qglClearDepth(depthvalue);CHECKGLERROR
1535 if (mask & GL_STENCIL_BUFFER_BIT)
1537 qglClearStencil(stencilvalue);CHECKGLERROR
1539 qglClear(mask);CHECKGLERROR
1544 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1546 switch(vid.renderpath)
1548 case RENDERPATH_GL32:
1549 case RENDERPATH_GLES2:
1558 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1559 for (i = 0;i < width * height * 4;i += 4)
1562 // g = outpixels[i+1];
1564 // a = outpixels[i+3];
1566 // outpixels[i+1] = g;
1568 // outpixels[i+3] = a;
1572 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1578 // called at beginning of frame
1579 void R_Mesh_Start(void)
1582 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1583 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1585 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1586 Cvar_SetValueQuick(&gl_paranoid, 1);
1590 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1594 char compilelog[MAX_INPUTLINE];
1595 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1598 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1599 qglCompileShader(shaderobject);CHECKGLERROR
1600 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1601 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1602 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))
1604 int i, j, pretextlines = 0;
1605 for (i = 0;i < numstrings - 1;i++)
1606 for (j = 0;strings[i][j];j++)
1607 if (strings[i][j] == '\n')
1609 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1611 if (!shadercompiled)
1613 qglDeleteShader(shaderobject);CHECKGLERROR
1616 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1617 qglDeleteShader(shaderobject);CHECKGLERROR
1621 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)
1623 GLint programlinked;
1624 GLuint programobject = 0;
1625 char linklog[MAX_INPUTLINE];
1628 programobject = qglCreateProgram();CHECKGLERROR
1632 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1633 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1634 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1635 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1636 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1637 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1638 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1639 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1640 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1641 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1643 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1647 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1650 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1651 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1655 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1658 qglLinkProgram(programobject);CHECKGLERROR
1659 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1660 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1665 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1666 Con_DPrintf("program link log:\n%s\n", linklog);
1668 // software vertex shader is ok but software fragment shader is WAY
1669 // too slow, fail program if so.
1670 // NOTE: this string might be ATI specific, but that's ok because the
1671 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1672 // software fragment shader due to low instruction and dependent
1674 if (strstr(linklog, "fragment shader will run in software"))
1675 programlinked = false;
1681 return programobject;
1683 qglDeleteProgram(programobject);CHECKGLERROR
1687 void GL_Backend_FreeProgram(unsigned int prog)
1690 qglDeleteProgram(prog);
1694 // renders triangles using vertices from the active arrays
1695 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)
1697 unsigned int numelements = numtriangles * 3;
1699 size_t bufferoffset3i;
1701 size_t bufferoffset3s;
1702 if (numvertices < 3 || numtriangles < 1)
1704 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1705 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);
1708 // adjust the pointers for firsttriangle
1710 element3i += firsttriangle * 3;
1711 if (element3i_indexbuffer)
1712 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1714 element3s += firsttriangle * 3;
1715 if (element3s_indexbuffer)
1716 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1717 // upload a dynamic index buffer if needed
1720 if (!element3s_indexbuffer)
1721 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1725 if (!element3i_indexbuffer)
1726 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1728 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1729 bufferoffset3i = element3i_bufferoffset;
1730 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1731 bufferoffset3s = element3s_bufferoffset;
1732 r_refdef.stats[r_stat_draws]++;
1733 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1734 r_refdef.stats[r_stat_draws_elements] += numelements;
1735 if (gl_paranoid.integer)
1740 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1742 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1744 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1751 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1753 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1755 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1761 if (r_render.integer || r_refdef.draw2dstage)
1763 switch(vid.renderpath)
1765 case RENDERPATH_GL32:
1766 case RENDERPATH_GLES2:
1770 GL_BindEBO(bufferobject3s);
1771 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1773 else if (bufferobject3i)
1775 GL_BindEBO(bufferobject3i);
1776 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1780 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1787 // restores backend state, used when done with 3D rendering
1788 void R_Mesh_Finish(void)
1790 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1793 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1795 r_meshbuffer_t *buffer;
1796 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1797 memset(buffer, 0, sizeof(*buffer));
1798 buffer->bufferobject = 0;
1799 buffer->devicebuffer = NULL;
1800 buffer->size = size;
1801 buffer->isindexbuffer = isindexbuffer;
1802 buffer->isuniformbuffer = isuniformbuffer;
1803 buffer->isdynamic = isdynamic;
1804 buffer->isindex16 = isindex16;
1805 strlcpy(buffer->name, name, sizeof(buffer->name));
1806 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1810 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1814 if (buffer->isindexbuffer)
1816 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1817 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1821 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1822 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1825 buffer->size = size;
1826 switch(vid.renderpath)
1828 case RENDERPATH_GL32:
1829 case RENDERPATH_GLES2:
1830 if (!buffer->bufferobject)
1831 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1833 if (buffer->isuniformbuffer)
1834 GL_BindUBO(buffer->bufferobject);
1835 else if (buffer->isindexbuffer)
1836 GL_BindEBO(buffer->bufferobject);
1838 GL_BindVBO(buffer->bufferobject);
1842 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1843 #ifdef GL_UNIFORM_BUFFER
1844 if (buffer->isuniformbuffer)
1845 buffertype = GL_UNIFORM_BUFFER;
1849 qglBufferSubData(buffertype, offset, size, data);
1851 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1854 if (buffer->isuniformbuffer)
1860 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1864 switch(vid.renderpath)
1866 case RENDERPATH_GL32:
1867 case RENDERPATH_GLES2:
1868 // GL clears the binding if we delete something bound
1869 if (gl_state.uniformbufferobject == buffer->bufferobject)
1870 gl_state.uniformbufferobject = 0;
1871 if (gl_state.vertexbufferobject == buffer->bufferobject)
1872 gl_state.vertexbufferobject = 0;
1873 if (gl_state.elementbufferobject == buffer->bufferobject)
1874 gl_state.elementbufferobject = 0;
1876 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1879 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1882 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1883 void GL_Mesh_ListVBOs(qboolean printeach)
1888 int index16count, index16mem;
1889 int index32count, index32mem;
1890 int vertexcount, vertexmem;
1891 int uniformcount, uniformmem;
1892 int totalcount, totalmem;
1893 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1894 r_meshbuffer_t *buffer;
1895 memset(bufferstat, 0, sizeof(bufferstat));
1896 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1897 for (i = 0;i < endindex;i++)
1899 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1902 if (buffer->isuniformbuffer)
1903 type = R_BUFFERDATA_UNIFORM;
1904 else if (buffer->isindexbuffer && buffer->isindex16)
1905 type = R_BUFFERDATA_INDEX16;
1906 else if (buffer->isindexbuffer)
1907 type = R_BUFFERDATA_INDEX32;
1909 type = R_BUFFERDATA_VERTEX;
1910 isdynamic = buffer->isdynamic;
1911 bufferstat[type][isdynamic][0]++;
1912 bufferstat[type][isdynamic][1] += buffer->size;
1914 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1916 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1917 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1918 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1919 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1920 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1921 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1922 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1923 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1924 totalcount = index16count + index32count + vertexcount + uniformcount;
1925 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1926 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);
1931 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1933 switch(vid.renderpath)
1935 case RENDERPATH_GL32:
1936 case RENDERPATH_GLES2:
1937 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)
1939 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1940 if (!bufferobject && gl_paranoid.integer)
1941 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1942 gl_state.pointer_vertex_components = components;
1943 gl_state.pointer_vertex_gltype = gltype;
1944 gl_state.pointer_vertex_stride = stride;
1945 gl_state.pointer_vertex_pointer = pointer;
1946 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1947 gl_state.pointer_vertex_offset = bufferoffset;
1949 GL_BindVBO(bufferobject);
1950 // LordHavoc: special flag added to gltype for unnormalized types
1951 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1957 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1959 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1960 // the pointer only.
1961 switch(vid.renderpath)
1963 case RENDERPATH_GL32:
1964 case RENDERPATH_GLES2:
1968 // caller wants color array enabled
1969 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1970 if (!gl_state.pointer_color_enabled)
1972 gl_state.pointer_color_enabled = true;
1974 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1976 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)
1978 gl_state.pointer_color_components = components;
1979 gl_state.pointer_color_gltype = gltype;
1980 gl_state.pointer_color_stride = stride;
1981 gl_state.pointer_color_pointer = pointer;
1982 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1983 gl_state.pointer_color_offset = bufferoffset;
1985 GL_BindVBO(bufferobject);
1986 // LordHavoc: special flag added to gltype for unnormalized types
1987 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1992 // caller wants color array disabled
1993 if (gl_state.pointer_color_enabled)
1995 gl_state.pointer_color_enabled = false;
1997 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1998 // when color array is on the current color gets trashed, set it again
1999 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2006 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)
2008 gltextureunit_t *unit = gl_state.units + unitnum;
2009 if (unitnum >= MAX_TEXTUREUNITS)
2010 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2011 // update array settings
2012 // note: there is no need to check bufferobject here because all cases
2013 // that involve a valid bufferobject also supply a texcoord array
2014 switch(vid.renderpath)
2016 case RENDERPATH_GL32:
2017 case RENDERPATH_GLES2:
2021 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2022 // texture array unit is enabled, enable the array
2023 if (!unit->arrayenabled)
2025 unit->arrayenabled = true;
2026 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2029 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)
2031 unit->pointer_texcoord_components = components;
2032 unit->pointer_texcoord_gltype = gltype;
2033 unit->pointer_texcoord_stride = stride;
2034 unit->pointer_texcoord_pointer = pointer;
2035 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2036 unit->pointer_texcoord_offset = bufferoffset;
2037 GL_BindVBO(bufferobject);
2038 // LordHavoc: special flag added to gltype for unnormalized types
2039 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2044 // texture array unit is disabled, disable the array
2045 if (unit->arrayenabled)
2047 unit->arrayenabled = false;
2048 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2055 int R_Mesh_TexBound(unsigned int unitnum, int id)
2057 gltextureunit_t *unit = gl_state.units + unitnum;
2058 if (unitnum >= MAX_TEXTUREUNITS)
2059 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2060 if (id == GL_TEXTURE_2D)
2062 if (id == GL_TEXTURE_3D)
2064 if (id == GL_TEXTURE_CUBE_MAP)
2065 return unit->tcubemap;
2069 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2071 switch(vid.renderpath)
2073 case RENDERPATH_GL32:
2074 case RENDERPATH_GLES2:
2075 R_Mesh_TexBind(0, tex);
2076 GL_ActiveTexture(0);CHECKGLERROR
2077 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2082 void R_Mesh_ClearBindingsForTexture(int texnum)
2084 gltextureunit_t *unit;
2085 unsigned int unitnum;
2086 // 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.
2087 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2089 unit = gl_state.units + unitnum;
2090 if (unit->texture && unit->texture->texnum == texnum)
2091 R_Mesh_TexBind(unitnum, NULL);
2095 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2097 gltextureunit_t *unit = gl_state.units + unitnum;
2099 if (unitnum >= MAX_TEXTUREUNITS)
2100 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2101 if (unit->texture == tex)
2103 switch(vid.renderpath)
2105 case RENDERPATH_GL32:
2106 case RENDERPATH_GLES2:
2109 tex = r_texture_white;
2110 // not initialized enough yet...
2114 unit->texture = tex;
2115 texnum = R_GetTexture(tex);
2116 switch(tex->gltexturetypeenum)
2118 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2119 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2120 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2126 void R_Mesh_ResetTextureState(void)
2128 unsigned int unitnum;
2132 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2133 R_Mesh_TexBind(unitnum, NULL);
2134 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2135 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2138 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2140 // upload temporary vertexbuffer for this rendering
2142 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2145 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2146 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2147 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2148 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2149 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2150 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2151 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2152 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2153 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2154 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2158 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2159 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2160 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2161 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2162 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2163 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2164 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2165 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2166 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2167 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2171 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2173 r_meshbuffer_t *buffer_vertex3f = NULL;
2174 r_meshbuffer_t *buffer_color4f = NULL;
2175 r_meshbuffer_t *buffer_texcoord2f = NULL;
2176 int bufferoffset_vertex3f = 0;
2177 int bufferoffset_color4f = 0;
2178 int bufferoffset_texcoord2f = 0;
2179 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2180 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2181 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2182 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2183 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2184 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2185 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2186 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2187 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2188 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2189 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2190 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2191 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2194 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)
2196 r_meshbuffer_t *buffer_vertex3f = NULL;
2197 r_meshbuffer_t *buffer_color4f = NULL;
2198 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2199 r_meshbuffer_t *buffer_svector3f = NULL;
2200 r_meshbuffer_t *buffer_tvector3f = NULL;
2201 r_meshbuffer_t *buffer_normal3f = NULL;
2202 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2203 int bufferoffset_vertex3f = 0;
2204 int bufferoffset_color4f = 0;
2205 int bufferoffset_texcoordtexture2f = 0;
2206 int bufferoffset_svector3f = 0;
2207 int bufferoffset_tvector3f = 0;
2208 int bufferoffset_normal3f = 0;
2209 int bufferoffset_texcoordlightmap2f = 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_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2213 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2214 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2215 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2216 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2217 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2218 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2219 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2220 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2221 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2222 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2223 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2224 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2225 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2226 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2229 void GL_BlendEquationSubtract(qboolean negated)
2234 switch(vid.renderpath)
2236 case RENDERPATH_GL32:
2237 case RENDERPATH_GLES2:
2238 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2244 switch(vid.renderpath)
2246 case RENDERPATH_GL32:
2247 case RENDERPATH_GLES2:
2248 qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR