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Remove gl_dither cvar, it isn't supported in GL3.2 Core Profile.
[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_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"};
80
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"};
85
86 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
87 qboolean v_flipped_state = false;
88
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;
98
99 int gl_maxdrawrangeelementsvertices;
100 int gl_maxdrawrangeelementsindices;
101
102 #ifdef DEBUGGL
103 int gl_errornumber = 0;
104
105 void GL_PrintError(int errornumber, const char *filename, int linenumber)
106 {
107         switch(errornumber)
108         {
109 #ifdef GL_INVALID_ENUM
110         case GL_INVALID_ENUM:
111                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
112                 break;
113 #endif
114 #ifdef GL_INVALID_VALUE
115         case GL_INVALID_VALUE:
116                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
117                 break;
118 #endif
119 #ifdef GL_INVALID_OPERATION
120         case GL_INVALID_OPERATION:
121                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
122                 break;
123 #endif
124 #ifdef GL_STACK_OVERFLOW
125         case GL_STACK_OVERFLOW:
126                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
127                 break;
128 #endif
129 #ifdef GL_STACK_UNDERFLOW
130         case GL_STACK_UNDERFLOW:
131                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
132                 break;
133 #endif
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);
137                 break;
138 #endif
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);
142                 break;
143 #endif
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);
147                 break;
148 #endif
149         default:
150                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
151                 break;
152         }
153 }
154 #endif
155
156 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
157
158 void SCR_ScreenShot_f (void);
159
160 typedef struct gltextureunit_s
161 {
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;
168
169         rtexture_t *texture;
170         int t2d, t3d, tcubemap;
171         int arrayenabled;
172         int rgbscale, alphascale;
173         int combine;
174         int combinergb, combinealpha;
175         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
176         int texmatrixenabled;
177         matrix4x4_t matrix;
178 }
179 gltextureunit_t;
180
181 typedef struct gl_state_s
182 {
183         int cullface;
184         int cullfaceenable;
185         int blendfunc1;
186         int blendfunc2;
187         qboolean blend;
188         GLboolean depthmask;
189         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
190         int depthtest;
191         int depthfunc;
192         float depthrange[2];
193         float polygonoffset[2];
194         int alphatest;
195         int alphafunc;
196         float alphafuncvalue;
197         qboolean alphatocoverage;
198         int scissortest;
199         unsigned int unit;
200         unsigned int clientunit;
201         gltextureunit_t units[MAX_TEXTUREUNITS];
202         float color4f[4];
203         int lockrange_first;
204         int lockrange_count;
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;
211
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;
218
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;
225
226         void *preparevertices_tempdata;
227         size_t preparevertices_tempdatamaxsize;
228         int preparevertices_numvertices;
229
230         memexpandablearray_t meshbufferarray;
231
232         qboolean active;
233 }
234 gl_state_t;
235
236 static gl_state_t gl_state;
237
238
239 /*
240 note: here's strip order for a terrain row:
241 0--1--2--3--4
242 |\ |\ |\ |\ |
243 | \| \| \| \|
244 A--B--C--D--E
245 clockwise
246
247 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
248
249 *elements++ = i + row;
250 *elements++ = i;
251 *elements++ = i + row + 1;
252 *elements++ = i;
253 *elements++ = i + 1;
254 *elements++ = i + row + 1;
255
256
257 for (y = 0;y < rows - 1;y++)
258 {
259         for (x = 0;x < columns - 1;x++)
260         {
261                 i = y * rows + x;
262                 *elements++ = i + columns;
263                 *elements++ = i;
264                 *elements++ = i + columns + 1;
265                 *elements++ = i;
266                 *elements++ = i + 1;
267                 *elements++ = i + columns + 1;
268         }
269 }
270
271 alternative:
272 0--1--2--3--4
273 | /| /|\ | /|
274 |/ |/ | \|/ |
275 A--B--C--D--E
276 counterclockwise
277
278 for (y = 0;y < rows - 1;y++)
279 {
280         for (x = 0;x < columns - 1;x++)
281         {
282                 i = y * rows + x;
283                 *elements++ = i;
284                 *elements++ = i + columns;
285                 *elements++ = i + columns + 1;
286                 *elements++ = i + columns;
287                 *elements++ = i + columns + 1;
288                 *elements++ = i + 1;
289         }
290 }
291 */
292
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];
297
298 static void GL_VBOStats_f(void)
299 {
300         GL_Mesh_ListVBOs(true);
301 }
302
303 static void GL_Backend_ResetState(void);
304
305 static void gl_backend_start(void)
306 {
307         memset(&gl_state, 0, sizeof(gl_state));
308
309         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
310
311         Con_DPrintf("OpenGL backend started.\n");
312
313         CHECKGLERROR
314
315         GL_Backend_ResetState();
316
317         switch(vid.renderpath)
318         {
319         case RENDERPATH_GL32:
320         case RENDERPATH_GLES2:
321                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
322                 CHECKGLERROR
323                 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
324                 break;
325         }
326 }
327
328 static void gl_backend_shutdown(void)
329 {
330         Con_DPrint("OpenGL Backend shutting down\n");
331
332         switch(vid.renderpath)
333         {
334         case RENDERPATH_GL32:
335         case RENDERPATH_GLES2:
336                 break;
337         }
338
339         if (gl_state.preparevertices_tempdata)
340                 Mem_Free(gl_state.preparevertices_tempdata);
341
342         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
343
344         memset(&gl_state, 0, sizeof(gl_state));
345 }
346
347 static void gl_backend_newmap(void)
348 {
349 }
350
351 static void gl_backend_devicelost(void)
352 {
353         int i, endindex;
354         r_meshbuffer_t *buffer;
355         switch(vid.renderpath)
356         {
357         case RENDERPATH_GL32:
358         case RENDERPATH_GLES2:
359                 break;
360         }
361         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
362         for (i = 0;i < endindex;i++)
363         {
364                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
365                 if (!buffer || !buffer->isdynamic)
366                         continue;
367                 switch(vid.renderpath)
368                 {
369                 case RENDERPATH_GL32:
370                 case RENDERPATH_GLES2:
371                         break;
372                 }
373         }
374 }
375
376 static void gl_backend_devicerestored(void)
377 {
378         switch(vid.renderpath)
379         {
380         case RENDERPATH_GL32:
381         case RENDERPATH_GLES2:
382                 break;
383         }
384 }
385
386 void gl_backend_init(void)
387 {
388         int i;
389
390         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
391         {
392                 polygonelement3s[i * 3 + 0] = 0;
393                 polygonelement3s[i * 3 + 1] = i + 1;
394                 polygonelement3s[i * 3 + 2] = i + 2;
395         }
396         // elements for rendering a series of quads as triangles
397         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
398         {
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;
405         }
406
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];
411
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);
420
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");
422
423         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
424 }
425
426 void GL_SetMirrorState(qboolean state);
427
428 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
429 {
430         vec4_t temp;
431         float iw;
432         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
433         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
434         iw = 1.0f / out[3];
435         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
436
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;
440
441         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
442 }
443
444 void GL_Finish(void)
445 {
446         switch(vid.renderpath)
447         {
448         case RENDERPATH_GL32:
449         case RENDERPATH_GLES2:
450                 CHECKGLERROR
451                 qglFinish();CHECKGLERROR
452                 break;
453         }
454 }
455
456 static int bboxedges[12][2] =
457 {
458         // top
459         {0, 1}, // +X
460         {0, 2}, // +Y
461         {1, 3}, // Y, +X
462         {2, 3}, // X, +Y
463         // bottom
464         {4, 5}, // +X
465         {4, 6}, // +Y
466         {5, 7}, // Y, +X
467         {6, 7}, // X, +Y
468         // verticals
469         {0, 4}, // +Z
470         {1, 5}, // X, +Z
471         {2, 6}, // Y, +Z
472         {3, 7}, // XY, +Z
473 };
474
475 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
476 {
477         int i, ix1, iy1, ix2, iy2;
478         float x1, y1, x2, y2;
479         vec4_t v, v2;
480         float vertex[20][3];
481         int j, k;
482         vec4_t plane4f;
483         int numvertices;
484         float corner[8][4];
485         float dist[8];
486         int sign[8];
487         float f;
488
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;
493
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))
496                 return false;
497
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;
501         numvertices = 0;
502         for (i = 0;i < 8;i++)
503         {
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;
507                 if (!sign[i])
508                 {
509                         VectorCopy(corner[i], vertex[numvertices]);
510                         numvertices++;
511                 }
512         }
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)
516         {
517                 // add clipped edge points
518                 for (i = 0;i < 12;i++)
519                 {
520                         j = bboxedges[i][0];
521                         k = bboxedges[i][1];
522                         if (sign[j] != sign[k])
523                         {
524                                 f = dist[j] / (dist[j] - dist[k]);
525                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
526                                 numvertices++;
527                         }
528                 }
529         }
530
531         // if we have no points to check, it is behind the view plane
532         if (!numvertices)
533                 return true;
534
535         // if we have some points to transform, check what screen area is covered
536         x1 = y1 = x2 = y2 = 0;
537         v[3] = 1.0f;
538         //Con_Printf("%i vertices to transform...\n", numvertices);
539         for (i = 0;i < numvertices;i++)
540         {
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]);
544                 if (i)
545                 {
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];
550                 }
551                 else
552                 {
553                         x1 = x2 = v2[0];
554                         y1 = y2 = v2[1];
555                 }
556         }
557
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);
568
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;
574
575         // if it is inside out, it's not visible
576         if (ix2 <= ix1 || iy2 <= iy1)
577                 return true;
578
579         // the light area is visible, set up the scissor rectangle
580         scissor[0] = ix1;
581         scissor[1] = iy1;
582         scissor[2] = ix2 - ix1;
583         scissor[3] = iy2 - iy1;
584
585         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
586         switch(vid.renderpath)
587         {
588         case RENDERPATH_GL32:
589         case RENDERPATH_GLES2:
590                 break;
591         }
592
593         return false;
594 }
595
596
597 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
598 {
599         float q[4];
600         float d;
601         float clipPlane[4], v3[3], v4[3];
602         float normal[3];
603
604         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
605
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);
612
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];
619         q[2] = -1.0f;
620         q[3] = (1.0f + m[10]) / m[14];
621
622         // Calculate the scaled plane vector
623         d = 2.0f / DotProduct4(clipPlane, q);
624
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;
630 }
631
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)
633 {
634         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
635         float m[16];
636         memset(v, 0, sizeof(*v));
637         v->type = R_VIEWPORTTYPE_ORTHO;
638         v->cameramatrix = *cameramatrix;
639         v->x = x;
640         v->y = y;
641         v->z = 0;
642         v->width = width;
643         v->height = height;
644         v->depth = 1;
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);
652         m[15] = 1;
653         switch(vid.renderpath)
654         {
655         case RENDERPATH_GL32:
656         case RENDERPATH_GLES2:
657                 break;
658         }
659         v->screentodepth[0] = -farclip / (farclip - nearclip);
660         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
661
662         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
663
664         if (nearplane)
665                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
666
667         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
668
669 #if 0
670         {
671                 vec4_t test1;
672                 vec4_t test2;
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]);
676         }
677 #endif
678 }
679
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)
681 {
682         matrix4x4_t tempmatrix, basematrix;
683         float m[16];
684         memset(v, 0, sizeof(*v));
685
686         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
687         v->cameramatrix = *cameramatrix;
688         v->x = x;
689         v->y = y;
690         v->z = 0;
691         v->width = width;
692         v->height = height;
693         v->depth = 1;
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);
699         m[15] = 1;
700         v->screentodepth[0] = -farclip / (farclip - nearclip);
701         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
702
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);
707
708         if (nearplane)
709                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
710
711         if(v_flipped.integer)
712         {
713                 m[0] = -m[0];
714                 m[4] = -m[4];
715                 m[8] = -m[8];
716                 m[12] = -m[12];
717         }
718
719         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
720 }
721
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)
723 {
724         matrix4x4_t tempmatrix, basematrix;
725         float m[16];
726         memset(v, 0, sizeof(*v));
727
728         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
729         v->cameramatrix = *cameramatrix;
730         v->x = x;
731         v->y = y;
732         v->z = 0;
733         v->width = width;
734         v->height = height;
735         v->depth = 1;
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);
740         m[11] = -1;
741         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
742         v->screentodepth[0] = -farclip / (farclip - nearclip);
743         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
744
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);
749
750         if (nearplane)
751                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
752
753         if(v_flipped.integer)
754         {
755                 m[0] = -m[0];
756                 m[4] = -m[4];
757                 m[8] = -m[8];
758                 m[12] = -m[12];
759         }
760
761         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
762 }
763
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)
765 {
766         matrix4x4_t tempmatrix, basematrix;
767         const float nudge = 1.0 - 1.0 / (1<<23);
768         float m[16];
769         memset(v, 0, sizeof(*v));
770
771         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
772         v->cameramatrix = *cameramatrix;
773         v->x = x;
774         v->y = y;
775         v->z = 0;
776         v->width = width;
777         v->height = height;
778         v->depth = 1;
779         memset(m, 0, sizeof(m));
780         m[ 0] = 1.0 / frustumx;
781         m[ 5] = 1.0 / frustumy;
782         m[10] = -nudge;
783         m[11] = -1;
784         m[14] = -2 * nearclip * nudge;
785         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
786         v->screentodepth[1] = m[14] * -0.5;
787
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);
792
793         if (nearplane)
794                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
795
796         if(v_flipped.integer)
797         {
798                 m[0] = -m[0];
799                 m[4] = -m[4];
800                 m[8] = -m[8];
801                 m[12] = -m[12];
802         }
803
804         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
805 }
806
807 float cubeviewmatrix[6][16] =
808 {
809     // standard cubemap projections
810     { // +X
811          0, 0,-1, 0,
812          0,-1, 0, 0,
813         -1, 0, 0, 0,
814          0, 0, 0, 1,
815     },
816     { // -X
817          0, 0, 1, 0,
818          0,-1, 0, 0,
819          1, 0, 0, 0,
820          0, 0, 0, 1,
821     },
822     { // +Y
823          1, 0, 0, 0,
824          0, 0,-1, 0,
825          0, 1, 0, 0,
826          0, 0, 0, 1,
827     },
828     { // -Y
829          1, 0, 0, 0,
830          0, 0, 1, 0,
831          0,-1, 0, 0,
832          0, 0, 0, 1,
833     },
834     { // +Z
835          1, 0, 0, 0,
836          0,-1, 0, 0,
837          0, 0,-1, 0,
838          0, 0, 0, 1,
839     },
840     { // -Z
841         -1, 0, 0, 0,
842          0,-1, 0, 0,
843          0, 0, 1, 0,
844          0, 0, 0, 1,
845     },
846 };
847 float rectviewmatrix[6][16] =
848 {
849     // sign-preserving cubemap projections
850     { // +X
851          0, 0,-1, 0,
852          0, 1, 0, 0,
853          1, 0, 0, 0,
854          0, 0, 0, 1,
855     },
856     { // -X
857          0, 0, 1, 0,
858          0, 1, 0, 0,
859          1, 0, 0, 0,
860          0, 0, 0, 1,
861     },
862     { // +Y
863          1, 0, 0, 0,
864          0, 0,-1, 0,
865          0, 1, 0, 0,
866          0, 0, 0, 1,
867     },
868     { // -Y
869          1, 0, 0, 0,
870          0, 0, 1, 0,
871          0, 1, 0, 0,
872          0, 0, 0, 1,
873     },
874     { // +Z
875          1, 0, 0, 0,
876          0, 1, 0, 0,
877          0, 0,-1, 0,
878          0, 0, 0, 1,
879     },
880     { // -Z
881          1, 0, 0, 0,
882          0, 1, 0, 0,
883          0, 0, 1, 0,
884          0, 0, 0, 1,
885     },
886 };
887
888 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
889 {
890         matrix4x4_t tempmatrix, basematrix;
891         float m[16];
892         memset(v, 0, sizeof(*v));
893         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
894         v->cameramatrix = *cameramatrix;
895         v->width = size;
896         v->height = size;
897         v->depth = 1;
898         memset(m, 0, sizeof(m));
899         m[0] = m[5] = 1.0f;
900         m[10] = -(farclip + nearclip) / (farclip - nearclip);
901         m[11] = -1;
902         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
903
904         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
905         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
906         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
907
908         if (nearplane)
909                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
910
911         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
912 }
913
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)
915 {
916         matrix4x4_t tempmatrix, basematrix;
917         float m[16];
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;
923         v->width = size;
924         v->height = size;
925         v->depth = 1;
926         memset(m, 0, sizeof(m));
927         m[0] = m[5] = 1.0f * ((float)size - border) / size;
928         m[10] = -(farclip + nearclip) / (farclip - nearclip);
929         m[11] = -1;
930         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
931
932         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
933         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
934         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
935
936         if (nearplane)
937                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
938
939         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
940 }
941
942 void R_SetViewport(const r_viewport_t *v)
943 {
944         gl_viewport = *v;
945
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));
948
949         // copy over the matrices to our state
950         gl_viewmatrix = v->viewmatrix;
951         gl_projectionmatrix = v->projectmatrix;
952
953         switch(vid.renderpath)
954         {
955         case RENDERPATH_GL32:
956         case RENDERPATH_GLES2:
957                 CHECKGLERROR
958                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
959                 break;
960         }
961
962         // force an update of the derived matrices
963         gl_modelmatrixchanged = true;
964         R_EntityMatrix(&gl_modelmatrix);
965 }
966
967 void R_GetViewport(r_viewport_t *v)
968 {
969         *v = gl_viewport;
970 }
971
972 static void GL_BindVBO(int bufferobject)
973 {
974         if (gl_state.vertexbufferobject != bufferobject)
975         {
976                 gl_state.vertexbufferobject = bufferobject;
977                 CHECKGLERROR
978                 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
979         }
980 }
981
982 static void GL_BindEBO(int bufferobject)
983 {
984         if (gl_state.elementbufferobject != bufferobject)
985         {
986                 gl_state.elementbufferobject = bufferobject;
987                 CHECKGLERROR
988                 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
989         }
990 }
991
992 static void GL_BindUBO(int bufferobject)
993 {
994         if (gl_state.uniformbufferobject != bufferobject)
995         {
996                 gl_state.uniformbufferobject = bufferobject;
997 #ifdef GL_UNIFORM_BUFFER
998                 CHECKGLERROR
999                 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1000 #endif
1001         }
1002 }
1003
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)
1006 {
1007         int temp;
1008         GLuint status;
1009         switch(vid.renderpath)
1010         {
1011         case RENDERPATH_GL32:
1012         case RENDERPATH_GLES2:
1013                 CHECKGLERROR
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
1017 #ifdef USE_GLES2
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
1021 #else
1022                 if (depthtexture  && depthtexture->texnum )
1023                 {
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
1026                 }
1027                 if (depthtexture  && depthtexture->renderbuffernum )
1028                 {
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
1031                 }
1032 #endif
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
1041
1042 #ifndef USE_GLES2
1043                 if (colortexture4 && qglDrawBuffersARB)
1044                 {
1045                         qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1046                         qglReadBuffer(GL_NONE);CHECKGLERROR
1047                 }
1048                 else if (colortexture3 && qglDrawBuffersARB)
1049                 {
1050                         qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1051                         qglReadBuffer(GL_NONE);CHECKGLERROR
1052                 }
1053                 else if (colortexture2 && qglDrawBuffersARB)
1054                 {
1055                         qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1056                         qglReadBuffer(GL_NONE);CHECKGLERROR
1057                 }
1058                 else if (colortexture && qglDrawBuffer)
1059                 {
1060                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1061                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1062                 }
1063                 else if (qglDrawBuffer)
1064                 {
1065                         qglDrawBuffer(GL_NONE);CHECKGLERROR
1066                         qglReadBuffer(GL_NONE);CHECKGLERROR
1067                 }
1068 #endif
1069                 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1070                 if (status != GL_FRAMEBUFFER_COMPLETE)
1071                 {
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
1075                         temp = 0;
1076                 }
1077                 return temp;
1078         }
1079         return 0;
1080 }
1081
1082 void R_Mesh_DestroyFramebufferObject(int fbo)
1083 {
1084         switch(vid.renderpath)
1085         {
1086         case RENDERPATH_GL32:
1087         case RENDERPATH_GLES2:
1088                 if (fbo)
1089                 {
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
1094                 }
1095                 break;
1096         }
1097 }
1098
1099 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1100 {
1101         unsigned int i;
1102         unsigned int j;
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++)
1108                 if (textures[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)
1114         {
1115         case RENDERPATH_GL32:
1116         case RENDERPATH_GLES2:
1117                 if (gl_state.framebufferobject != fbo)
1118                 {
1119                         gl_state.framebufferobject = fbo;
1120                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1121                 }
1122                 break;
1123         }
1124 }
1125
1126 static void GL_Backend_ResetState(void)
1127 {
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;
1148
1149         switch(vid.renderpath)
1150         {
1151         case RENDERPATH_GL32:
1152         case RENDERPATH_GLES2:
1153                 CHECKGLERROR
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;
1171                 CHECKGLERROR
1172                 break;
1173         }
1174 }
1175
1176 void GL_ActiveTexture(unsigned int num)
1177 {
1178         if (gl_state.unit != num)
1179         {
1180                 gl_state.unit = num;
1181                 switch(vid.renderpath)
1182                 {
1183                 case RENDERPATH_GL32:
1184                 case RENDERPATH_GLES2:
1185                         CHECKGLERROR
1186                         qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1187                         break;
1188                 }
1189         }
1190 }
1191
1192 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1193 {
1194         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1195         {
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)
1201                 {
1202                 case RENDERPATH_GL32:
1203                 case RENDERPATH_GLES2:
1204                         CHECKGLERROR
1205                         if (qglBlendFuncSeparate)
1206                         {
1207                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1208                         }
1209                         else
1210                         {
1211                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1212                         }
1213                         if (gl_state.blend != blendenable)
1214                         {
1215                                 gl_state.blend = blendenable;
1216                                 if (!gl_state.blend)
1217                                 {
1218                                         qglDisable(GL_BLEND);CHECKGLERROR
1219                                 }
1220                                 else
1221                                 {
1222                                         qglEnable(GL_BLEND);CHECKGLERROR
1223                                 }
1224                         }
1225                         break;
1226                 }
1227         }
1228 }
1229
1230 void GL_DepthMask(int state)
1231 {
1232         if (gl_state.depthmask != state)
1233         {
1234                 gl_state.depthmask = state;
1235                 switch(vid.renderpath)
1236                 {
1237                 case RENDERPATH_GL32:
1238                 case RENDERPATH_GLES2:
1239                         CHECKGLERROR
1240                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1241                         break;
1242                 }
1243         }
1244 }
1245
1246 void GL_DepthTest(int state)
1247 {
1248         if (gl_state.depthtest != state)
1249         {
1250                 gl_state.depthtest = state;
1251                 switch(vid.renderpath)
1252                 {
1253                 case RENDERPATH_GL32:
1254                 case RENDERPATH_GLES2:
1255                         CHECKGLERROR
1256                         if (gl_state.depthtest)
1257                         {
1258                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1259                         }
1260                         else
1261                         {
1262                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1263                         }
1264                         break;
1265                 }
1266         }
1267 }
1268
1269 void GL_DepthFunc(int state)
1270 {
1271         if (gl_state.depthfunc != state)
1272         {
1273                 gl_state.depthfunc = state;
1274                 switch(vid.renderpath)
1275                 {
1276                 case RENDERPATH_GL32:
1277                 case RENDERPATH_GLES2:
1278                         CHECKGLERROR
1279                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1280                         break;
1281                 }
1282         }
1283 }
1284
1285 void GL_DepthRange(float nearfrac, float farfrac)
1286 {
1287         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1288         {
1289                 gl_state.depthrange[0] = nearfrac;
1290                 gl_state.depthrange[1] = farfrac;
1291                 switch(vid.renderpath)
1292                 {
1293                 case RENDERPATH_GL32:
1294                 case RENDERPATH_GLES2:
1295                         CHECKGLERROR
1296 #ifdef USE_GLES2
1297                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1298 #else
1299                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1300 #endif
1301                         break;
1302                 }
1303         }
1304 }
1305
1306 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1307 {
1308         switch (vid.renderpath)
1309         {
1310         case RENDERPATH_GL32:
1311         case RENDERPATH_GLES2:
1312                 CHECKGLERROR
1313                 if (enable)
1314                 {
1315                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1316                 }
1317                 else
1318                 {
1319                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1320                 }
1321                 qglStencilMask(writemask);CHECKGLERROR
1322                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1323                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1324                 CHECKGLERROR
1325                 break;
1326         }
1327 }
1328
1329 void GL_PolygonOffset(float planeoffset, float depthoffset)
1330 {
1331         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1332         {
1333                 gl_state.polygonoffset[0] = planeoffset;
1334                 gl_state.polygonoffset[1] = depthoffset;
1335                 switch(vid.renderpath)
1336                 {
1337                 case RENDERPATH_GL32:
1338                 case RENDERPATH_GLES2:
1339                         CHECKGLERROR
1340                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1341                         break;
1342                 }
1343         }
1344 }
1345
1346 void GL_SetMirrorState(qboolean state)
1347 {
1348         if (v_flipped_state != state)
1349         {
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;
1355                 else
1356                         return;
1357                 switch(vid.renderpath)
1358                 {
1359                 case RENDERPATH_GL32:
1360                 case RENDERPATH_GLES2:
1361                         CHECKGLERROR
1362                         qglCullFace(gl_state.cullface);CHECKGLERROR
1363                         break;
1364                 }
1365         }
1366 }
1367
1368 void GL_CullFace(int state)
1369 {
1370         if(v_flipped_state)
1371         {
1372                 if(state == GL_FRONT)
1373                         state = GL_BACK;
1374                 else if(state == GL_BACK)
1375                         state = GL_FRONT;
1376         }
1377
1378         switch(vid.renderpath)
1379         {
1380         case RENDERPATH_GL32:
1381         case RENDERPATH_GLES2:
1382                 CHECKGLERROR
1383
1384                 if (state != GL_NONE)
1385                 {
1386                         if (!gl_state.cullfaceenable)
1387                         {
1388                                 gl_state.cullfaceenable = true;
1389                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
1390                         }
1391                         if (gl_state.cullface != state)
1392                         {
1393                                 gl_state.cullface = state;
1394                                 qglCullFace(gl_state.cullface);CHECKGLERROR
1395                         }
1396                 }
1397                 else
1398                 {
1399                         if (gl_state.cullfaceenable)
1400                         {
1401                                 gl_state.cullfaceenable = false;
1402                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1403                         }
1404                 }
1405                 break;
1406         }
1407 }
1408
1409 void GL_AlphaToCoverage(qboolean state)
1410 {
1411         if (gl_state.alphatocoverage != state)
1412         {
1413                 gl_state.alphatocoverage = state;
1414                 switch(vid.renderpath)
1415                 {
1416                 case RENDERPATH_GLES2:
1417                         break;
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
1421                         CHECKGLERROR
1422                         if (gl_state.alphatocoverage)
1423                         {
1424                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1425 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1426                         }
1427                         else
1428                         {
1429                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1430 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1431                         }
1432 #endif
1433                         break;
1434                 }
1435         }
1436 }
1437
1438 void GL_ColorMask(int r, int g, int b, int a)
1439 {
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)
1443         {
1444                 gl_state.colormask = state;
1445                 switch(vid.renderpath)
1446                 {
1447                 case RENDERPATH_GL32:
1448                 case RENDERPATH_GLES2:
1449                         CHECKGLERROR
1450                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1451                         break;
1452                 }
1453         }
1454 }
1455
1456 void GL_Color(float cr, float cg, float cb, float ca)
1457 {
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)
1459         {
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)
1465                 {
1466                 case RENDERPATH_GL32:
1467                 case RENDERPATH_GLES2:
1468                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1469                         break;
1470                 }
1471         }
1472 }
1473
1474 void GL_Scissor (int x, int y, int width, int height)
1475 {
1476         switch(vid.renderpath)
1477         {
1478         case RENDERPATH_GL32:
1479         case RENDERPATH_GLES2:
1480                 CHECKGLERROR
1481                 qglScissor(x, y,width,height);CHECKGLERROR
1482                 break;
1483         }
1484 }
1485
1486 void GL_ScissorTest(int state)
1487 {
1488         if (gl_state.scissortest != state)
1489         {
1490                 gl_state.scissortest = state;
1491                 switch(vid.renderpath)
1492                 {
1493                 case RENDERPATH_GL32:
1494                 case RENDERPATH_GLES2:
1495                         CHECKGLERROR
1496                         if(gl_state.scissortest)
1497                                 qglEnable(GL_SCISSOR_TEST);
1498                         else
1499                                 qglDisable(GL_SCISSOR_TEST);
1500                         CHECKGLERROR
1501                         break;
1502                 }
1503         }
1504 }
1505
1506 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1507 {
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
1511         if (!colorvalue)
1512                 colorvalue = blackcolor;
1513         if (!vid.stencil)
1514         {
1515                 mask &= ~GL_STENCIL_BUFFER_BIT;
1516                 stencilvalue = 0;
1517         }
1518         switch(vid.renderpath)
1519         {
1520         case RENDERPATH_GL32:
1521         case RENDERPATH_GLES2:
1522                 CHECKGLERROR
1523                 if (mask & GL_COLOR_BUFFER_BIT)
1524                 {
1525                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1526                 }
1527                 if (mask & GL_DEPTH_BUFFER_BIT)
1528                 {
1529 #ifdef USE_GLES2
1530                         qglClearDepthf(depthvalue);CHECKGLERROR
1531 #else
1532                         qglClearDepth(depthvalue);CHECKGLERROR
1533 #endif
1534                 }
1535                 if (mask & GL_STENCIL_BUFFER_BIT)
1536                 {
1537                         qglClearStencil(stencilvalue);CHECKGLERROR
1538                 }
1539                 qglClear(mask);CHECKGLERROR
1540                 break;
1541         }
1542 }
1543
1544 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1545 {
1546         switch(vid.renderpath)
1547         {
1548         case RENDERPATH_GL32:
1549         case RENDERPATH_GLES2:
1550                 CHECKGLERROR
1551 #ifndef GL_BGRA
1552                 {
1553                         int i;
1554                         int r;
1555                 //      int g;
1556                         int b;
1557                 //      int a;
1558                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1559                         for (i = 0;i < width * height * 4;i += 4)
1560                         {
1561                                 r = outpixels[i+0];
1562                 //              g = outpixels[i+1];
1563                                 b = outpixels[i+2];
1564                 //              a = outpixels[i+3];
1565                                 outpixels[i+0] = b;
1566                 //              outpixels[i+1] = g;
1567                                 outpixels[i+2] = r;
1568                 //              outpixels[i+3] = a;
1569                         }
1570                 }
1571 #else
1572                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1573 #endif
1574                         break;
1575         }
1576 }
1577
1578 // called at beginning of frame
1579 void R_Mesh_Start(void)
1580 {
1581         BACKENDACTIVECHECK
1582         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1583         if (gl_printcheckerror.integer && !gl_paranoid.integer)
1584         {
1585                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1586                 Cvar_SetValueQuick(&gl_paranoid, 1);
1587         }
1588 }
1589
1590 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1591 {
1592         int shaderobject;
1593         int shadercompiled;
1594         char compilelog[MAX_INPUTLINE];
1595         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1596         if (!shaderobject)
1597                 return false;
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))
1603         {
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')
1608                                         pretextlines++;
1609                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1610         }
1611         if (!shadercompiled)
1612         {
1613                 qglDeleteShader(shaderobject);CHECKGLERROR
1614                 return false;
1615         }
1616         qglAttachShader(programobject, shaderobject);CHECKGLERROR
1617         qglDeleteShader(shaderobject);CHECKGLERROR
1618         return true;
1619 }
1620
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)
1622 {
1623         GLint programlinked;
1624         GLuint programobject = 0;
1625         char linklog[MAX_INPUTLINE];
1626         CHECKGLERROR
1627
1628         programobject = qglCreateProgram();CHECKGLERROR
1629         if (!programobject)
1630                 return 0;
1631
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");
1642 #ifndef USE_GLES2
1643         qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1644 #endif
1645         CHECKGLERROR
1646
1647         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1648                 goto cleanup;
1649
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))
1652                 goto cleanup;
1653 #endif
1654
1655         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1656                 goto cleanup;
1657
1658         qglLinkProgram(programobject);CHECKGLERROR
1659         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1660         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1661
1662         if (linklog[0])
1663         {
1664
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);
1667
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
1673                 // texture limits.
1674                 if (strstr(linklog, "fragment shader will run in software"))
1675                         programlinked = false;
1676         }
1677
1678         if (!programlinked)
1679                 goto cleanup;
1680
1681         return programobject;
1682 cleanup:
1683         qglDeleteProgram(programobject);CHECKGLERROR
1684         return 0;
1685 }
1686
1687 void GL_Backend_FreeProgram(unsigned int prog)
1688 {
1689         CHECKGLERROR
1690         qglDeleteProgram(prog);
1691         CHECKGLERROR
1692 }
1693
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)
1696 {
1697         unsigned int numelements = numtriangles * 3;
1698         int bufferobject3i;
1699         size_t bufferoffset3i;
1700         int bufferobject3s;
1701         size_t bufferoffset3s;
1702         if (numvertices < 3 || numtriangles < 1)
1703         {
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);
1706                 return;
1707         }
1708         // adjust the pointers for firsttriangle
1709         if (element3i)
1710                 element3i += firsttriangle * 3;
1711         if (element3i_indexbuffer)
1712                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1713         if (element3s)
1714                 element3s += firsttriangle * 3;
1715         if (element3s_indexbuffer)
1716                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1717         // upload a dynamic index buffer if needed
1718         if (element3s)
1719         {
1720                 if (!element3s_indexbuffer)
1721                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1722         }
1723         else if (element3i)
1724         {
1725                 if (!element3i_indexbuffer)
1726                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1727         }
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)
1736         {
1737                 unsigned int i;
1738                 if (element3i)
1739                 {
1740                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1741                         {
1742                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1743                                 {
1744                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1745                                         return;
1746                                 }
1747                         }
1748                 }
1749                 if (element3s)
1750                 {
1751                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1752                         {
1753                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1754                                 {
1755                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1756                                         return;
1757                                 }
1758                         }
1759                 }
1760         }
1761         if (r_render.integer || r_refdef.draw2dstage)
1762         {
1763                 switch(vid.renderpath)
1764                 {
1765                 case RENDERPATH_GL32:
1766                 case RENDERPATH_GLES2:
1767                         CHECKGLERROR
1768                         if (bufferobject3s)
1769                         {
1770                                 GL_BindEBO(bufferobject3s);
1771                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1772                         }
1773                         else if (bufferobject3i)
1774                         {
1775                                 GL_BindEBO(bufferobject3i);
1776                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1777                         }
1778                         else
1779                         {
1780                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1781                         }
1782                         break;
1783                 }
1784         }
1785 }
1786
1787 // restores backend state, used when done with 3D rendering
1788 void R_Mesh_Finish(void)
1789 {
1790         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1791 }
1792
1793 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1794 {
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);
1807         return buffer;
1808 }
1809
1810 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1811 {
1812         if (!buffer)
1813                 return;
1814         if (buffer->isindexbuffer)
1815         {
1816                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1817                 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1818         }
1819         else
1820         {
1821                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1822                 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1823         }
1824         if (!subdata)
1825                 buffer->size = size;
1826         switch(vid.renderpath)
1827         {
1828         case RENDERPATH_GL32:
1829         case RENDERPATH_GLES2:
1830                 if (!buffer->bufferobject)
1831                         qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1832                 CHECKGLERROR
1833                 if (buffer->isuniformbuffer)
1834                         GL_BindUBO(buffer->bufferobject);
1835                 else if (buffer->isindexbuffer)
1836                         GL_BindEBO(buffer->bufferobject);
1837                 else
1838                         GL_BindVBO(buffer->bufferobject);
1839
1840                 {
1841                         int buffertype;
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;
1846 #endif
1847                         CHECKGLERROR
1848                         if (subdata)
1849                                 qglBufferSubData(buffertype, offset, size, data);
1850                         else
1851                                 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1852                         CHECKGLERROR
1853                 }
1854                 if (buffer->isuniformbuffer)
1855                         GL_BindUBO(0);
1856                 break;
1857         }
1858 }
1859
1860 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1861 {
1862         if (!buffer)
1863                 return;
1864         switch(vid.renderpath)
1865         {
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;
1875                 CHECKGLERROR
1876                 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1877                 break;
1878         }
1879         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1880 }
1881
1882 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1883 void GL_Mesh_ListVBOs(qboolean printeach)
1884 {
1885         int i, endindex;
1886         int type;
1887         int isdynamic;
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++)
1898         {
1899                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1900                 if (!buffer)
1901                         continue;
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;
1908                 else
1909                         type = R_BUFFERDATA_VERTEX;
1910                 isdynamic = buffer->isdynamic;
1911                 bufferstat[type][isdynamic][0]++;
1912                 bufferstat[type][isdynamic][1] += buffer->size;
1913                 if (printeach)
1914                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1915         }
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);
1927 }
1928
1929
1930
1931 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1932 {
1933         switch(vid.renderpath)
1934         {
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)
1938                 {
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;
1948                         CHECKGLERROR
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
1952                 }
1953                 break;
1954         }
1955 }
1956
1957 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1958 {
1959         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1960         // the pointer only.
1961         switch(vid.renderpath)
1962         {
1963         case RENDERPATH_GL32:
1964         case RENDERPATH_GLES2:
1965                 CHECKGLERROR
1966                 if (pointer)
1967                 {
1968                         // caller wants color array enabled
1969                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1970                         if (!gl_state.pointer_color_enabled)
1971                         {
1972                                 gl_state.pointer_color_enabled = true;
1973                                 CHECKGLERROR
1974                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1975                         }
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)
1977                         {
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;
1984                                 CHECKGLERROR
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
1988                         }
1989                 }
1990                 else
1991                 {
1992                         // caller wants color array disabled
1993                         if (gl_state.pointer_color_enabled)
1994                         {
1995                                 gl_state.pointer_color_enabled = false;
1996                                 CHECKGLERROR
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
2000                         }
2001                 }
2002                 break;
2003         }
2004 }
2005
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)
2007 {
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)
2015         {
2016         case RENDERPATH_GL32:
2017         case RENDERPATH_GLES2:
2018                 CHECKGLERROR
2019                 if (pointer)
2020                 {
2021                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2022                         // texture array unit is enabled, enable the array
2023                         if (!unit->arrayenabled)
2024                         {
2025                                 unit->arrayenabled = true;
2026                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2027                         }
2028                         // texcoord array
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)
2030                         {
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
2040                         }
2041                 }
2042                 else
2043                 {
2044                         // texture array unit is disabled, disable the array
2045                         if (unit->arrayenabled)
2046                         {
2047                                 unit->arrayenabled = false;
2048                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2049                         }
2050                 }
2051                 break;
2052         }
2053 }
2054
2055 int R_Mesh_TexBound(unsigned int unitnum, int id)
2056 {
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)
2061                 return unit->t2d;
2062         if (id == GL_TEXTURE_3D)
2063                 return unit->t3d;
2064         if (id == GL_TEXTURE_CUBE_MAP)
2065                 return unit->tcubemap;
2066         return 0;
2067 }
2068
2069 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2070 {
2071         switch(vid.renderpath)
2072         {
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
2078                 break;
2079         }
2080 }
2081
2082 void R_Mesh_ClearBindingsForTexture(int texnum)
2083 {
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++)
2088         {
2089                 unit = gl_state.units + unitnum;
2090                 if (unit->texture && unit->texture->texnum == texnum)
2091                         R_Mesh_TexBind(unitnum, NULL);
2092         }
2093 }
2094
2095 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2096 {
2097         gltextureunit_t *unit = gl_state.units + unitnum;
2098         int texnum;
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)
2102                 return;
2103         switch(vid.renderpath)
2104         {
2105         case RENDERPATH_GL32:
2106         case RENDERPATH_GLES2:
2107                 if (!tex)
2108                 {
2109                         tex = r_texture_white;
2110                         // not initialized enough yet...
2111                         if (!tex)
2112                                 return;
2113                 }
2114                 unit->texture = tex;
2115                 texnum = R_GetTexture(tex);
2116                 switch(tex->gltexturetypeenum)
2117                 {
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;
2121                 }
2122                 break;
2123         }
2124 }
2125
2126 void R_Mesh_ResetTextureState(void)
2127 {
2128         unsigned int unitnum;
2129
2130         BACKENDACTIVECHECK
2131
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);
2136 }
2137
2138 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2139 {
2140         // upload temporary vertexbuffer for this rendering
2141         if (!vertexbuffer)
2142                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2143         if (vertexbuffer)
2144         {
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);
2155         }
2156         else
2157         {
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);
2168         }
2169 }
2170
2171 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2172 {
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                              );
2192 }
2193
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)
2195 {
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                              );
2227 }
2228
2229 void GL_BlendEquationSubtract(qboolean negated)
2230 {
2231         CHECKGLERROR
2232         if(negated)
2233         {
2234                 switch(vid.renderpath)
2235                 {
2236                 case RENDERPATH_GL32:
2237                 case RENDERPATH_GLES2:
2238                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2239                         break;
2240                 }
2241         }
2242         else
2243         {
2244                 switch(vid.renderpath)
2245                 {
2246                 case RENDERPATH_GL32:
2247                 case RENDERPATH_GLES2:
2248                         qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
2249                         break;
2250                 }
2251         }
2252 }