3 #include "cl_collision.h"
5 // on GLES we have to use some proper #define's
7 #define GL_FRAMEBUFFER 0x8D40
8 #define GL_DEPTH_ATTACHMENT 0x8D00
9 #define GL_COLOR_ATTACHMENT0 0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1 0x8CE1
14 #define GL_COLOR_ATTACHMENT2 0x8CE2
15 #define GL_COLOR_ATTACHMENT3 0x8CE3
16 #define GL_COLOR_ATTACHMENT4 0x8CE4
17 #define GL_COLOR_ATTACHMENT5 0x8CE5
18 #define GL_COLOR_ATTACHMENT6 0x8CE6
19 #define GL_COLOR_ATTACHMENT7 0x8CE7
20 #define GL_COLOR_ATTACHMENT8 0x8CE8
21 #define GL_COLOR_ATTACHMENT9 0x8CE9
22 #define GL_COLOR_ATTACHMENT10 0x8CEA
23 #define GL_COLOR_ATTACHMENT11 0x8CEB
24 #define GL_COLOR_ATTACHMENT12 0x8CEC
25 #define GL_COLOR_ATTACHMENT13 0x8CED
26 #define GL_COLOR_ATTACHMENT14 0x8CEE
27 #define GL_COLOR_ATTACHMENT15 0x8CEF
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER 0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
34 #define GL_TEXTURE0 0x84C0
35 #define GL_TEXTURE1 0x84C1
36 #define GL_TEXTURE2 0x84C2
37 #define GL_TEXTURE3 0x84C3
38 #define GL_TEXTURE4 0x84C4
39 #define GL_TEXTURE5 0x84C5
40 #define GL_TEXTURE6 0x84C6
41 #define GL_TEXTURE7 0x84C7
42 #define GL_TEXTURE8 0x84C8
43 #define GL_TEXTURE9 0x84C9
44 #define GL_TEXTURE10 0x84CA
45 #define GL_TEXTURE11 0x84CB
46 #define GL_TEXTURE12 0x84CC
47 #define GL_TEXTURE13 0x84CD
48 #define GL_TEXTURE14 0x84CE
49 #define GL_TEXTURE15 0x84CF
50 #define GL_TEXTURE16 0x84D0
51 #define GL_TEXTURE17 0x84D1
52 #define GL_TEXTURE18 0x84D2
53 #define GL_TEXTURE19 0x84D3
54 #define GL_TEXTURE20 0x84D4
55 #define GL_TEXTURE21 0x84D5
56 #define GL_TEXTURE22 0x84D6
57 #define GL_TEXTURE23 0x84D7
58 #define GL_TEXTURE24 0x84D8
59 #define GL_TEXTURE25 0x84D9
60 #define GL_TEXTURE26 0x84DA
61 #define GL_TEXTURE27 0x84DB
62 #define GL_TEXTURE28 0x84DC
63 #define GL_TEXTURE29 0x84DD
64 #define GL_TEXTURE30 0x84DE
65 #define GL_TEXTURE31 0x84DF
69 #define GL_TEXTURE_3D 0x806F
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP 0x8513
76 #define MAX_RENDERTARGETS 4
78 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
79 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
82 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
84 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
85 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
86 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
88 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
89 qboolean v_flipped_state = false;
91 r_viewport_t gl_viewport;
92 matrix4x4_t gl_modelmatrix;
93 matrix4x4_t gl_viewmatrix;
94 matrix4x4_t gl_modelviewmatrix;
95 matrix4x4_t gl_projectionmatrix;
96 matrix4x4_t gl_modelviewprojectionmatrix;
97 float gl_modelview16f[16];
98 float gl_modelviewprojection16f[16];
99 qboolean gl_modelmatrixchanged;
101 int gl_maxdrawrangeelementsvertices;
102 int gl_maxdrawrangeelementsindices;
105 int gl_errornumber = 0;
107 void GL_PrintError(int errornumber, const char *filename, int linenumber)
111 #ifdef GL_INVALID_ENUM
112 case GL_INVALID_ENUM:
113 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
116 #ifdef GL_INVALID_VALUE
117 case GL_INVALID_VALUE:
118 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
121 #ifdef GL_INVALID_OPERATION
122 case GL_INVALID_OPERATION:
123 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
126 #ifdef GL_STACK_OVERFLOW
127 case GL_STACK_OVERFLOW:
128 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
131 #ifdef GL_STACK_UNDERFLOW
132 case GL_STACK_UNDERFLOW:
133 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
136 #ifdef GL_OUT_OF_MEMORY
137 case GL_OUT_OF_MEMORY:
138 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
141 #ifdef GL_TABLE_TOO_LARGE
142 case GL_TABLE_TOO_LARGE:
143 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
146 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
147 case GL_INVALID_FRAMEBUFFER_OPERATION:
148 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
152 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
158 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
160 void SCR_ScreenShot_f (void);
162 typedef struct gltextureunit_s
164 int pointer_texcoord_components;
165 int pointer_texcoord_gltype;
166 size_t pointer_texcoord_stride;
167 const void *pointer_texcoord_pointer;
168 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
169 size_t pointer_texcoord_offset;
172 int t2d, t3d, tcubemap;
174 int rgbscale, alphascale;
176 int combinergb, combinealpha;
177 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
178 int texmatrixenabled;
183 typedef struct gl_state_s
191 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
195 float polygonoffset[2];
198 float alphafuncvalue;
199 qboolean alphatocoverage;
202 unsigned int clientunit;
203 gltextureunit_t units[MAX_TEXTUREUNITS];
207 int vertexbufferobject;
208 int elementbufferobject;
209 int uniformbufferobject;
210 int framebufferobject;
211 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
212 qboolean pointer_color_enabled;
214 int pointer_vertex_components;
215 int pointer_vertex_gltype;
216 size_t pointer_vertex_stride;
217 const void *pointer_vertex_pointer;
218 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
219 size_t pointer_vertex_offset;
221 int pointer_color_components;
222 int pointer_color_gltype;
223 size_t pointer_color_stride;
224 const void *pointer_color_pointer;
225 const r_meshbuffer_t *pointer_color_vertexbuffer;
226 size_t pointer_color_offset;
228 void *preparevertices_tempdata;
229 size_t preparevertices_tempdatamaxsize;
230 int preparevertices_numvertices;
232 memexpandablearray_t meshbufferarray;
238 static gl_state_t gl_state;
242 note: here's strip order for a terrain row:
249 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
251 *elements++ = i + row;
253 *elements++ = i + row + 1;
256 *elements++ = i + row + 1;
259 for (y = 0;y < rows - 1;y++)
261 for (x = 0;x < columns - 1;x++)
264 *elements++ = i + columns;
266 *elements++ = i + columns + 1;
269 *elements++ = i + columns + 1;
280 for (y = 0;y < rows - 1;y++)
282 for (x = 0;x < columns - 1;x++)
286 *elements++ = i + columns;
287 *elements++ = i + columns + 1;
288 *elements++ = i + columns;
289 *elements++ = i + columns + 1;
295 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
296 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
297 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
298 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
300 static void GL_VBOStats_f(void)
302 GL_Mesh_ListVBOs(true);
305 static void GL_Backend_ResetState(void);
307 static void gl_backend_start(void)
309 memset(&gl_state, 0, sizeof(gl_state));
311 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
313 Con_DPrintf("OpenGL backend started.\n");
317 GL_Backend_ResetState();
319 switch(vid.renderpath)
321 case RENDERPATH_GL20:
322 case RENDERPATH_GLES2:
323 // fetch current fbo here (default fbo is not 0 on some GLES devices)
324 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
329 static void gl_backend_shutdown(void)
331 Con_DPrint("OpenGL Backend shutting down\n");
333 switch(vid.renderpath)
335 case RENDERPATH_GL20:
336 case RENDERPATH_GLES2:
340 if (gl_state.preparevertices_tempdata)
341 Mem_Free(gl_state.preparevertices_tempdata);
343 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
345 memset(&gl_state, 0, sizeof(gl_state));
348 static void gl_backend_newmap(void)
352 static void gl_backend_devicelost(void)
355 r_meshbuffer_t *buffer;
356 switch(vid.renderpath)
358 case RENDERPATH_GL20:
359 case RENDERPATH_GLES2:
362 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
363 for (i = 0;i < endindex;i++)
365 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
366 if (!buffer || !buffer->isdynamic)
368 switch(vid.renderpath)
370 case RENDERPATH_GL20:
371 case RENDERPATH_GLES2:
377 static void gl_backend_devicerestored(void)
379 switch(vid.renderpath)
381 case RENDERPATH_GL20:
382 case RENDERPATH_GLES2:
387 void gl_backend_init(void)
391 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
393 polygonelement3s[i * 3 + 0] = 0;
394 polygonelement3s[i * 3 + 1] = i + 1;
395 polygonelement3s[i * 3 + 2] = i + 2;
397 // elements for rendering a series of quads as triangles
398 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
400 quadelement3s[i * 6 + 0] = i * 4;
401 quadelement3s[i * 6 + 1] = i * 4 + 1;
402 quadelement3s[i * 6 + 2] = i * 4 + 2;
403 quadelement3s[i * 6 + 3] = i * 4;
404 quadelement3s[i * 6 + 4] = i * 4 + 2;
405 quadelement3s[i * 6 + 5] = i * 4 + 3;
408 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
409 polygonelement3i[i] = polygonelement3s[i];
410 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
411 quadelement3i[i] = quadelement3s[i];
413 Cvar_RegisterVariable(&r_render);
414 Cvar_RegisterVariable(&r_renderview);
415 Cvar_RegisterVariable(&r_waterwarp);
416 Cvar_RegisterVariable(&gl_polyblend);
417 Cvar_RegisterVariable(&v_flipped);
418 Cvar_RegisterVariable(&gl_dither);
419 Cvar_RegisterVariable(&gl_paranoid);
420 Cvar_RegisterVariable(&gl_printcheckerror);
422 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");
424 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
427 void GL_SetMirrorState(qboolean state);
429 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
433 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
434 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
436 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
438 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
439 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
440 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
442 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
447 switch(vid.renderpath)
449 case RENDERPATH_GL20:
450 case RENDERPATH_GLES2:
456 static int bboxedges[12][2] =
475 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
477 int i, ix1, iy1, ix2, iy2;
478 float x1, y1, x2, y2;
489 scissor[0] = r_refdef.view.viewport.x;
490 scissor[1] = r_refdef.view.viewport.y;
491 scissor[2] = r_refdef.view.viewport.width;
492 scissor[3] = r_refdef.view.viewport.height;
494 // if view is inside the box, just say yes it's visible
495 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
498 // transform all corners that are infront of the nearclip plane
499 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
500 plane4f[3] = r_refdef.view.frustum[4].dist;
502 for (i = 0;i < 8;i++)
504 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
505 dist[i] = DotProduct4(corner[i], plane4f);
506 sign[i] = dist[i] > 0;
509 VectorCopy(corner[i], vertex[numvertices]);
513 // if some points are behind the nearclip, add clipped edge points to make
514 // sure that the scissor boundary is complete
515 if (numvertices > 0 && numvertices < 8)
517 // add clipped edge points
518 for (i = 0;i < 12;i++)
522 if (sign[j] != sign[k])
524 f = dist[j] / (dist[j] - dist[k]);
525 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
531 // if we have no points to check, it is behind the view plane
535 // if we have some points to transform, check what screen area is covered
536 x1 = y1 = x2 = y2 = 0;
538 //Con_Printf("%i vertices to transform...\n", numvertices);
539 for (i = 0;i < numvertices;i++)
541 VectorCopy(vertex[i], v);
542 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
543 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
546 if (x1 > v2[0]) x1 = v2[0];
547 if (x2 < v2[0]) x2 = v2[0];
548 if (y1 > v2[1]) y1 = v2[1];
549 if (y2 < v2[1]) y2 = v2[1];
558 // now convert the scissor rectangle to integer screen coordinates
559 ix1 = (int)(x1 - 1.0f);
560 //iy1 = vid.height - (int)(y2 - 1.0f);
561 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
562 iy1 = (int)(y1 - 1.0f);
563 ix2 = (int)(x2 + 1.0f);
564 //iy2 = vid.height - (int)(y1 + 1.0f);
565 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
566 iy2 = (int)(y2 + 1.0f);
567 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
569 // clamp it to the screen
570 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
571 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
572 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
573 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
575 // if it is inside out, it's not visible
576 if (ix2 <= ix1 || iy2 <= iy1)
579 // the light area is visible, set up the scissor rectangle
582 scissor[2] = ix2 - ix1;
583 scissor[3] = iy2 - iy1;
585 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
586 switch(vid.renderpath)
588 case RENDERPATH_GL20:
589 case RENDERPATH_GLES2:
597 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
601 float clipPlane[4], v3[3], v4[3];
604 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
606 VectorSet(normal, normalx, normaly, normalz);
607 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
608 VectorScale(normal, -dist, v3);
609 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
610 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
611 clipPlane[3] = -DotProduct(v4, clipPlane);
615 // testing code for comparing results
617 VectorCopy4(clipPlane, clipPlane2);
618 R_EntityMatrix(&identitymatrix);
619 VectorSet(q, normal[0], normal[1], normal[2], -dist);
620 qglClipPlane(GL_CLIP_PLANE0, q);
621 qglGetClipPlane(GL_CLIP_PLANE0, q);
622 VectorCopy4(q, clipPlane);
626 // Calculate the clip-space corner point opposite the clipping plane
627 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
628 // transform it into camera space by multiplying it
629 // by the inverse of the projection matrix
630 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
631 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
633 q[3] = (1.0f + m[10]) / m[14];
635 // Calculate the scaled plane vector
636 d = 2.0f / DotProduct4(clipPlane, q);
638 // Replace the third row of the projection matrix
639 m[2] = clipPlane[0] * d;
640 m[6] = clipPlane[1] * d;
641 m[10] = clipPlane[2] * d + 1.0f;
642 m[14] = clipPlane[3] * d;
645 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)
647 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
649 memset(v, 0, sizeof(*v));
650 v->type = R_VIEWPORTTYPE_ORTHO;
651 v->cameramatrix = *cameramatrix;
658 memset(m, 0, sizeof(m));
659 m[0] = 2/(right - left);
660 m[5] = 2/(top - bottom);
661 m[10] = -2/(zFar - zNear);
662 m[12] = - (right + left)/(right - left);
663 m[13] = - (top + bottom)/(top - bottom);
664 m[14] = - (zFar + zNear)/(zFar - zNear);
666 switch(vid.renderpath)
668 case RENDERPATH_GL20:
669 case RENDERPATH_GLES2:
672 v->screentodepth[0] = -farclip / (farclip - nearclip);
673 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
675 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
678 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
680 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
686 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
687 R_Viewport_TransformToScreen(v, test1, test2);
688 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
693 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)
695 matrix4x4_t tempmatrix, basematrix;
697 memset(v, 0, sizeof(*v));
699 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
700 v->cameramatrix = *cameramatrix;
707 memset(m, 0, sizeof(m));
708 m[0] = 1.0 / frustumx;
709 m[5] = 1.0 / frustumy;
710 m[10] = -2 / (farclip - nearclip);
711 m[14] = -(farclip + nearclip) / (farclip - nearclip);
713 v->screentodepth[0] = -farclip / (farclip - nearclip);
714 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
716 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
717 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
718 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
719 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
722 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
724 if(v_flipped.integer)
732 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
735 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)
737 matrix4x4_t tempmatrix, basematrix;
739 memset(v, 0, sizeof(*v));
741 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
742 v->cameramatrix = *cameramatrix;
749 memset(m, 0, sizeof(m));
750 m[0] = 1.0 / frustumx;
751 m[5] = 1.0 / frustumy;
752 m[10] = -(farclip + nearclip) / (farclip - nearclip);
754 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
755 v->screentodepth[0] = -farclip / (farclip - nearclip);
756 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
758 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
759 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
760 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
761 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
764 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
766 if(v_flipped.integer)
774 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
777 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)
779 matrix4x4_t tempmatrix, basematrix;
780 const float nudge = 1.0 - 1.0 / (1<<23);
782 memset(v, 0, sizeof(*v));
784 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
785 v->cameramatrix = *cameramatrix;
792 memset(m, 0, sizeof(m));
793 m[ 0] = 1.0 / frustumx;
794 m[ 5] = 1.0 / frustumy;
797 m[14] = -2 * nearclip * nudge;
798 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
799 v->screentodepth[1] = m[14] * -0.5;
801 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
802 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
803 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
804 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
807 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
809 if(v_flipped.integer)
817 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
820 float cubeviewmatrix[6][16] =
822 // standard cubemap projections
860 float rectviewmatrix[6][16] =
862 // sign-preserving cubemap projections
901 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
903 matrix4x4_t tempmatrix, basematrix;
905 memset(v, 0, sizeof(*v));
906 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
907 v->cameramatrix = *cameramatrix;
911 memset(m, 0, sizeof(m));
913 m[10] = -(farclip + nearclip) / (farclip - nearclip);
915 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
917 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
918 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
919 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
922 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
924 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
927 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)
929 matrix4x4_t tempmatrix, basematrix;
931 memset(v, 0, sizeof(*v));
932 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
933 v->cameramatrix = *cameramatrix;
934 v->x = offsetx + (side & 1) * size;
935 v->y = offsety + (side >> 1) * size;
939 memset(m, 0, sizeof(m));
940 m[0] = m[5] = 1.0f * ((float)size - border) / size;
941 m[10] = -(farclip + nearclip) / (farclip - nearclip);
943 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
945 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
946 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
947 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
950 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
952 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
955 void R_SetViewport(const r_viewport_t *v)
959 // FIXME: v_flipped_state is evil, this probably breaks somewhere
960 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
962 // copy over the matrices to our state
963 gl_viewmatrix = v->viewmatrix;
964 gl_projectionmatrix = v->projectmatrix;
966 switch(vid.renderpath)
968 case RENDERPATH_GL20:
969 case RENDERPATH_GLES2:
971 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
975 // force an update of the derived matrices
976 gl_modelmatrixchanged = true;
977 R_EntityMatrix(&gl_modelmatrix);
980 void R_GetViewport(r_viewport_t *v)
985 static void GL_BindVBO(int bufferobject)
987 if (gl_state.vertexbufferobject != bufferobject)
989 gl_state.vertexbufferobject = bufferobject;
991 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
995 static void GL_BindEBO(int bufferobject)
997 if (gl_state.elementbufferobject != bufferobject)
999 gl_state.elementbufferobject = bufferobject;
1001 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1005 static void GL_BindUBO(int bufferobject)
1007 if (gl_state.uniformbufferobject != bufferobject)
1009 gl_state.uniformbufferobject = bufferobject;
1010 #ifdef GL_UNIFORM_BUFFER
1012 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1017 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1018 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1022 switch(vid.renderpath)
1024 case RENDERPATH_GL20:
1025 case RENDERPATH_GLES2:
1026 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1027 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1028 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1030 // FIXME: separate stencil attachment on GLES
1031 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1032 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1034 if (depthtexture && depthtexture->texnum )
1036 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1037 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1039 if (depthtexture && depthtexture->renderbuffernum )
1041 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1042 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1045 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1046 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1047 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1048 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1049 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1050 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1051 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1052 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1055 if (colortexture4 && qglDrawBuffersARB)
1057 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1058 qglReadBuffer(GL_NONE);CHECKGLERROR
1060 else if (colortexture3 && qglDrawBuffersARB)
1062 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1063 qglReadBuffer(GL_NONE);CHECKGLERROR
1065 else if (colortexture2 && qglDrawBuffersARB)
1067 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1068 qglReadBuffer(GL_NONE);CHECKGLERROR
1070 else if (colortexture && qglDrawBuffer)
1072 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1073 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1075 else if (qglDrawBuffer)
1077 qglDrawBuffer(GL_NONE);CHECKGLERROR
1078 qglReadBuffer(GL_NONE);CHECKGLERROR
1081 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1082 if (status != GL_FRAMEBUFFER_COMPLETE)
1084 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1085 gl_state.framebufferobject = 0; // GL unbinds it for us
1086 qglDeleteFramebuffers(1, (GLuint*)&temp);
1094 void R_Mesh_DestroyFramebufferObject(int fbo)
1096 switch(vid.renderpath)
1098 case RENDERPATH_GL20:
1099 case RENDERPATH_GLES2:
1102 // GL clears the binding if we delete something bound
1103 if (gl_state.framebufferobject == fbo)
1104 gl_state.framebufferobject = 0;
1105 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1111 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1115 rtexture_t *textures[5];
1116 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1117 textures[4] = depthtexture;
1118 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1119 for (j = 0;j < 5;j++)
1121 for (i = 0;i < vid.teximageunits;i++)
1122 if (gl_state.units[i].texture == textures[j])
1123 R_Mesh_TexBind(i, NULL);
1124 // set up framebuffer object or render targets for the active rendering API
1125 switch (vid.renderpath)
1127 case RENDERPATH_GL20:
1128 case RENDERPATH_GLES2:
1129 if (gl_state.framebufferobject != fbo)
1131 gl_state.framebufferobject = fbo;
1132 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1138 static void GL_Backend_ResetState(void)
1141 gl_state.active = true;
1142 gl_state.depthtest = true;
1143 gl_state.alphatest = false;
1144 gl_state.alphafunc = GL_GEQUAL;
1145 gl_state.alphafuncvalue = 0.5f;
1146 gl_state.alphatocoverage = false;
1147 gl_state.blendfunc1 = GL_ONE;
1148 gl_state.blendfunc2 = GL_ZERO;
1149 gl_state.blend = false;
1150 gl_state.depthmask = GL_TRUE;
1151 gl_state.colormask = 15;
1152 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1153 gl_state.lockrange_first = 0;
1154 gl_state.lockrange_count = 0;
1155 gl_state.cullface = GL_FRONT;
1156 gl_state.cullfaceenable = false;
1157 gl_state.polygonoffset[0] = 0;
1158 gl_state.polygonoffset[1] = 0;
1159 gl_state.framebufferobject = 0;
1160 gl_state.depthfunc = GL_LEQUAL;
1162 switch(vid.renderpath)
1164 case RENDERPATH_GL20:
1165 case RENDERPATH_GLES2:
1167 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1168 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1169 qglDisable(GL_BLEND);CHECKGLERROR
1170 qglCullFace(gl_state.cullface);CHECKGLERROR
1171 qglDisable(GL_CULL_FACE);CHECKGLERROR
1172 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1173 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1174 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1175 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1176 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1177 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1178 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1179 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1180 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1181 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1182 gl_state.unit = MAX_TEXTUREUNITS;
1183 gl_state.clientunit = MAX_TEXTUREUNITS;
1184 for (i = 0;i < vid.teximageunits;i++)
1186 GL_ActiveTexture(i);
1187 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1188 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1189 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1191 for (i = 0;i < vid.texarrayunits;i++)
1194 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1201 void GL_ActiveTexture(unsigned int num)
1203 if (gl_state.unit != num)
1205 gl_state.unit = num;
1206 switch(vid.renderpath)
1208 case RENDERPATH_GL20:
1209 case RENDERPATH_GLES2:
1211 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1218 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1220 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1222 qboolean blendenable;
1223 gl_state.blendfunc1 = blendfunc1;
1224 gl_state.blendfunc2 = blendfunc2;
1225 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1226 switch(vid.renderpath)
1228 case RENDERPATH_GL20:
1229 case RENDERPATH_GLES2:
1231 if (qglBlendFuncSeparate)
1233 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1237 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1239 if (gl_state.blend != blendenable)
1241 gl_state.blend = blendenable;
1242 if (!gl_state.blend)
1244 qglDisable(GL_BLEND);CHECKGLERROR
1248 qglEnable(GL_BLEND);CHECKGLERROR
1256 void GL_DepthMask(int state)
1258 if (gl_state.depthmask != state)
1260 gl_state.depthmask = state;
1261 switch(vid.renderpath)
1263 case RENDERPATH_GL20:
1264 case RENDERPATH_GLES2:
1266 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1272 void GL_DepthTest(int state)
1274 if (gl_state.depthtest != state)
1276 gl_state.depthtest = state;
1277 switch(vid.renderpath)
1279 case RENDERPATH_GL20:
1280 case RENDERPATH_GLES2:
1282 if (gl_state.depthtest)
1284 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1288 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1295 void GL_DepthFunc(int state)
1297 if (gl_state.depthfunc != state)
1299 gl_state.depthfunc = state;
1300 switch(vid.renderpath)
1302 case RENDERPATH_GL20:
1303 case RENDERPATH_GLES2:
1305 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1311 void GL_DepthRange(float nearfrac, float farfrac)
1313 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1315 gl_state.depthrange[0] = nearfrac;
1316 gl_state.depthrange[1] = farfrac;
1317 switch(vid.renderpath)
1319 case RENDERPATH_GL20:
1320 case RENDERPATH_GLES2:
1322 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1324 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1331 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1333 switch (vid.renderpath)
1335 case RENDERPATH_GL20:
1336 case RENDERPATH_GLES2:
1340 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1344 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1346 qglStencilMask(writemask);CHECKGLERROR
1347 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1348 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1354 void GL_PolygonOffset(float planeoffset, float depthoffset)
1356 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1358 gl_state.polygonoffset[0] = planeoffset;
1359 gl_state.polygonoffset[1] = depthoffset;
1360 switch(vid.renderpath)
1362 case RENDERPATH_GL20:
1363 case RENDERPATH_GLES2:
1364 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1370 void GL_SetMirrorState(qboolean state)
1372 if (v_flipped_state != state)
1374 v_flipped_state = state;
1375 if (gl_state.cullface == GL_BACK)
1376 gl_state.cullface = GL_FRONT;
1377 else if (gl_state.cullface == GL_FRONT)
1378 gl_state.cullface = GL_BACK;
1381 switch(vid.renderpath)
1383 case RENDERPATH_GL20:
1384 case RENDERPATH_GLES2:
1385 qglCullFace(gl_state.cullface);CHECKGLERROR
1391 void GL_CullFace(int state)
1395 if(state == GL_FRONT)
1397 else if(state == GL_BACK)
1401 switch(vid.renderpath)
1403 case RENDERPATH_GL20:
1404 case RENDERPATH_GLES2:
1407 if (state != GL_NONE)
1409 if (!gl_state.cullfaceenable)
1411 gl_state.cullfaceenable = true;
1412 qglEnable(GL_CULL_FACE);CHECKGLERROR
1414 if (gl_state.cullface != state)
1416 gl_state.cullface = state;
1417 qglCullFace(gl_state.cullface);CHECKGLERROR
1422 if (gl_state.cullfaceenable)
1424 gl_state.cullfaceenable = false;
1425 qglDisable(GL_CULL_FACE);CHECKGLERROR
1432 void GL_AlphaToCoverage(qboolean state)
1434 if (gl_state.alphatocoverage != state)
1436 gl_state.alphatocoverage = state;
1437 switch(vid.renderpath)
1439 case RENDERPATH_GLES2:
1441 case RENDERPATH_GL20:
1442 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1443 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1445 if (gl_state.alphatocoverage)
1447 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1448 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1452 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1453 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1461 void GL_ColorMask(int r, int g, int b, int a)
1463 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1464 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1465 if (gl_state.colormask != state)
1467 gl_state.colormask = state;
1468 switch(vid.renderpath)
1470 case RENDERPATH_GL20:
1471 case RENDERPATH_GLES2:
1473 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1479 void GL_Color(float cr, float cg, float cb, float ca)
1481 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)
1483 gl_state.color4f[0] = cr;
1484 gl_state.color4f[1] = cg;
1485 gl_state.color4f[2] = cb;
1486 gl_state.color4f[3] = ca;
1487 switch(vid.renderpath)
1489 case RENDERPATH_GL20:
1490 case RENDERPATH_GLES2:
1491 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
1497 void GL_Scissor (int x, int y, int width, int height)
1499 switch(vid.renderpath)
1501 case RENDERPATH_GL20:
1502 case RENDERPATH_GLES2:
1504 qglScissor(x, y,width,height);
1510 void GL_ScissorTest(int state)
1512 if (gl_state.scissortest != state)
1514 gl_state.scissortest = state;
1515 switch(vid.renderpath)
1517 case RENDERPATH_GL20:
1518 case RENDERPATH_GLES2:
1520 if(gl_state.scissortest)
1521 qglEnable(GL_SCISSOR_TEST);
1523 qglDisable(GL_SCISSOR_TEST);
1530 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1532 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1533 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1534 // prevent warnings when trying to clear a buffer that does not exist
1536 colorvalue = blackcolor;
1539 mask &= ~GL_STENCIL_BUFFER_BIT;
1542 switch(vid.renderpath)
1544 case RENDERPATH_GL20:
1545 case RENDERPATH_GLES2:
1547 if (mask & GL_COLOR_BUFFER_BIT)
1549 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1551 if (mask & GL_DEPTH_BUFFER_BIT)
1554 qglClearDepthf(depthvalue);CHECKGLERROR
1556 qglClearDepth(depthvalue);CHECKGLERROR
1559 if (mask & GL_STENCIL_BUFFER_BIT)
1561 qglClearStencil(stencilvalue);CHECKGLERROR
1563 qglClear(mask);CHECKGLERROR
1568 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1570 switch(vid.renderpath)
1572 case RENDERPATH_GL20:
1573 case RENDERPATH_GLES2:
1582 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1583 for (i = 0;i < width * height * 4;i += 4)
1586 // g = outpixels[i+1];
1588 // a = outpixels[i+3];
1590 // outpixels[i+1] = g;
1592 // outpixels[i+3] = a;
1596 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1602 // called at beginning of frame
1603 void R_Mesh_Start(void)
1606 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1607 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1609 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1610 Cvar_SetValueQuick(&gl_paranoid, 1);
1614 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1618 char compilelog[MAX_INPUTLINE];
1619 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1622 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1623 qglCompileShader(shaderobject);CHECKGLERROR
1624 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1625 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1626 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))
1628 int i, j, pretextlines = 0;
1629 for (i = 0;i < numstrings - 1;i++)
1630 for (j = 0;strings[i][j];j++)
1631 if (strings[i][j] == '\n')
1633 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1635 if (!shadercompiled)
1637 qglDeleteShader(shaderobject);CHECKGLERROR
1640 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1641 qglDeleteShader(shaderobject);CHECKGLERROR
1645 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)
1647 GLint programlinked;
1648 GLuint programobject = 0;
1649 char linklog[MAX_INPUTLINE];
1652 programobject = qglCreateProgram();CHECKGLERROR
1656 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1657 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1658 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1659 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1660 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1661 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1662 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1663 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1664 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1665 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1667 if(vid.support.gl20shaders130)
1668 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1671 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1674 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1675 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1679 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1682 qglLinkProgram(programobject);CHECKGLERROR
1683 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1684 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1689 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1690 Con_DPrintf("program link log:\n%s\n", linklog);
1692 // software vertex shader is ok but software fragment shader is WAY
1693 // too slow, fail program if so.
1694 // NOTE: this string might be ATI specific, but that's ok because the
1695 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1696 // software fragment shader due to low instruction and dependent
1698 if (strstr(linklog, "fragment shader will run in software"))
1699 programlinked = false;
1705 return programobject;
1707 qglDeleteProgram(programobject);CHECKGLERROR
1711 void GL_Backend_FreeProgram(unsigned int prog)
1714 qglDeleteProgram(prog);
1718 // renders triangles using vertices from the active arrays
1719 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)
1721 unsigned int numelements = numtriangles * 3;
1723 size_t bufferoffset3i;
1725 size_t bufferoffset3s;
1726 if (numvertices < 3 || numtriangles < 1)
1728 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1729 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);
1732 // adjust the pointers for firsttriangle
1734 element3i += firsttriangle * 3;
1735 if (element3i_indexbuffer)
1736 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1738 element3s += firsttriangle * 3;
1739 if (element3s_indexbuffer)
1740 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1741 // upload a dynamic index buffer if needed
1744 if (!element3s_indexbuffer)
1745 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1749 if (!element3i_indexbuffer)
1750 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1752 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1753 bufferoffset3i = element3i_bufferoffset;
1754 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1755 bufferoffset3s = element3s_bufferoffset;
1756 r_refdef.stats[r_stat_draws]++;
1757 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1758 r_refdef.stats[r_stat_draws_elements] += numelements;
1759 if (gl_paranoid.integer)
1764 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1766 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1768 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1775 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1777 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1779 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1785 if (r_render.integer || r_refdef.draw2dstage)
1787 switch(vid.renderpath)
1789 case RENDERPATH_GL20:
1790 case RENDERPATH_GLES2:
1794 GL_BindEBO(bufferobject3s);
1795 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1797 else if (bufferobject3i)
1799 GL_BindEBO(bufferobject3i);
1800 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1804 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1811 // restores backend state, used when done with 3D rendering
1812 void R_Mesh_Finish(void)
1814 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1817 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1819 r_meshbuffer_t *buffer;
1820 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1821 memset(buffer, 0, sizeof(*buffer));
1822 buffer->bufferobject = 0;
1823 buffer->devicebuffer = NULL;
1824 buffer->size = size;
1825 buffer->isindexbuffer = isindexbuffer;
1826 buffer->isuniformbuffer = isuniformbuffer;
1827 buffer->isdynamic = isdynamic;
1828 buffer->isindex16 = isindex16;
1829 strlcpy(buffer->name, name, sizeof(buffer->name));
1830 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1834 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1838 if (buffer->isindexbuffer)
1840 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1841 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1845 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1846 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1849 buffer->size = size;
1850 switch(vid.renderpath)
1852 case RENDERPATH_GL20:
1853 case RENDERPATH_GLES2:
1854 if (!buffer->bufferobject)
1855 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1856 if (buffer->isuniformbuffer)
1857 GL_BindUBO(buffer->bufferobject);
1858 else if (buffer->isindexbuffer)
1859 GL_BindEBO(buffer->bufferobject);
1861 GL_BindVBO(buffer->bufferobject);
1865 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1866 #ifdef GL_UNIFORM_BUFFER
1867 if (buffer->isuniformbuffer)
1868 buffertype = GL_UNIFORM_BUFFER;
1871 qglBufferSubData(buffertype, offset, size, data);
1873 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1875 if (buffer->isuniformbuffer)
1881 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1885 switch(vid.renderpath)
1887 case RENDERPATH_GL20:
1888 case RENDERPATH_GLES2:
1889 // GL clears the binding if we delete something bound
1890 if (gl_state.uniformbufferobject == buffer->bufferobject)
1891 gl_state.uniformbufferobject = 0;
1892 if (gl_state.vertexbufferobject == buffer->bufferobject)
1893 gl_state.vertexbufferobject = 0;
1894 if (gl_state.elementbufferobject == buffer->bufferobject)
1895 gl_state.elementbufferobject = 0;
1896 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);
1899 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1902 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1903 void GL_Mesh_ListVBOs(qboolean printeach)
1908 int index16count, index16mem;
1909 int index32count, index32mem;
1910 int vertexcount, vertexmem;
1911 int uniformcount, uniformmem;
1912 int totalcount, totalmem;
1913 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1914 r_meshbuffer_t *buffer;
1915 memset(bufferstat, 0, sizeof(bufferstat));
1916 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1917 for (i = 0;i < endindex;i++)
1919 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1922 if (buffer->isuniformbuffer)
1923 type = R_BUFFERDATA_UNIFORM;
1924 else if (buffer->isindexbuffer && buffer->isindex16)
1925 type = R_BUFFERDATA_INDEX16;
1926 else if (buffer->isindexbuffer)
1927 type = R_BUFFERDATA_INDEX32;
1929 type = R_BUFFERDATA_VERTEX;
1930 isdynamic = buffer->isdynamic;
1931 bufferstat[type][isdynamic][0]++;
1932 bufferstat[type][isdynamic][1] += buffer->size;
1934 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1936 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1937 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1938 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1939 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1940 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1941 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1942 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1943 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1944 totalcount = index16count + index32count + vertexcount + uniformcount;
1945 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1946 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);
1951 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1953 switch(vid.renderpath)
1955 case RENDERPATH_GL20:
1956 case RENDERPATH_GLES2:
1957 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)
1959 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1960 if (!bufferobject && gl_paranoid.integer)
1961 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1962 gl_state.pointer_vertex_components = components;
1963 gl_state.pointer_vertex_gltype = gltype;
1964 gl_state.pointer_vertex_stride = stride;
1965 gl_state.pointer_vertex_pointer = pointer;
1966 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1967 gl_state.pointer_vertex_offset = bufferoffset;
1969 GL_BindVBO(bufferobject);
1970 // LordHavoc: special flag added to gltype for unnormalized types
1971 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1977 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1979 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1980 // the pointer only.
1981 switch(vid.renderpath)
1983 case RENDERPATH_GL20:
1984 case RENDERPATH_GLES2:
1988 // caller wants color array enabled
1989 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1990 if (!gl_state.pointer_color_enabled)
1992 gl_state.pointer_color_enabled = true;
1994 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1996 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)
1998 gl_state.pointer_color_components = components;
1999 gl_state.pointer_color_gltype = gltype;
2000 gl_state.pointer_color_stride = stride;
2001 gl_state.pointer_color_pointer = pointer;
2002 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2003 gl_state.pointer_color_offset = bufferoffset;
2005 GL_BindVBO(bufferobject);
2006 // LordHavoc: special flag added to gltype for unnormalized types
2007 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2012 // caller wants color array disabled
2013 if (gl_state.pointer_color_enabled)
2015 gl_state.pointer_color_enabled = false;
2017 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2018 // when color array is on the current color gets trashed, set it again
2019 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2026 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)
2028 gltextureunit_t *unit = gl_state.units + unitnum;
2029 // update array settings
2030 // note: there is no need to check bufferobject here because all cases
2031 // that involve a valid bufferobject also supply a texcoord array
2032 switch(vid.renderpath)
2034 case RENDERPATH_GL20:
2035 case RENDERPATH_GLES2:
2039 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2040 // texture array unit is enabled, enable the array
2041 if (!unit->arrayenabled)
2043 unit->arrayenabled = true;
2044 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2047 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)
2049 unit->pointer_texcoord_components = components;
2050 unit->pointer_texcoord_gltype = gltype;
2051 unit->pointer_texcoord_stride = stride;
2052 unit->pointer_texcoord_pointer = pointer;
2053 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2054 unit->pointer_texcoord_offset = bufferoffset;
2055 GL_BindVBO(bufferobject);
2056 // LordHavoc: special flag added to gltype for unnormalized types
2057 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2062 // texture array unit is disabled, disable the array
2063 if (unit->arrayenabled)
2065 unit->arrayenabled = false;
2066 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2073 int R_Mesh_TexBound(unsigned int unitnum, int id)
2075 gltextureunit_t *unit = gl_state.units + unitnum;
2076 if (unitnum >= vid.teximageunits)
2078 if (id == GL_TEXTURE_2D)
2080 if (id == GL_TEXTURE_3D)
2082 if (id == GL_TEXTURE_CUBE_MAP)
2083 return unit->tcubemap;
2087 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2089 switch(vid.renderpath)
2091 case RENDERPATH_GL20:
2092 case RENDERPATH_GLES2:
2093 R_Mesh_TexBind(0, tex);
2094 GL_ActiveTexture(0);CHECKGLERROR
2095 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2100 void R_Mesh_ClearBindingsForTexture(int texnum)
2102 gltextureunit_t *unit;
2103 unsigned int unitnum;
2104 // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
2105 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2107 unit = gl_state.units + unitnum;
2108 if (unit->t2d == texnum)
2110 if (unit->t3d == texnum)
2112 if (unit->tcubemap == texnum)
2113 unit->tcubemap = -1;
2117 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2119 gltextureunit_t *unit = gl_state.units + unitnum;
2121 if (unitnum >= vid.teximageunits)
2123 if (unit->texture == tex)
2125 switch(vid.renderpath)
2127 case RENDERPATH_GL20:
2128 case RENDERPATH_GLES2:
2131 tex = r_texture_white;
2132 // not initialized enough yet...
2136 unit->texture = tex;
2137 texnum = R_GetTexture(tex);
2138 switch(tex->gltexturetypeenum)
2140 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2141 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2142 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2148 void R_Mesh_ResetTextureState(void)
2150 unsigned int unitnum;
2154 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2155 R_Mesh_TexBind(unitnum, NULL);
2156 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
2157 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2160 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2162 // upload temporary vertexbuffer for this rendering
2164 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2167 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2168 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2169 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2170 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2171 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2172 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2173 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2174 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2175 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2176 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2180 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2181 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2182 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2183 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2184 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2185 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2186 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2187 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2188 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2189 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2193 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2195 r_meshbuffer_t *buffer_vertex3f = NULL;
2196 r_meshbuffer_t *buffer_color4f = NULL;
2197 r_meshbuffer_t *buffer_texcoord2f = NULL;
2198 int bufferoffset_vertex3f = 0;
2199 int bufferoffset_color4f = 0;
2200 int bufferoffset_texcoord2f = 0;
2201 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2202 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2203 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2204 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2205 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2206 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2207 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2208 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2209 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2210 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2211 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2212 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2213 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2216 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)
2218 r_meshbuffer_t *buffer_vertex3f = NULL;
2219 r_meshbuffer_t *buffer_color4f = NULL;
2220 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2221 r_meshbuffer_t *buffer_svector3f = NULL;
2222 r_meshbuffer_t *buffer_tvector3f = NULL;
2223 r_meshbuffer_t *buffer_normal3f = NULL;
2224 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2225 int bufferoffset_vertex3f = 0;
2226 int bufferoffset_color4f = 0;
2227 int bufferoffset_texcoordtexture2f = 0;
2228 int bufferoffset_svector3f = 0;
2229 int bufferoffset_tvector3f = 0;
2230 int bufferoffset_normal3f = 0;
2231 int bufferoffset_texcoordlightmap2f = 0;
2232 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2233 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2234 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2235 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2236 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2237 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2238 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2239 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2240 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2241 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2242 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2243 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2244 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2245 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2246 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2247 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2248 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2251 void GL_BlendEquationSubtract(qboolean negated)
2255 switch(vid.renderpath)
2257 case RENDERPATH_GL20:
2258 case RENDERPATH_GLES2:
2259 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
2265 switch(vid.renderpath)
2267 case RENDERPATH_GL20:
2268 case RENDERPATH_GLES2:
2269 qglBlendEquationEXT(GL_FUNC_ADD);