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[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER                                   0x8D40
14 #define GL_DEPTH_ATTACHMENT                              0x8D00
15 #define GL_COLOR_ATTACHMENT0                             0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
17 #endif
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1                             0x8CE1
20 #define GL_COLOR_ATTACHMENT2                             0x8CE2
21 #define GL_COLOR_ATTACHMENT3                             0x8CE3
22 #define GL_COLOR_ATTACHMENT4                             0x8CE4
23 #define GL_COLOR_ATTACHMENT5                             0x8CE5
24 #define GL_COLOR_ATTACHMENT6                             0x8CE6
25 #define GL_COLOR_ATTACHMENT7                             0x8CE7
26 #define GL_COLOR_ATTACHMENT8                             0x8CE8
27 #define GL_COLOR_ATTACHMENT9                             0x8CE9
28 #define GL_COLOR_ATTACHMENT10                            0x8CEA
29 #define GL_COLOR_ATTACHMENT11                            0x8CEB
30 #define GL_COLOR_ATTACHMENT12                            0x8CEC
31 #define GL_COLOR_ATTACHMENT13                            0x8CED
32 #define GL_COLOR_ATTACHMENT14                            0x8CEE
33 #define GL_COLOR_ATTACHMENT15                            0x8CEF
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER               0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY                               0x8074
41 //#define GL_COLOR_ARRAY                                0x8076
42 //#define GL_TEXTURE_COORD_ARRAY                        0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
45 #define GL_TEXTURE0                                     0x84C0
46 #define GL_TEXTURE1                                     0x84C1
47 #define GL_TEXTURE2                                     0x84C2
48 #define GL_TEXTURE3                                     0x84C3
49 #define GL_TEXTURE4                                     0x84C4
50 #define GL_TEXTURE5                                     0x84C5
51 #define GL_TEXTURE6                                     0x84C6
52 #define GL_TEXTURE7                                     0x84C7
53 #define GL_TEXTURE8                                     0x84C8
54 #define GL_TEXTURE9                                     0x84C9
55 #define GL_TEXTURE10                            0x84CA
56 #define GL_TEXTURE11                            0x84CB
57 #define GL_TEXTURE12                            0x84CC
58 #define GL_TEXTURE13                            0x84CD
59 #define GL_TEXTURE14                            0x84CE
60 #define GL_TEXTURE15                            0x84CF
61 #define GL_TEXTURE16                            0x84D0
62 #define GL_TEXTURE17                            0x84D1
63 #define GL_TEXTURE18                            0x84D2
64 #define GL_TEXTURE19                            0x84D3
65 #define GL_TEXTURE20                            0x84D4
66 #define GL_TEXTURE21                            0x84D5
67 #define GL_TEXTURE22                            0x84D6
68 #define GL_TEXTURE23                            0x84D7
69 #define GL_TEXTURE24                            0x84D8
70 #define GL_TEXTURE25                            0x84D9
71 #define GL_TEXTURE26                            0x84DA
72 #define GL_TEXTURE27                            0x84DB
73 #define GL_TEXTURE28                            0x84DC
74 #define GL_TEXTURE29                            0x84DD
75 #define GL_TEXTURE30                            0x84DE
76 #define GL_TEXTURE31                            0x84DF
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D                           0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP                 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW                          0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION                         0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL                              0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE                                0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
104 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
105
106 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
107 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
109 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
110 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
111 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
112 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
113 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
115
116 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
117 qboolean v_flipped_state = false;
118
119 r_viewport_t gl_viewport;
120 matrix4x4_t gl_modelmatrix;
121 matrix4x4_t gl_viewmatrix;
122 matrix4x4_t gl_modelviewmatrix;
123 matrix4x4_t gl_projectionmatrix;
124 matrix4x4_t gl_modelviewprojectionmatrix;
125 float gl_modelview16f[16];
126 float gl_modelviewprojection16f[16];
127 qboolean gl_modelmatrixchanged;
128
129 int gl_maxdrawrangeelementsvertices;
130 int gl_maxdrawrangeelementsindices;
131
132 #ifdef DEBUGGL
133 int errornumber = 0;
134
135 void GL_PrintError(int errornumber, const char *filename, int linenumber)
136 {
137         switch(errornumber)
138         {
139 #ifdef GL_INVALID_ENUM
140         case GL_INVALID_ENUM:
141                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
142                 break;
143 #endif
144 #ifdef GL_INVALID_VALUE
145         case GL_INVALID_VALUE:
146                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
147                 break;
148 #endif
149 #ifdef GL_INVALID_OPERATION
150         case GL_INVALID_OPERATION:
151                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
152                 break;
153 #endif
154 #ifdef GL_STACK_OVERFLOW
155         case GL_STACK_OVERFLOW:
156                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
157                 break;
158 #endif
159 #ifdef GL_STACK_UNDERFLOW
160         case GL_STACK_UNDERFLOW:
161                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
162                 break;
163 #endif
164 #ifdef GL_OUT_OF_MEMORY
165         case GL_OUT_OF_MEMORY:
166                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
167                 break;
168 #endif
169 #ifdef GL_TABLE_TOO_LARGE
170         case GL_TABLE_TOO_LARGE:
171                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
172                 break;
173 #endif
174 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
175         case GL_INVALID_FRAMEBUFFER_OPERATION:
176                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
177                 break;
178 #endif
179         default:
180                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
181                 break;
182         }
183 }
184 #endif
185
186 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
187
188 void SCR_ScreenShot_f (void);
189
190 typedef struct gltextureunit_s
191 {
192         int pointer_texcoord_components;
193         int pointer_texcoord_gltype;
194         size_t pointer_texcoord_stride;
195         const void *pointer_texcoord_pointer;
196         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
197         size_t pointer_texcoord_offset;
198
199         rtexture_t *texture;
200         int t2d, t3d, tcubemap;
201         int arrayenabled;
202         int rgbscale, alphascale;
203         int combine;
204         int combinergb, combinealpha;
205         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
206         int texmatrixenabled;
207         matrix4x4_t matrix;
208 }
209 gltextureunit_t;
210
211 typedef struct gl_state_s
212 {
213         int cullface;
214         int cullfaceenable;
215         int blendfunc1;
216         int blendfunc2;
217         qboolean blend;
218         GLboolean depthmask;
219         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
220         int depthtest;
221         int depthfunc;
222         float depthrange[2];
223         float polygonoffset[2];
224         int alphatest;
225         int alphafunc;
226         float alphafuncvalue;
227         qboolean alphatocoverage;
228         int scissortest;
229         unsigned int unit;
230         unsigned int clientunit;
231         gltextureunit_t units[MAX_TEXTUREUNITS];
232         float color4f[4];
233         int lockrange_first;
234         int lockrange_count;
235         int vertexbufferobject;
236         int elementbufferobject;
237         int uniformbufferobject;
238         int framebufferobject;
239         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240         qboolean pointer_color_enabled;
241
242         int pointer_vertex_components;
243         int pointer_vertex_gltype;
244         size_t pointer_vertex_stride;
245         const void *pointer_vertex_pointer;
246         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247         size_t pointer_vertex_offset;
248
249         int pointer_color_components;
250         int pointer_color_gltype;
251         size_t pointer_color_stride;
252         const void *pointer_color_pointer;
253         const r_meshbuffer_t *pointer_color_vertexbuffer;
254         size_t pointer_color_offset;
255
256         void *preparevertices_tempdata;
257         size_t preparevertices_tempdatamaxsize;
258         r_vertexgeneric_t *preparevertices_vertexgeneric;
259         r_vertexmesh_t *preparevertices_vertexmesh;
260         int preparevertices_numvertices;
261
262         qboolean usevbo_staticvertex;
263         qboolean usevbo_staticindex;
264         qboolean usevbo_dynamicvertex;
265         qboolean usevbo_dynamicindex;
266
267         memexpandablearray_t meshbufferarray;
268
269         qboolean active;
270
271 #ifdef SUPPORTD3D
272 //      rtexture_t *d3drt_depthtexture;
273 //      rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
274         IDirect3DSurface9 *d3drt_depthsurface;
275         IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
276         IDirect3DSurface9 *d3drt_backbufferdepthsurface;
277         IDirect3DSurface9 *d3drt_backbuffercolorsurface;
278         void *d3dvertexbuffer;
279         void *d3dvertexdata;
280         size_t d3dvertexsize;
281 #endif
282 }
283 gl_state_t;
284
285 static gl_state_t gl_state;
286
287
288 /*
289 note: here's strip order for a terrain row:
290 0--1--2--3--4
291 |\ |\ |\ |\ |
292 | \| \| \| \|
293 A--B--C--D--E
294 clockwise
295
296 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
297
298 *elements++ = i + row;
299 *elements++ = i;
300 *elements++ = i + row + 1;
301 *elements++ = i;
302 *elements++ = i + 1;
303 *elements++ = i + row + 1;
304
305
306 for (y = 0;y < rows - 1;y++)
307 {
308         for (x = 0;x < columns - 1;x++)
309         {
310                 i = y * rows + x;
311                 *elements++ = i + columns;
312                 *elements++ = i;
313                 *elements++ = i + columns + 1;
314                 *elements++ = i;
315                 *elements++ = i + 1;
316                 *elements++ = i + columns + 1;
317         }
318 }
319
320 alternative:
321 0--1--2--3--4
322 | /| /|\ | /|
323 |/ |/ | \|/ |
324 A--B--C--D--E
325 counterclockwise
326
327 for (y = 0;y < rows - 1;y++)
328 {
329         for (x = 0;x < columns - 1;x++)
330         {
331                 i = y * rows + x;
332                 *elements++ = i;
333                 *elements++ = i + columns;
334                 *elements++ = i + columns + 1;
335                 *elements++ = i + columns;
336                 *elements++ = i + columns + 1;
337                 *elements++ = i + 1;
338         }
339 }
340 */
341
342 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
343 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
345 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
346
347 static void GL_VBOStats_f(void)
348 {
349         GL_Mesh_ListVBOs(true);
350 }
351
352 static void GL_Backend_ResetState(void);
353
354 static void R_Mesh_InitVertexDeclarations(void);
355 static void R_Mesh_DestroyVertexDeclarations(void);
356
357 static void R_Mesh_SetUseVBO(void)
358 {
359         switch(vid.renderpath)
360         {
361         case RENDERPATH_GL11:
362         case RENDERPATH_GL13:
363         case RENDERPATH_GL20:
364         case RENDERPATH_GLES1:
365                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
366                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
367                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
368                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
369                 break;
370         case RENDERPATH_D3D9:
371                 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
372                 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
373                 break;
374         case RENDERPATH_D3D10:
375                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
376                 break;
377         case RENDERPATH_D3D11:
378                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
379                 break;
380         case RENDERPATH_SOFT:
381                 gl_state.usevbo_staticvertex = false;
382                 gl_state.usevbo_staticindex = false;
383                 gl_state.usevbo_dynamicvertex = false;
384                 gl_state.usevbo_dynamicindex = false;
385                 break;
386         case RENDERPATH_GLES2:
387                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
388                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
390                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
391                 break;
392         }
393 }
394
395 static void gl_backend_start(void)
396 {
397         memset(&gl_state, 0, sizeof(gl_state));
398
399         R_Mesh_InitVertexDeclarations();
400
401         R_Mesh_SetUseVBO();
402         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
403
404         Con_DPrintf("OpenGL backend started.\n");
405
406         CHECKGLERROR
407
408         GL_Backend_ResetState();
409
410         switch(vid.renderpath)
411         {
412         case RENDERPATH_GL11:
413         case RENDERPATH_GL13:
414         case RENDERPATH_GL20:
415         case RENDERPATH_GLES1:
416         case RENDERPATH_GLES2:
417                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
418                 if (vid.support.ext_framebuffer_object)
419                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
420                 break;
421         case RENDERPATH_D3D9:
422 #ifdef SUPPORTD3D
423                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
424                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
425 #endif
426                 break;
427         case RENDERPATH_D3D10:
428                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
429                 break;
430         case RENDERPATH_D3D11:
431                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
432                 break;
433         case RENDERPATH_SOFT:
434                 break;
435         }
436 }
437
438 static void gl_backend_shutdown(void)
439 {
440         Con_DPrint("OpenGL Backend shutting down\n");
441
442         switch(vid.renderpath)
443         {
444         case RENDERPATH_GL11:
445         case RENDERPATH_GL13:
446         case RENDERPATH_GL20:
447         case RENDERPATH_SOFT:
448         case RENDERPATH_GLES1:
449         case RENDERPATH_GLES2:
450                 break;
451         case RENDERPATH_D3D9:
452 #ifdef SUPPORTD3D
453                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
454                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
455 #endif
456                 break;
457         case RENDERPATH_D3D10:
458                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
459                 break;
460         case RENDERPATH_D3D11:
461                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
462                 break;
463         }
464
465         if (gl_state.preparevertices_tempdata)
466                 Mem_Free(gl_state.preparevertices_tempdata);
467
468         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
469
470         R_Mesh_DestroyVertexDeclarations();
471
472         memset(&gl_state, 0, sizeof(gl_state));
473 }
474
475 static void gl_backend_newmap(void)
476 {
477 }
478
479 static void gl_backend_devicelost(void)
480 {
481         int i, endindex;
482         r_meshbuffer_t *buffer;
483 #ifdef SUPPORTD3D
484         gl_state.d3dvertexbuffer = NULL;
485 #endif
486         switch(vid.renderpath)
487         {
488         case RENDERPATH_GL11:
489         case RENDERPATH_GL13:
490         case RENDERPATH_GL20:
491         case RENDERPATH_SOFT:
492         case RENDERPATH_GLES1:
493         case RENDERPATH_GLES2:
494                 break;
495         case RENDERPATH_D3D9:
496 #ifdef SUPPORTD3D
497                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
498                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
499 #endif
500                 break;
501         case RENDERPATH_D3D10:
502                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
503                 break;
504         case RENDERPATH_D3D11:
505                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
506                 break;
507         }
508         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
509         for (i = 0;i < endindex;i++)
510         {
511                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
512                 if (!buffer || !buffer->isdynamic)
513                         continue;
514                 switch(vid.renderpath)
515                 {
516                 case RENDERPATH_GL11:
517                 case RENDERPATH_GL13:
518                 case RENDERPATH_GL20:
519                 case RENDERPATH_SOFT:
520                 case RENDERPATH_GLES1:
521                 case RENDERPATH_GLES2:
522                         break;
523                 case RENDERPATH_D3D9:
524 #ifdef SUPPORTD3D
525                         if (buffer->devicebuffer)
526                         {
527                                 if (buffer->isindexbuffer)
528                                         IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
529                                 else
530                                         IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
531                                 buffer->devicebuffer = NULL;
532                         }
533 #endif
534                         break;
535                 case RENDERPATH_D3D10:
536                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
537                         break;
538                 case RENDERPATH_D3D11:
539                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
540                         break;
541                 }
542         }
543 }
544
545 static void gl_backend_devicerestored(void)
546 {
547         switch(vid.renderpath)
548         {
549         case RENDERPATH_GL11:
550         case RENDERPATH_GL13:
551         case RENDERPATH_GL20:
552         case RENDERPATH_SOFT:
553         case RENDERPATH_GLES1:
554         case RENDERPATH_GLES2:
555                 break;
556         case RENDERPATH_D3D9:
557 #ifdef SUPPORTD3D
558                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
559                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
560 #endif
561                 break;
562         case RENDERPATH_D3D10:
563                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
564                 break;
565         case RENDERPATH_D3D11:
566                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
567                 break;
568         }
569 }
570
571 void gl_backend_init(void)
572 {
573         int i;
574
575         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
576         {
577                 polygonelement3s[i * 3 + 0] = 0;
578                 polygonelement3s[i * 3 + 1] = i + 1;
579                 polygonelement3s[i * 3 + 2] = i + 2;
580         }
581         // elements for rendering a series of quads as triangles
582         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
583         {
584                 quadelement3s[i * 6 + 0] = i * 4;
585                 quadelement3s[i * 6 + 1] = i * 4 + 1;
586                 quadelement3s[i * 6 + 2] = i * 4 + 2;
587                 quadelement3s[i * 6 + 3] = i * 4;
588                 quadelement3s[i * 6 + 4] = i * 4 + 2;
589                 quadelement3s[i * 6 + 5] = i * 4 + 3;
590         }
591
592         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
593                 polygonelement3i[i] = polygonelement3s[i];
594         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
595                 quadelement3i[i] = quadelement3s[i];
596
597         Cvar_RegisterVariable(&r_render);
598         Cvar_RegisterVariable(&r_renderview);
599         Cvar_RegisterVariable(&r_waterwarp);
600         Cvar_RegisterVariable(&gl_polyblend);
601         Cvar_RegisterVariable(&v_flipped);
602         Cvar_RegisterVariable(&gl_dither);
603         Cvar_RegisterVariable(&gl_vbo);
604         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
605         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
606         Cvar_RegisterVariable(&gl_paranoid);
607         Cvar_RegisterVariable(&gl_printcheckerror);
608
609         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
610         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
611
612         Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
613
614         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
615 }
616
617 void GL_SetMirrorState(qboolean state);
618
619 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
620 {
621         vec4_t temp;
622         float iw;
623         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
624         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
625         iw = 1.0f / out[3];
626         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
627
628         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
629         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
630         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
631
632         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
633 }
634
635 void GL_Finish(void)
636 {
637         switch(vid.renderpath)
638         {
639         case RENDERPATH_GL11:
640         case RENDERPATH_GL13:
641         case RENDERPATH_GL20:
642         case RENDERPATH_GLES1:
643         case RENDERPATH_GLES2:
644                 qglFinish();
645                 break;
646         case RENDERPATH_D3D9:
647                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
648                 break;
649         case RENDERPATH_D3D10:
650                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
651                 break;
652         case RENDERPATH_D3D11:
653                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654                 break;
655         case RENDERPATH_SOFT:
656                 DPSOFTRAST_Finish();
657                 break;
658         }
659 }
660
661 static int bboxedges[12][2] =
662 {
663         // top
664         {0, 1}, // +X
665         {0, 2}, // +Y
666         {1, 3}, // Y, +X
667         {2, 3}, // X, +Y
668         // bottom
669         {4, 5}, // +X
670         {4, 6}, // +Y
671         {5, 7}, // Y, +X
672         {6, 7}, // X, +Y
673         // verticals
674         {0, 4}, // +Z
675         {1, 5}, // X, +Z
676         {2, 6}, // Y, +Z
677         {3, 7}, // XY, +Z
678 };
679
680 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
681 {
682         int i, ix1, iy1, ix2, iy2;
683         float x1, y1, x2, y2;
684         vec4_t v, v2;
685         float vertex[20][3];
686         int j, k;
687         vec4_t plane4f;
688         int numvertices;
689         float corner[8][4];
690         float dist[8];
691         int sign[8];
692         float f;
693
694         scissor[0] = r_refdef.view.viewport.x;
695         scissor[1] = r_refdef.view.viewport.y;
696         scissor[2] = r_refdef.view.viewport.width;
697         scissor[3] = r_refdef.view.viewport.height;
698
699         // if view is inside the box, just say yes it's visible
700         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
701                 return false;
702
703         // transform all corners that are infront of the nearclip plane
704         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
705         plane4f[3] = r_refdef.view.frustum[4].dist;
706         numvertices = 0;
707         for (i = 0;i < 8;i++)
708         {
709                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
710                 dist[i] = DotProduct4(corner[i], plane4f);
711                 sign[i] = dist[i] > 0;
712                 if (!sign[i])
713                 {
714                         VectorCopy(corner[i], vertex[numvertices]);
715                         numvertices++;
716                 }
717         }
718         // if some points are behind the nearclip, add clipped edge points to make
719         // sure that the scissor boundary is complete
720         if (numvertices > 0 && numvertices < 8)
721         {
722                 // add clipped edge points
723                 for (i = 0;i < 12;i++)
724                 {
725                         j = bboxedges[i][0];
726                         k = bboxedges[i][1];
727                         if (sign[j] != sign[k])
728                         {
729                                 f = dist[j] / (dist[j] - dist[k]);
730                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
731                                 numvertices++;
732                         }
733                 }
734         }
735
736         // if we have no points to check, it is behind the view plane
737         if (!numvertices)
738                 return true;
739
740         // if we have some points to transform, check what screen area is covered
741         x1 = y1 = x2 = y2 = 0;
742         v[3] = 1.0f;
743         //Con_Printf("%i vertices to transform...\n", numvertices);
744         for (i = 0;i < numvertices;i++)
745         {
746                 VectorCopy(vertex[i], v);
747                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
748                 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
749                 if (i)
750                 {
751                         if (x1 > v2[0]) x1 = v2[0];
752                         if (x2 < v2[0]) x2 = v2[0];
753                         if (y1 > v2[1]) y1 = v2[1];
754                         if (y2 < v2[1]) y2 = v2[1];
755                 }
756                 else
757                 {
758                         x1 = x2 = v2[0];
759                         y1 = y2 = v2[1];
760                 }
761         }
762
763         // now convert the scissor rectangle to integer screen coordinates
764         ix1 = (int)(x1 - 1.0f);
765         //iy1 = vid.height - (int)(y2 - 1.0f);
766         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
767         iy1 = (int)(y1 - 1.0f);
768         ix2 = (int)(x2 + 1.0f);
769         //iy2 = vid.height - (int)(y1 + 1.0f);
770         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
771         iy2 = (int)(y2 + 1.0f);
772         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
773
774         // clamp it to the screen
775         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
776         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
777         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
778         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
779
780         // if it is inside out, it's not visible
781         if (ix2 <= ix1 || iy2 <= iy1)
782                 return true;
783
784         // the light area is visible, set up the scissor rectangle
785         scissor[0] = ix1;
786         scissor[1] = iy1;
787         scissor[2] = ix2 - ix1;
788         scissor[3] = iy2 - iy1;
789
790         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
791         switch(vid.renderpath)
792         {
793         case RENDERPATH_D3D9:
794         case RENDERPATH_D3D10:
795         case RENDERPATH_D3D11:
796                 scissor[1] = vid.height - scissor[1] - scissor[3];
797                 break;
798         case RENDERPATH_GL11:
799         case RENDERPATH_GL13:
800         case RENDERPATH_GL20:
801         case RENDERPATH_SOFT:
802         case RENDERPATH_GLES1:
803         case RENDERPATH_GLES2:
804                 break;
805         }
806
807         return false;
808 }
809
810
811 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
812 {
813         float q[4];
814         float d;
815         float clipPlane[4], v3[3], v4[3];
816         float normal[3];
817
818         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
819
820         VectorSet(normal, normalx, normaly, normalz);
821         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
822         VectorScale(normal, -dist, v3);
823         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
824         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
825         clipPlane[3] = -DotProduct(v4, clipPlane);
826
827 #if 0
828 {
829         // testing code for comparing results
830         float clipPlane2[4];
831         VectorCopy4(clipPlane, clipPlane2);
832         R_EntityMatrix(&identitymatrix);
833         VectorSet(q, normal[0], normal[1], normal[2], -dist);
834         qglClipPlane(GL_CLIP_PLANE0, q);
835         qglGetClipPlane(GL_CLIP_PLANE0, q);
836         VectorCopy4(q, clipPlane);
837 }
838 #endif
839
840         // Calculate the clip-space corner point opposite the clipping plane
841         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
842         // transform it into camera space by multiplying it
843         // by the inverse of the projection matrix
844         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
845         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
846         q[2] = -1.0f;
847         q[3] = (1.0f + m[10]) / m[14];
848
849         // Calculate the scaled plane vector
850         d = 2.0f / DotProduct4(clipPlane, q);
851
852         // Replace the third row of the projection matrix
853         m[2] = clipPlane[0] * d;
854         m[6] = clipPlane[1] * d;
855         m[10] = clipPlane[2] * d + 1.0f;
856         m[14] = clipPlane[3] * d;
857 }
858
859 void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
860 {
861         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
862         float m[16];
863         memset(v, 0, sizeof(*v));
864         v->type = R_VIEWPORTTYPE_ORTHO;
865         v->cameramatrix = *cameramatrix;
866         v->x = x;
867         v->y = y;
868         v->z = 0;
869         v->width = width;
870         v->height = height;
871         v->depth = 1;
872         memset(m, 0, sizeof(m));
873         m[0]  = 2/(right - left);
874         m[5]  = 2/(top - bottom);
875         m[10] = -2/(zFar - zNear);
876         m[12] = - (right + left)/(right - left);
877         m[13] = - (top + bottom)/(top - bottom);
878         m[14] = - (zFar + zNear)/(zFar - zNear);
879         m[15] = 1;
880         switch(vid.renderpath)
881         {
882         case RENDERPATH_GL11:
883         case RENDERPATH_GL13:
884         case RENDERPATH_GL20:
885         case RENDERPATH_SOFT:
886         case RENDERPATH_GLES1:
887         case RENDERPATH_GLES2:
888                 break;
889         case RENDERPATH_D3D9:
890         case RENDERPATH_D3D10:
891         case RENDERPATH_D3D11:
892                 m[10] = -1/(zFar - zNear);
893                 m[14] = -zNear/(zFar-zNear);
894                 break;
895         }
896         v->screentodepth[0] = -farclip / (farclip - nearclip);
897         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
898
899         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
900
901         if (nearplane)
902                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
903
904         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
905
906 #if 0
907         {
908                 vec4_t test1;
909                 vec4_t test2;
910                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
911                 R_Viewport_TransformToScreen(v, test1, test2);
912                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
913         }
914 #endif
915 }
916
917 void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
918 {
919         matrix4x4_t tempmatrix, basematrix;
920         float m[16];
921         memset(v, 0, sizeof(*v));
922
923         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
924         v->cameramatrix = *cameramatrix;
925         v->x = x;
926         v->y = y;
927         v->z = 0;
928         v->width = width;
929         v->height = height;
930         v->depth = 1;
931         memset(m, 0, sizeof(m));
932         m[0]  = 1.0 / frustumx;
933         m[5]  = 1.0 / frustumy;
934         m[10] = -(farclip + nearclip) / (farclip - nearclip);
935         m[11] = -1;
936         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
937         v->screentodepth[0] = -farclip / (farclip - nearclip);
938         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
939
940         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
941         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
942         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
943         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
944
945         if (nearplane)
946                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
947
948         if(v_flipped.integer)
949         {
950                 m[0] = -m[0];
951                 m[4] = -m[4];
952                 m[8] = -m[8];
953                 m[12] = -m[12];
954         }
955
956         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
957 }
958
959 void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
960 {
961         matrix4x4_t tempmatrix, basematrix;
962         const float nudge = 1.0 - 1.0 / (1<<23);
963         float m[16];
964         memset(v, 0, sizeof(*v));
965
966         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
967         v->cameramatrix = *cameramatrix;
968         v->x = x;
969         v->y = y;
970         v->z = 0;
971         v->width = width;
972         v->height = height;
973         v->depth = 1;
974         memset(m, 0, sizeof(m));
975         m[ 0] = 1.0 / frustumx;
976         m[ 5] = 1.0 / frustumy;
977         m[10] = -nudge;
978         m[11] = -1;
979         m[14] = -2 * nearclip * nudge;
980         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
981         v->screentodepth[1] = m[14] * -0.5;
982
983         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
984         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
985         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
986         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
987
988         if (nearplane)
989                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
990
991         if(v_flipped.integer)
992         {
993                 m[0] = -m[0];
994                 m[4] = -m[4];
995                 m[8] = -m[8];
996                 m[12] = -m[12];
997         }
998
999         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1000 }
1001
1002 float cubeviewmatrix[6][16] =
1003 {
1004     // standard cubemap projections
1005     { // +X
1006          0, 0,-1, 0,
1007          0,-1, 0, 0,
1008         -1, 0, 0, 0,
1009          0, 0, 0, 1,
1010     },
1011     { // -X
1012          0, 0, 1, 0,
1013          0,-1, 0, 0,
1014          1, 0, 0, 0,
1015          0, 0, 0, 1,
1016     },
1017     { // +Y
1018          1, 0, 0, 0,
1019          0, 0,-1, 0,
1020          0, 1, 0, 0,
1021          0, 0, 0, 1,
1022     },
1023     { // -Y
1024          1, 0, 0, 0,
1025          0, 0, 1, 0,
1026          0,-1, 0, 0,
1027          0, 0, 0, 1,
1028     },
1029     { // +Z
1030          1, 0, 0, 0,
1031          0,-1, 0, 0,
1032          0, 0,-1, 0,
1033          0, 0, 0, 1,
1034     },
1035     { // -Z
1036         -1, 0, 0, 0,
1037          0,-1, 0, 0,
1038          0, 0, 1, 0,
1039          0, 0, 0, 1,
1040     },
1041 };
1042 float rectviewmatrix[6][16] =
1043 {
1044     // sign-preserving cubemap projections
1045     { // +X
1046          0, 0,-1, 0,
1047          0, 1, 0, 0,
1048          1, 0, 0, 0,
1049          0, 0, 0, 1,
1050     },
1051     { // -X
1052          0, 0, 1, 0,
1053          0, 1, 0, 0,
1054          1, 0, 0, 0,
1055          0, 0, 0, 1,
1056     },
1057     { // +Y
1058          1, 0, 0, 0,
1059          0, 0,-1, 0,
1060          0, 1, 0, 0,
1061          0, 0, 0, 1,
1062     },
1063     { // -Y
1064          1, 0, 0, 0,
1065          0, 0, 1, 0,
1066          0, 1, 0, 0,
1067          0, 0, 0, 1,
1068     },
1069     { // +Z
1070          1, 0, 0, 0,
1071          0, 1, 0, 0,
1072          0, 0,-1, 0,
1073          0, 0, 0, 1,
1074     },
1075     { // -Z
1076          1, 0, 0, 0,
1077          0, 1, 0, 0,
1078          0, 0, 1, 0,
1079          0, 0, 0, 1,
1080     },
1081 };
1082
1083 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1084 {
1085         matrix4x4_t tempmatrix, basematrix;
1086         float m[16];
1087         memset(v, 0, sizeof(*v));
1088         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1089         v->cameramatrix = *cameramatrix;
1090         v->width = size;
1091         v->height = size;
1092         v->depth = 1;
1093         memset(m, 0, sizeof(m));
1094         m[0] = m[5] = 1.0f;
1095         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1096         m[11] = -1;
1097         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1098
1099         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1100         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1101         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1102
1103         if (nearplane)
1104                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1105
1106         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1107 }
1108
1109 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
1110 {
1111         matrix4x4_t tempmatrix, basematrix;
1112         float m[16];
1113         memset(v, 0, sizeof(*v));
1114         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1115         v->cameramatrix = *cameramatrix;
1116         v->x = (side & 1) * size;
1117         v->y = (side >> 1) * size;
1118         v->width = size;
1119         v->height = size;
1120         v->depth = 1;
1121         memset(m, 0, sizeof(m));
1122         m[0] = m[5] = 1.0f * ((float)size - border) / size;
1123         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1124         m[11] = -1;
1125         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1126
1127         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1128         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1129         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1130
1131         switch(vid.renderpath)
1132         {
1133         case RENDERPATH_GL20:
1134         case RENDERPATH_GL13:
1135         case RENDERPATH_GL11:
1136         case RENDERPATH_SOFT:
1137         case RENDERPATH_GLES1:
1138         case RENDERPATH_GLES2:
1139                 break;
1140         case RENDERPATH_D3D9:
1141                 m[5] *= -1;
1142                 break;
1143         case RENDERPATH_D3D10:
1144                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1145                 break;
1146         case RENDERPATH_D3D11:
1147                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1148                 break;
1149         }
1150
1151         if (nearplane)
1152                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1153
1154         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1155 }
1156
1157 void R_SetViewport(const r_viewport_t *v)
1158 {
1159         gl_viewport = *v;
1160
1161         // FIXME: v_flipped_state is evil, this probably breaks somewhere
1162         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1163
1164         // copy over the matrices to our state
1165         gl_viewmatrix = v->viewmatrix;
1166         gl_projectionmatrix = v->projectmatrix;
1167
1168         switch(vid.renderpath)
1169         {
1170         case RENDERPATH_GL13:
1171         case RENDERPATH_GL11:
1172         case RENDERPATH_GLES1:
1173 #ifndef USE_GLES2
1174                 {
1175                         float m[16];
1176                         CHECKGLERROR
1177                         qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1178                         // Load the projection matrix into OpenGL
1179                         qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1180                         Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1181                         qglLoadMatrixf(m);CHECKGLERROR
1182                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1183                 }
1184 #endif
1185                 break;
1186         case RENDERPATH_D3D9:
1187 #ifdef SUPPORTD3D
1188                 {
1189                         D3DVIEWPORT9 d3dviewport;
1190                         d3dviewport.X = gl_viewport.x;
1191                         d3dviewport.Y = gl_viewport.y;
1192                         d3dviewport.Width = gl_viewport.width;
1193                         d3dviewport.Height = gl_viewport.height;
1194                         d3dviewport.MinZ = gl_state.depthrange[0];
1195                         d3dviewport.MaxZ = gl_state.depthrange[1];
1196                         IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1197                 }
1198 #endif
1199                 break;
1200         case RENDERPATH_D3D10:
1201                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1202                 break;
1203         case RENDERPATH_D3D11:
1204                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1205                 break;
1206         case RENDERPATH_SOFT:
1207                 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1208                 break;
1209         case RENDERPATH_GL20:
1210         case RENDERPATH_GLES2:
1211                 CHECKGLERROR
1212                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1213                 break;
1214         }
1215
1216         // force an update of the derived matrices
1217         gl_modelmatrixchanged = true;
1218         R_EntityMatrix(&gl_modelmatrix);
1219 }
1220
1221 void R_GetViewport(r_viewport_t *v)
1222 {
1223         *v = gl_viewport;
1224 }
1225
1226 static void GL_BindVBO(int bufferobject)
1227 {
1228         if (gl_state.vertexbufferobject != bufferobject)
1229         {
1230                 gl_state.vertexbufferobject = bufferobject;
1231                 CHECKGLERROR
1232                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1233         }
1234 }
1235
1236 static void GL_BindEBO(int bufferobject)
1237 {
1238         if (gl_state.elementbufferobject != bufferobject)
1239         {
1240                 gl_state.elementbufferobject = bufferobject;
1241                 CHECKGLERROR
1242                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1243         }
1244 }
1245
1246 static void GL_BindUBO(int bufferobject)
1247 {
1248         if (gl_state.uniformbufferobject != bufferobject)
1249         {
1250                 gl_state.uniformbufferobject = bufferobject;
1251 #ifdef GL_UNIFORM_BUFFER
1252                 CHECKGLERROR
1253                 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1254 #endif
1255         }
1256 }
1257
1258 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1259 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1260 {
1261         switch(vid.renderpath)
1262         {
1263         case RENDERPATH_GL11:
1264         case RENDERPATH_GL13:
1265         case RENDERPATH_GL20:
1266         case RENDERPATH_GLES1:
1267         case RENDERPATH_GLES2:
1268                 if (vid.support.arb_framebuffer_object)
1269                 {
1270                         int temp;
1271                         GLuint status;
1272                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1273                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1274                         // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1275 #ifdef USE_GLES2
1276                         // FIXME: separate stencil attachment on GLES
1277                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1278                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1279 #else
1280                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1281                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1282 #endif
1283                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1284                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1285                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1286                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1287                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1288                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1289                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1290                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1291
1292 #ifndef USE_GLES2
1293                         if (colortexture4 && qglDrawBuffersARB)
1294                         {
1295                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1296                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1297                         }
1298                         else if (colortexture3 && qglDrawBuffersARB)
1299                         {
1300                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1301                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1302                         }
1303                         else if (colortexture2 && qglDrawBuffersARB)
1304                         {
1305                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1306                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1307                         }
1308                         else if (colortexture && qglDrawBuffer)
1309                         {
1310                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1311                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1312                         }
1313                         else if (qglDrawBuffer)
1314                         {
1315                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1316                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1317                         }
1318 #endif
1319                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1320                         if (status != GL_FRAMEBUFFER_COMPLETE)
1321                         {
1322                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1323                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1324                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1325                                 temp = 0;
1326                         }
1327                         return temp;
1328                 }
1329                 else if (vid.support.ext_framebuffer_object)
1330                 {
1331                         int temp;
1332                         GLuint status;
1333                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1334                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1335                         // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1336                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1337                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1338                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1339                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1340                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1341                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1342                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1343                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1344                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1345                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1346
1347 #ifndef USE_GLES2
1348                         if (colortexture4 && qglDrawBuffersARB)
1349                         {
1350                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1351                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1352                         }
1353                         else if (colortexture3 && qglDrawBuffersARB)
1354                         {
1355                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1356                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1357                         }
1358                         else if (colortexture2 && qglDrawBuffersARB)
1359                         {
1360                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1361                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1362                         }
1363                         else if (colortexture && qglDrawBuffer)
1364                         {
1365                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1366                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1367                         }
1368                         else if (qglDrawBuffer)
1369                         {
1370                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1371                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1372                         }
1373 #endif
1374                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1375                         if (status != GL_FRAMEBUFFER_COMPLETE)
1376                         {
1377                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1378                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1379                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1380                                 temp = 0;
1381                         }
1382                         return temp;
1383                 }
1384                 return 0;
1385         case RENDERPATH_D3D9:
1386         case RENDERPATH_D3D10:
1387         case RENDERPATH_D3D11:
1388                 return 1;
1389         case RENDERPATH_SOFT:
1390                 return 1;
1391         }
1392         return 0;
1393 }
1394
1395 void R_Mesh_DestroyFramebufferObject(int fbo)
1396 {
1397         switch(vid.renderpath)
1398         {
1399         case RENDERPATH_GL11:
1400         case RENDERPATH_GL13:
1401         case RENDERPATH_GL20:
1402         case RENDERPATH_GLES1:
1403         case RENDERPATH_GLES2:
1404                 if (fbo)
1405                 {
1406                         // GL clears the binding if we delete something bound
1407                         if (gl_state.framebufferobject == fbo)
1408                                 gl_state.framebufferobject = 0;
1409                         qglDeleteFramebuffers(1, (GLuint*)&fbo);
1410                 }
1411                 break;
1412         case RENDERPATH_D3D9:
1413         case RENDERPATH_D3D10:
1414         case RENDERPATH_D3D11:
1415                 break;
1416         case RENDERPATH_SOFT:
1417                 break;
1418         }
1419 }
1420
1421 #ifdef SUPPORTD3D
1422 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1423 {
1424         gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1425         if (gl_state.d3drt_depthsurface != depthsurface)
1426         {
1427                 gl_state.d3drt_depthsurface = depthsurface;
1428                 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1429         }
1430         if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1431         {
1432                 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1433                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1434         }
1435         if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1436         {
1437                 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1438                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1439         }
1440         if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1441         {
1442                 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1443                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1444         }
1445         if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1446         {
1447                 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1448                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1449         }
1450 }
1451 #endif
1452
1453 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1454 {
1455         unsigned int i;
1456         unsigned int j;
1457         rtexture_t *textures[5];
1458         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1459         textures[4] = depthtexture;
1460         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1461         for (j = 0;j < 5;j++)
1462                 if (textures[j])
1463                         for (i = 0;i < vid.teximageunits;i++)
1464                                 if (gl_state.units[i].texture == textures[j])
1465                                         R_Mesh_TexBind(i, NULL);
1466         // set up framebuffer object or render targets for the active rendering API
1467         switch(vid.renderpath)
1468         {
1469         case RENDERPATH_GL11:
1470         case RENDERPATH_GL13:
1471         case RENDERPATH_GL20:
1472         case RENDERPATH_GLES1:
1473         case RENDERPATH_GLES2:
1474                 if (gl_state.framebufferobject != fbo)
1475                 {
1476                         gl_state.framebufferobject = fbo;
1477                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1478                 }
1479                 break;
1480         case RENDERPATH_D3D9:
1481 #ifdef SUPPORTD3D
1482                 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1483                 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1484                 if (fbo)
1485                 {
1486                         IDirect3DSurface9 *surfaces[5];
1487                         for (i = 0;i < 5;i++)
1488                         {
1489                                 surfaces[i] = NULL;
1490                                 if (textures[i])
1491                                 {
1492                                         if (textures[i]->d3dsurface)
1493                                                 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1494                                         else
1495                                                 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1496                                 }
1497                         }
1498                         // set the render targets for real
1499                         R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1500                         // release the texture surface levels (they won't be lost while bound...)
1501                         for (i = 0;i < 5;i++)
1502                                 if (textures[i] && !textures[i]->d3dsurface)
1503                                         IDirect3DSurface9_Release(surfaces[i]);
1504                 }
1505                 else
1506                         R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1507 #endif
1508                 break;
1509         case RENDERPATH_D3D10:
1510                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1511                 break;
1512         case RENDERPATH_D3D11:
1513                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1514                 break;
1515         case RENDERPATH_SOFT:
1516                 if (fbo)
1517                 {
1518                         int width, height;
1519                         unsigned int *pointers[5];
1520                         memset(pointers, 0, sizeof(pointers));
1521                         for (i = 0;i < 5;i++)
1522                                 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1523                         width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1524                         height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1525                         DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1526                 }
1527                 else
1528                         DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1529                 break;
1530         }
1531 }
1532
1533 #ifdef SUPPORTD3D
1534 static int d3dcmpforglfunc(int f)
1535 {
1536         switch(f)
1537         {
1538         case GL_NEVER: return D3DCMP_NEVER;
1539         case GL_LESS: return D3DCMP_LESS;
1540         case GL_EQUAL: return D3DCMP_EQUAL;
1541         case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1542         case GL_GREATER: return D3DCMP_GREATER;
1543         case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1544         case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1545         case GL_ALWAYS: return D3DCMP_ALWAYS;
1546         default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1547         }
1548 }
1549
1550 static int d3dstencilopforglfunc(int f)
1551 {
1552         switch(f)
1553         {
1554         case GL_KEEP: return D3DSTENCILOP_KEEP;
1555         case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1556         case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1557         default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1558         }
1559 }
1560 #endif
1561
1562 static void GL_Backend_ResetState(void)
1563 {
1564         unsigned int i;
1565         gl_state.active = true;
1566         gl_state.depthtest = true;
1567         gl_state.alphatest = false;
1568         gl_state.alphafunc = GL_GEQUAL;
1569         gl_state.alphafuncvalue = 0.5f;
1570         gl_state.alphatocoverage = false;
1571         gl_state.blendfunc1 = GL_ONE;
1572         gl_state.blendfunc2 = GL_ZERO;
1573         gl_state.blend = false;
1574         gl_state.depthmask = GL_TRUE;
1575         gl_state.colormask = 15;
1576         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1577         gl_state.lockrange_first = 0;
1578         gl_state.lockrange_count = 0;
1579         gl_state.cullface = GL_FRONT;
1580         gl_state.cullfaceenable = false;
1581         gl_state.polygonoffset[0] = 0;
1582         gl_state.polygonoffset[1] = 0;
1583         gl_state.framebufferobject = 0;
1584         gl_state.depthfunc = GL_LEQUAL;
1585
1586         switch(vid.renderpath)
1587         {
1588         case RENDERPATH_D3D9:
1589 #ifdef SUPPORTD3D
1590                 {
1591                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1592                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1593                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1594                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1595                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1596                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1597                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1598                 }
1599 #endif
1600                 break;
1601         case RENDERPATH_D3D10:
1602                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1603                 break;
1604         case RENDERPATH_D3D11:
1605                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1606                 break;
1607         case RENDERPATH_GL11:
1608         case RENDERPATH_GL13:
1609         case RENDERPATH_GLES1:
1610 #ifndef USE_GLES2
1611                 CHECKGLERROR
1612
1613                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1614                 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1615                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1616                 if (qglBlendFuncSeparate)
1617                 {
1618                         qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1619                 }
1620                 else
1621                 {
1622                         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1623                 }
1624                 qglDisable(GL_BLEND);CHECKGLERROR
1625                 qglCullFace(gl_state.cullface);CHECKGLERROR
1626                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1627                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1628                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1629                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1630                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1631
1632                 if (vid.support.arb_vertex_buffer_object)
1633                 {
1634                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1635                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1636                 }
1637
1638                 if (vid.support.ext_framebuffer_object)
1639                 {
1640                         //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1641                         qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1642                 }
1643
1644                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1645                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1646
1647                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1648                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1649                 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1650
1651                 if (vid.support.ext_framebuffer_object)
1652                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1653
1654                 gl_state.unit = MAX_TEXTUREUNITS;
1655                 gl_state.clientunit = MAX_TEXTUREUNITS;
1656                 for (i = 0;i < vid.texunits;i++)
1657                 {
1658                         GL_ActiveTexture(i);
1659                         GL_ClientActiveTexture(i);
1660                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1661                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1662                         if (vid.support.ext_texture_3d)
1663                         {
1664                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1665                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1666                         }
1667                         if (vid.support.arb_texture_cube_map)
1668                         {
1669                                 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1670                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1671                         }
1672                         GL_BindVBO(0);
1673                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1674                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1675                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1676                         qglLoadIdentity();CHECKGLERROR
1677                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1678                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1679                 }
1680                 CHECKGLERROR
1681 #endif
1682                 break;
1683         case RENDERPATH_SOFT:
1684                 DPSOFTRAST_ColorMask(1,1,1,1);
1685                 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1686                 DPSOFTRAST_CullFace(gl_state.cullface);
1687                 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1688                 DPSOFTRAST_DepthMask(gl_state.depthmask);
1689                 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1690                 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1691                 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1692                 break;
1693         case RENDERPATH_GL20:
1694         case RENDERPATH_GLES2:
1695                 CHECKGLERROR
1696                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1697                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1698                 qglDisable(GL_BLEND);CHECKGLERROR
1699                 qglCullFace(gl_state.cullface);CHECKGLERROR
1700                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1701                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1702                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1703                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1704                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1705                 if (vid.support.arb_vertex_buffer_object)
1706                 {
1707                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1708                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1709                 }
1710                 if (vid.support.ext_framebuffer_object)
1711                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1712                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1713                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1714                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1715                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1716                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1717                 gl_state.unit = MAX_TEXTUREUNITS;
1718                 gl_state.clientunit = MAX_TEXTUREUNITS;
1719                 for (i = 0;i < vid.teximageunits;i++)
1720                 {
1721                         GL_ActiveTexture(i);
1722                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1723                         if (vid.support.ext_texture_3d)
1724                         {
1725                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1726                         }
1727                         if (vid.support.arb_texture_cube_map)
1728                         {
1729                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1730                         }
1731                 }
1732                 for (i = 0;i < vid.texarrayunits;i++)
1733                 {
1734                         GL_BindVBO(0);
1735                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1736                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1737                 }
1738                 CHECKGLERROR
1739                 break;
1740         }
1741 }
1742
1743 void GL_ActiveTexture(unsigned int num)
1744 {
1745         if (gl_state.unit != num)
1746         {
1747                 gl_state.unit = num;
1748                 switch(vid.renderpath)
1749                 {
1750                 case RENDERPATH_GL11:
1751                 case RENDERPATH_GL13:
1752                 case RENDERPATH_GL20:
1753                 case RENDERPATH_GLES1:
1754                 case RENDERPATH_GLES2:
1755                         if (qglActiveTexture)
1756                         {
1757                                 CHECKGLERROR
1758                                 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1759                                 CHECKGLERROR
1760                         }
1761                         break;
1762                 case RENDERPATH_D3D9:
1763                 case RENDERPATH_D3D10:
1764                 case RENDERPATH_D3D11:
1765                         break;
1766                 case RENDERPATH_SOFT:
1767                         break;
1768                 }
1769         }
1770 }
1771
1772 void GL_ClientActiveTexture(unsigned int num)
1773 {
1774         if (gl_state.clientunit != num)
1775         {
1776                 gl_state.clientunit = num;
1777                 switch(vid.renderpath)
1778                 {
1779                 case RENDERPATH_GL11:
1780                 case RENDERPATH_GL13:
1781                 case RENDERPATH_GLES1:
1782 #ifndef USE_GLES2
1783                         if (qglActiveTexture)
1784                         {
1785                                 CHECKGLERROR
1786                                 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1787                                 CHECKGLERROR
1788                         }
1789 #endif
1790                         break;
1791                 case RENDERPATH_D3D9:
1792                 case RENDERPATH_D3D10:
1793                 case RENDERPATH_D3D11:
1794                         break;
1795                 case RENDERPATH_SOFT:
1796                         break;
1797                 case RENDERPATH_GL20:
1798                 case RENDERPATH_GLES2:
1799                         break;
1800                 }
1801         }
1802 }
1803
1804 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1805 {
1806         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1807         {
1808                 qboolean blendenable;
1809                 gl_state.blendfunc1 = blendfunc1;
1810                 gl_state.blendfunc2 = blendfunc2;
1811                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1812                 switch(vid.renderpath)
1813                 {
1814                 case RENDERPATH_GL11:
1815                 case RENDERPATH_GL13:
1816                 case RENDERPATH_GL20:
1817                 case RENDERPATH_GLES1:
1818                 case RENDERPATH_GLES2:
1819                         CHECKGLERROR
1820                         if (qglBlendFuncSeparate)
1821                         {
1822                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1823                         }
1824                         else
1825                         {
1826                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1827                         }
1828                         if (gl_state.blend != blendenable)
1829                         {
1830                                 gl_state.blend = blendenable;
1831                                 if (!gl_state.blend)
1832                                 {
1833                                         qglDisable(GL_BLEND);CHECKGLERROR
1834                                 }
1835                                 else
1836                                 {
1837                                         qglEnable(GL_BLEND);CHECKGLERROR
1838                                 }
1839                         }
1840                         break;
1841                 case RENDERPATH_D3D9:
1842 #ifdef SUPPORTD3D
1843                         {
1844                                 int i;
1845                                 int glblendfunc[2];
1846                                 D3DBLEND d3dblendfunc[2];
1847                                 glblendfunc[0] = gl_state.blendfunc1;
1848                                 glblendfunc[1] = gl_state.blendfunc2;
1849                                 for (i = 0;i < 2;i++)
1850                                 {
1851                                         switch(glblendfunc[i])
1852                                         {
1853                                         case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1854                                         case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1855                                         case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1856                                         case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1857                                         case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1858                                         case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1859                                         case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1860                                         case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1861                                         case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1862                                         case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1863                                         }
1864                                 }
1865                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1866                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1867                                 if (gl_state.blend != blendenable)
1868                                 {
1869                                         gl_state.blend = blendenable;
1870                                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1871                                 }
1872                         }
1873 #endif
1874                         break;
1875                 case RENDERPATH_D3D10:
1876                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1877                         break;
1878                 case RENDERPATH_D3D11:
1879                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1880                         break;
1881                 case RENDERPATH_SOFT:
1882                         DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1883                         break;
1884                 }
1885         }
1886 }
1887
1888 void GL_DepthMask(int state)
1889 {
1890         if (gl_state.depthmask != state)
1891         {
1892                 gl_state.depthmask = state;
1893                 switch(vid.renderpath)
1894                 {
1895                 case RENDERPATH_GL11:
1896                 case RENDERPATH_GL13:
1897                 case RENDERPATH_GL20:
1898                 case RENDERPATH_GLES1:
1899                 case RENDERPATH_GLES2:
1900                         CHECKGLERROR
1901                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1902                         break;
1903                 case RENDERPATH_D3D9:
1904 #ifdef SUPPORTD3D
1905                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1906 #endif
1907                         break;
1908                 case RENDERPATH_D3D10:
1909                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1910                         break;
1911                 case RENDERPATH_D3D11:
1912                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1913                         break;
1914                 case RENDERPATH_SOFT:
1915                         DPSOFTRAST_DepthMask(gl_state.depthmask);
1916                         break;
1917                 }
1918         }
1919 }
1920
1921 void GL_DepthTest(int state)
1922 {
1923         if (gl_state.depthtest != state)
1924         {
1925                 gl_state.depthtest = state;
1926                 switch(vid.renderpath)
1927                 {
1928                 case RENDERPATH_GL11:
1929                 case RENDERPATH_GL13:
1930                 case RENDERPATH_GL20:
1931                 case RENDERPATH_GLES1:
1932                 case RENDERPATH_GLES2:
1933                         CHECKGLERROR
1934                         if (gl_state.depthtest)
1935                         {
1936                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1937                         }
1938                         else
1939                         {
1940                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1941                         }
1942                         break;
1943                 case RENDERPATH_D3D9:
1944 #ifdef SUPPORTD3D
1945                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1946 #endif
1947                         break;
1948                 case RENDERPATH_D3D10:
1949                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1950                         break;
1951                 case RENDERPATH_D3D11:
1952                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1953                         break;
1954                 case RENDERPATH_SOFT:
1955                         DPSOFTRAST_DepthTest(gl_state.depthtest);
1956                         break;
1957                 }
1958         }
1959 }
1960
1961 void GL_DepthFunc(int state)
1962 {
1963         if (gl_state.depthfunc != state)
1964         {
1965                 gl_state.depthfunc = state;
1966                 switch(vid.renderpath)
1967                 {
1968                 case RENDERPATH_GL11:
1969                 case RENDERPATH_GL13:
1970                 case RENDERPATH_GL20:
1971                 case RENDERPATH_GLES1:
1972                 case RENDERPATH_GLES2:
1973                         CHECKGLERROR
1974                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1975                         break;
1976                 case RENDERPATH_D3D9:
1977 #ifdef SUPPORTD3D
1978                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1979 #endif
1980                         break;
1981                 case RENDERPATH_D3D10:
1982                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983                         break;
1984                 case RENDERPATH_D3D11:
1985                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986                         break;
1987                 case RENDERPATH_SOFT:
1988                         DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1989                         break;
1990                 }
1991         }
1992 }
1993
1994 void GL_DepthRange(float nearfrac, float farfrac)
1995 {
1996         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1997         {
1998                 gl_state.depthrange[0] = nearfrac;
1999                 gl_state.depthrange[1] = farfrac;
2000                 switch(vid.renderpath)
2001                 {
2002                 case RENDERPATH_GL11:
2003                 case RENDERPATH_GL13:
2004                 case RENDERPATH_GL20:
2005                 case RENDERPATH_GLES1:
2006                 case RENDERPATH_GLES2:
2007 #ifdef USE_GLES2
2008                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
2009 #else
2010                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2011 #endif
2012                         break;
2013                 case RENDERPATH_D3D9:
2014 #ifdef SUPPORTD3D
2015                         {
2016                                 D3DVIEWPORT9 d3dviewport;
2017                                 d3dviewport.X = gl_viewport.x;
2018                                 d3dviewport.Y = gl_viewport.y;
2019                                 d3dviewport.Width = gl_viewport.width;
2020                                 d3dviewport.Height = gl_viewport.height;
2021                                 d3dviewport.MinZ = gl_state.depthrange[0];
2022                                 d3dviewport.MaxZ = gl_state.depthrange[1];
2023                                 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2024                         }
2025 #endif
2026                         break;
2027                 case RENDERPATH_D3D10:
2028                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2029                         break;
2030                 case RENDERPATH_D3D11:
2031                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2032                         break;
2033                 case RENDERPATH_SOFT:
2034                         DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2035                         break;
2036                 }
2037         }
2038 }
2039
2040 void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
2041 {
2042         switch (vid.renderpath)
2043         {
2044         case RENDERPATH_GL11:
2045         case RENDERPATH_GL13:
2046         case RENDERPATH_GL20:
2047         case RENDERPATH_GLES1:
2048         case RENDERPATH_GLES2:
2049                 CHECKGLERROR
2050                 if (enable)
2051                 {
2052                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2053                 }
2054                 else
2055                 {
2056                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2057                 }
2058                 if (vid.support.ati_separate_stencil)
2059                 {
2060                         qglStencilMask(writemask);CHECKGLERROR
2061                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2062                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2063                         qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2064                         qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2065                 }
2066                 else if (vid.support.ext_stencil_two_side)
2067                 {
2068 #if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
2069                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2070                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2071                         qglStencilMask(writemask);CHECKGLERROR
2072                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2073                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2074                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2075                         qglStencilMask(writemask);CHECKGLERROR
2076                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2077                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2078 #endif
2079                 }
2080                 break;
2081         case RENDERPATH_D3D9:
2082 #ifdef SUPPORTD3D
2083                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2084                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2085                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2086                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2087                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2088                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2089                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2090                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2091                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2092                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2093                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2094                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2095                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2096 #endif
2097                 break;
2098         case RENDERPATH_D3D10:
2099                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2100                 break;
2101         case RENDERPATH_D3D11:
2102                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2103                 break;
2104         case RENDERPATH_SOFT:
2105                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2106                 break;
2107         }
2108 }
2109
2110 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2111 {
2112         switch (vid.renderpath)
2113         {
2114         case RENDERPATH_GL11:
2115         case RENDERPATH_GL13:
2116         case RENDERPATH_GL20:
2117         case RENDERPATH_GLES1:
2118         case RENDERPATH_GLES2:
2119                 CHECKGLERROR
2120                 if (enable)
2121                 {
2122                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2123                 }
2124                 else
2125                 {
2126                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2127                 }
2128                 if (vid.support.ext_stencil_two_side)
2129                 {
2130 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2131                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2132 #endif
2133                 }
2134                 qglStencilMask(writemask);CHECKGLERROR
2135                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2136                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2137                 CHECKGLERROR
2138                 break;
2139         case RENDERPATH_D3D9:
2140 #ifdef SUPPORTD3D
2141                 if (vid.support.ati_separate_stencil)
2142                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2143                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2144                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2145                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2146                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2147                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2148                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2149                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2150                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2151 #endif
2152                 break;
2153         case RENDERPATH_D3D10:
2154                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2155                 break;
2156         case RENDERPATH_D3D11:
2157                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2158                 break;
2159         case RENDERPATH_SOFT:
2160                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2161                 break;
2162         }
2163 }
2164
2165 void GL_PolygonOffset(float planeoffset, float depthoffset)
2166 {
2167         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2168         {
2169                 gl_state.polygonoffset[0] = planeoffset;
2170                 gl_state.polygonoffset[1] = depthoffset;
2171                 switch(vid.renderpath)
2172                 {
2173                 case RENDERPATH_GL11:
2174                 case RENDERPATH_GL13:
2175                 case RENDERPATH_GL20:
2176                 case RENDERPATH_GLES1:
2177                 case RENDERPATH_GLES2:
2178                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2179                         break;
2180                 case RENDERPATH_D3D9:
2181 #ifdef SUPPORTD3D
2182                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2183                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2184 #endif
2185                         break;
2186                 case RENDERPATH_D3D10:
2187                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2188                         break;
2189                 case RENDERPATH_D3D11:
2190                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2191                         break;
2192                 case RENDERPATH_SOFT:
2193                         DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2194                         break;
2195                 }
2196         }
2197 }
2198
2199 void GL_SetMirrorState(qboolean state)
2200 {
2201         if (v_flipped_state != state)
2202         {
2203                 v_flipped_state = state;
2204                 if (gl_state.cullface == GL_BACK)
2205                         gl_state.cullface = GL_FRONT;
2206                 else if (gl_state.cullface == GL_FRONT)
2207                         gl_state.cullface = GL_BACK;
2208                 else
2209                         return;
2210                 switch(vid.renderpath)
2211                 {
2212                 case RENDERPATH_GL11:
2213                 case RENDERPATH_GL13:
2214                 case RENDERPATH_GL20:
2215                 case RENDERPATH_GLES1:
2216                 case RENDERPATH_GLES2:
2217                         qglCullFace(gl_state.cullface);CHECKGLERROR
2218                         break;
2219                 case RENDERPATH_D3D9:
2220 #ifdef SUPPORTD3D
2221                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2222 #endif
2223                         break;
2224                 case RENDERPATH_D3D10:
2225                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2226                         break;
2227                 case RENDERPATH_D3D11:
2228                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2229                         break;
2230                 case RENDERPATH_SOFT:
2231                         DPSOFTRAST_CullFace(gl_state.cullface);
2232                         break;
2233                 }
2234         }
2235 }
2236
2237 void GL_CullFace(int state)
2238 {
2239         if(v_flipped_state)
2240         {
2241                 if(state == GL_FRONT)
2242                         state = GL_BACK;
2243                 else if(state == GL_BACK)
2244                         state = GL_FRONT;
2245         }
2246
2247         switch(vid.renderpath)
2248         {
2249         case RENDERPATH_GL11:
2250         case RENDERPATH_GL13:
2251         case RENDERPATH_GL20:
2252         case RENDERPATH_GLES1:
2253         case RENDERPATH_GLES2:
2254                 CHECKGLERROR
2255
2256                 if (state != GL_NONE)
2257                 {
2258                         if (!gl_state.cullfaceenable)
2259                         {
2260                                 gl_state.cullfaceenable = true;
2261                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
2262                         }
2263                         if (gl_state.cullface != state)
2264                         {
2265                                 gl_state.cullface = state;
2266                                 qglCullFace(gl_state.cullface);CHECKGLERROR
2267                         }
2268                 }
2269                 else
2270                 {
2271                         if (gl_state.cullfaceenable)
2272                         {
2273                                 gl_state.cullfaceenable = false;
2274                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
2275                         }
2276                 }
2277                 break;
2278         case RENDERPATH_D3D9:
2279 #ifdef SUPPORTD3D
2280                 if (gl_state.cullface != state)
2281                 {
2282                         gl_state.cullface = state;
2283                         switch(gl_state.cullface)
2284                         {
2285                         case GL_NONE:
2286                                 gl_state.cullfaceenable = false;
2287                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2288                                 break;
2289                         case GL_FRONT:
2290                                 gl_state.cullfaceenable = true;
2291                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2292                                 break;
2293                         case GL_BACK:
2294                                 gl_state.cullfaceenable = true;
2295                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2296                                 break;
2297                         }
2298                 }
2299 #endif
2300                 break;
2301         case RENDERPATH_D3D10:
2302                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2303                 break;
2304         case RENDERPATH_D3D11:
2305                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2306                 break;
2307         case RENDERPATH_SOFT:
2308                 if (gl_state.cullface != state)
2309                 {
2310                         gl_state.cullface = state;
2311                         gl_state.cullfaceenable = state != GL_NONE ? true : false;
2312                         DPSOFTRAST_CullFace(gl_state.cullface);
2313                 }
2314                 break;
2315         }
2316 }
2317
2318 void GL_AlphaTest(int state)
2319 {
2320         if (gl_state.alphatest != state)
2321         {
2322                 gl_state.alphatest = state;
2323                 switch(vid.renderpath)
2324                 {
2325                 case RENDERPATH_GL11:
2326                 case RENDERPATH_GL13:
2327                 case RENDERPATH_GLES1:
2328 #ifdef GL_ALPHA_TEST
2329                         // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2330                         CHECKGLERROR
2331                         if (gl_state.alphatest)
2332                         {
2333                                 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2334                         }
2335                         else
2336                         {
2337                                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2338                         }
2339 #endif
2340                         break;
2341                 case RENDERPATH_D3D9:
2342                 case RENDERPATH_D3D10:
2343                 case RENDERPATH_D3D11:
2344                 case RENDERPATH_SOFT:
2345                 case RENDERPATH_GL20:
2346                 case RENDERPATH_GLES2:
2347                         break;
2348                 }
2349         }
2350 }
2351
2352 void GL_AlphaToCoverage(qboolean state)
2353 {
2354         if (gl_state.alphatocoverage != state)
2355         {
2356                 gl_state.alphatocoverage = state;
2357                 switch(vid.renderpath)
2358                 {
2359                 case RENDERPATH_GL11:
2360                 case RENDERPATH_GL13:
2361                 case RENDERPATH_GLES1:
2362                 case RENDERPATH_GLES2:
2363                 case RENDERPATH_D3D9:
2364                 case RENDERPATH_D3D10:
2365                 case RENDERPATH_D3D11:
2366                 case RENDERPATH_SOFT:
2367                         break;
2368                 case RENDERPATH_GL20:
2369 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2370                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2371                         CHECKGLERROR
2372                         if (gl_state.alphatocoverage)
2373                         {
2374                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2375 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2376                         }
2377                         else
2378                         {
2379                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2380 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2381                         }
2382 #endif
2383                         break;
2384                 }
2385         }
2386 }
2387
2388 void GL_ColorMask(int r, int g, int b, int a)
2389 {
2390         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2391         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2392         if (gl_state.colormask != state)
2393         {
2394                 gl_state.colormask = state;
2395                 switch(vid.renderpath)
2396                 {
2397                 case RENDERPATH_GL11:
2398                 case RENDERPATH_GL13:
2399                 case RENDERPATH_GL20:
2400                 case RENDERPATH_GLES1:
2401                 case RENDERPATH_GLES2:
2402                         CHECKGLERROR
2403                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2404                         break;
2405                 case RENDERPATH_D3D9:
2406 #ifdef SUPPORTD3D
2407                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2408 #endif
2409                         break;
2410                 case RENDERPATH_D3D10:
2411                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2412                         break;
2413                 case RENDERPATH_D3D11:
2414                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2415                         break;
2416                 case RENDERPATH_SOFT:
2417                         DPSOFTRAST_ColorMask(r, g, b, a);
2418                         break;
2419                 }
2420         }
2421 }
2422
2423 void GL_Color(float cr, float cg, float cb, float ca)
2424 {
2425         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)
2426         {
2427                 gl_state.color4f[0] = cr;
2428                 gl_state.color4f[1] = cg;
2429                 gl_state.color4f[2] = cb;
2430                 gl_state.color4f[3] = ca;
2431                 switch(vid.renderpath)
2432                 {
2433                 case RENDERPATH_GL11:
2434                 case RENDERPATH_GL13:
2435                 case RENDERPATH_GLES1:
2436 #ifndef USE_GLES2
2437                         CHECKGLERROR
2438                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2439                         CHECKGLERROR
2440 #endif
2441                         break;
2442                 case RENDERPATH_D3D9:
2443                 case RENDERPATH_D3D10:
2444                 case RENDERPATH_D3D11:
2445                         // no equivalent in D3D
2446                         break;
2447                 case RENDERPATH_SOFT:
2448                         DPSOFTRAST_Color4f(cr, cg, cb, ca);
2449                         break;
2450                 case RENDERPATH_GL20:
2451                 case RENDERPATH_GLES2:
2452                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2453                         break;
2454                 }
2455         }
2456 }
2457
2458 void GL_Scissor (int x, int y, int width, int height)
2459 {
2460         switch(vid.renderpath)
2461         {
2462         case RENDERPATH_GL11:
2463         case RENDERPATH_GL13:
2464         case RENDERPATH_GL20:
2465         case RENDERPATH_GLES1:
2466         case RENDERPATH_GLES2:
2467                 CHECKGLERROR
2468                 qglScissor(x, y,width,height);
2469                 CHECKGLERROR
2470                 break;
2471         case RENDERPATH_D3D9:
2472 #ifdef SUPPORTD3D
2473                 {
2474                         RECT d3drect;
2475                         d3drect.left = x;
2476                         d3drect.top = y;
2477                         d3drect.right = x + width;
2478                         d3drect.bottom = y + height;
2479                         IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2480                 }
2481 #endif
2482                 break;
2483         case RENDERPATH_D3D10:
2484                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2485                 break;
2486         case RENDERPATH_D3D11:
2487                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2488                 break;
2489         case RENDERPATH_SOFT:
2490                 DPSOFTRAST_Scissor(x, y, width, height);
2491                 break;
2492         }
2493 }
2494
2495 void GL_ScissorTest(int state)
2496 {
2497         if (gl_state.scissortest != state)
2498         {
2499                 gl_state.scissortest = state;
2500                 switch(vid.renderpath)
2501                 {
2502                 case RENDERPATH_GL11:
2503                 case RENDERPATH_GL13:
2504                 case RENDERPATH_GL20:
2505                 case RENDERPATH_GLES1:
2506                 case RENDERPATH_GLES2:
2507                         CHECKGLERROR
2508                         if(gl_state.scissortest)
2509                                 qglEnable(GL_SCISSOR_TEST);
2510                         else
2511                                 qglDisable(GL_SCISSOR_TEST);
2512                         CHECKGLERROR
2513                         break;
2514                 case RENDERPATH_D3D9:
2515 #ifdef SUPPORTD3D
2516                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2517 #endif
2518                         break;
2519                 case RENDERPATH_D3D10:
2520                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2521                         break;
2522                 case RENDERPATH_D3D11:
2523                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2524                         break;
2525                 case RENDERPATH_SOFT:
2526                         DPSOFTRAST_ScissorTest(gl_state.scissortest);
2527                         break;
2528                 }
2529         }
2530 }
2531
2532 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2533 {
2534         // opaque black - if you want transparent black, you'll need to pass in a colorvalue
2535         static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
2536         // prevent warnings when trying to clear a buffer that does not exist
2537         if (!colorvalue)
2538                 colorvalue = blackcolor;
2539         if (!vid.stencil)
2540         {
2541                 mask &= ~GL_STENCIL_BUFFER_BIT;
2542                 stencilvalue = 0;
2543         }
2544         switch(vid.renderpath)
2545         {
2546         case RENDERPATH_GL11:
2547         case RENDERPATH_GL13:
2548         case RENDERPATH_GL20:
2549         case RENDERPATH_GLES1:
2550         case RENDERPATH_GLES2:
2551                 CHECKGLERROR
2552                 if (mask & GL_COLOR_BUFFER_BIT)
2553                 {
2554                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2555                 }
2556                 if (mask & GL_DEPTH_BUFFER_BIT)
2557                 {
2558 #ifdef USE_GLES2
2559                         qglClearDepthf(depthvalue);CHECKGLERROR
2560 #else
2561                         qglClearDepth(depthvalue);CHECKGLERROR
2562 #endif
2563                 }
2564                 if (mask & GL_STENCIL_BUFFER_BIT)
2565                 {
2566                         qglClearStencil(stencilvalue);CHECKGLERROR
2567                 }
2568                 qglClear(mask);CHECKGLERROR
2569                 break;
2570         case RENDERPATH_D3D9:
2571 #ifdef SUPPORTD3D
2572                 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2573 #endif
2574                 break;
2575         case RENDERPATH_D3D10:
2576                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2577                 break;
2578         case RENDERPATH_D3D11:
2579                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2580                 break;
2581         case RENDERPATH_SOFT:
2582                 if (mask & GL_COLOR_BUFFER_BIT)
2583                         DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2584                 if (mask & GL_DEPTH_BUFFER_BIT)
2585                         DPSOFTRAST_ClearDepth(depthvalue);
2586                 break;
2587         }
2588 }
2589
2590 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2591 {
2592         switch(vid.renderpath)
2593         {
2594         case RENDERPATH_GL11:
2595         case RENDERPATH_GL13:
2596         case RENDERPATH_GL20:
2597         case RENDERPATH_GLES1:
2598         case RENDERPATH_GLES2:
2599                 CHECKGLERROR
2600 #ifndef GL_BGRA
2601                 {
2602                         int i;
2603                         int r;
2604                 //      int g;
2605                         int b;
2606                 //      int a;
2607                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2608                         for (i = 0;i < width * height * 4;i += 4)
2609                         {
2610                                 r = outpixels[i+0];
2611                 //              g = outpixels[i+1];
2612                                 b = outpixels[i+2];
2613                 //              a = outpixels[i+3];
2614                                 outpixels[i+0] = b;
2615                 //              outpixels[i+1] = g;
2616                                 outpixels[i+2] = r;
2617                 //              outpixels[i+3] = a;
2618                         }
2619                 }
2620 #else
2621                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2622 #endif
2623                         break;
2624         case RENDERPATH_D3D9:
2625 #ifdef SUPPORTD3D
2626                 {
2627                         // LordHavoc: we can't directly download the backbuffer because it may be
2628                         // multisampled, and it may not be lockable, so we blit it to a lockable
2629                         // surface of the same dimensions (but without multisample) to resolve the
2630                         // multisample buffer to a normal image, and then lock that...
2631                         IDirect3DSurface9 *stretchsurface = NULL;
2632                         if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2633                         {
2634                                 D3DLOCKED_RECT lockedrect;
2635                                 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2636                                 {
2637                                         if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2638                                         {
2639                                                 int line;
2640                                                 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2641                                                 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2642                                                         memcpy(outpixels + line * width * 4, row, width * 4);
2643                                                 IDirect3DSurface9_UnlockRect(stretchsurface);
2644                                         }
2645                                 }
2646                                 IDirect3DSurface9_Release(stretchsurface);
2647                         }
2648                         // code scraps
2649                         //IDirect3DSurface9 *syssurface = NULL;
2650                         //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2651                         //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2652                         //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2653                         //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2654                         //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2655                         //IDirect3DSurface9_UnlockRect(syssurface);
2656                         //IDirect3DSurface9_Release(syssurface);
2657                 }
2658 #endif
2659                 break;
2660         case RENDERPATH_D3D10:
2661                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2662                 break;
2663         case RENDERPATH_D3D11:
2664                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2665                 break;
2666         case RENDERPATH_SOFT:
2667                 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2668                 break;
2669         }
2670 }
2671
2672 // called at beginning of frame
2673 void R_Mesh_Start(void)
2674 {
2675         BACKENDACTIVECHECK
2676         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2677         R_Mesh_SetUseVBO();
2678         if (gl_printcheckerror.integer && !gl_paranoid.integer)
2679         {
2680                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2681                 Cvar_SetValueQuick(&gl_paranoid, 1);
2682         }
2683 }
2684
2685 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2686 {
2687         int shaderobject;
2688         int shadercompiled;
2689         char compilelog[MAX_INPUTLINE];
2690         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2691         if (!shaderobject)
2692                 return false;
2693         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2694         qglCompileShader(shaderobject);CHECKGLERROR
2695         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2696         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2697         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))
2698         {
2699                 int i, j, pretextlines = 0;
2700                 for (i = 0;i < numstrings - 1;i++)
2701                         for (j = 0;strings[i][j];j++)
2702                                 if (strings[i][j] == '\n')
2703                                         pretextlines++;
2704                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2705         }
2706         if (!shadercompiled)
2707         {
2708                 qglDeleteShader(shaderobject);CHECKGLERROR
2709                 return false;
2710         }
2711         qglAttachShader(programobject, shaderobject);CHECKGLERROR
2712         qglDeleteShader(shaderobject);CHECKGLERROR
2713         return true;
2714 }
2715
2716 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)
2717 {
2718         GLint programlinked;
2719         GLuint programobject = 0;
2720         char linklog[MAX_INPUTLINE];
2721         CHECKGLERROR
2722
2723         programobject = qglCreateProgram();CHECKGLERROR
2724         if (!programobject)
2725                 return 0;
2726
2727         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2728         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
2729         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2730         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2731         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2732         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2733         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2734         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2735         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2736         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2737 #ifndef USE_GLES2
2738         if(vid.support.gl20shaders130)
2739                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2740 #endif
2741
2742         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2743                 goto cleanup;
2744
2745 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
2746         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2747                 goto cleanup;
2748 #endif
2749
2750         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2751                 goto cleanup;
2752
2753         qglLinkProgram(programobject);CHECKGLERROR
2754         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2755         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2756
2757         if (linklog[0])
2758         {
2759
2760                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2761                         Con_DPrintf("program link log:\n%s\n", linklog);
2762
2763                 // software vertex shader is ok but software fragment shader is WAY
2764                 // too slow, fail program if so.
2765                 // NOTE: this string might be ATI specific, but that's ok because the
2766                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2767                 // software fragment shader due to low instruction and dependent
2768                 // texture limits.
2769                 if (strstr(linklog, "fragment shader will run in software"))
2770                         programlinked = false;
2771         }
2772
2773         if (!programlinked)
2774                 goto cleanup;
2775
2776         return programobject;
2777 cleanup:
2778         qglDeleteProgram(programobject);CHECKGLERROR
2779         return 0;
2780 }
2781
2782 void GL_Backend_FreeProgram(unsigned int prog)
2783 {
2784         CHECKGLERROR
2785         qglDeleteProgram(prog);
2786         CHECKGLERROR
2787 }
2788
2789 // renders triangles using vertices from the active arrays
2790 int paranoidblah = 0;
2791 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)
2792 {
2793         unsigned int numelements = numtriangles * 3;
2794         int bufferobject3i;
2795         size_t bufferoffset3i;
2796         int bufferobject3s;
2797         size_t bufferoffset3s;
2798         if (numvertices < 3 || numtriangles < 1)
2799         {
2800                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2801                         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);
2802                 return;
2803         }
2804         // adjust the pointers for firsttriangle
2805         if (element3i)
2806                 element3i += firsttriangle * 3;
2807         if (element3i_indexbuffer)
2808                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2809         if (element3s)
2810                 element3s += firsttriangle * 3;
2811         if (element3s_indexbuffer)
2812                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2813         switch(vid.renderpath)
2814         {
2815         case RENDERPATH_GL11:
2816         case RENDERPATH_GL13:
2817         case RENDERPATH_GL20:
2818         case RENDERPATH_GLES1:
2819         case RENDERPATH_GLES2:
2820                 // check if the user specified to ignore static index buffers
2821                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2822                 {
2823                         element3i_indexbuffer = NULL;
2824                         element3s_indexbuffer = NULL;
2825                 }
2826                 break;
2827         case RENDERPATH_D3D9:
2828         case RENDERPATH_D3D10:
2829         case RENDERPATH_D3D11:
2830                 break;
2831         case RENDERPATH_SOFT:
2832                 break;
2833         }
2834         // upload a dynamic index buffer if needed
2835         if (element3s)
2836         {
2837                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2838                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2839         }
2840         else if (element3i)
2841         {
2842                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2843                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2844         }
2845         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2846         bufferoffset3i = element3i_bufferoffset;
2847         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2848         bufferoffset3s = element3s_bufferoffset;
2849         r_refdef.stats[r_stat_draws]++;
2850         r_refdef.stats[r_stat_draws_vertices] += numvertices;
2851         r_refdef.stats[r_stat_draws_elements] += numelements;
2852         if (gl_paranoid.integer)
2853         {
2854                 unsigned int i;
2855                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2856 #if 0
2857                 unsigned int j, size;
2858                 const int *p;
2859                 // note: there's no validation done here on buffer objects because it
2860                 // is somewhat difficult to get at the data, and gl_paranoid can be
2861                 // used without buffer objects if the need arises
2862                 // (the data could be gotten using glMapBuffer but it would be very
2863                 //  slow due to uncachable video memory reads)
2864                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2865                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2866                 CHECKGLERROR
2867                 if (gl_state.pointer_vertex_pointer)
2868                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2869                                 paranoidblah += *p;
2870                 if (gl_state.pointer_color_enabled)
2871                 {
2872                         if (!qglIsEnabled(GL_COLOR_ARRAY))
2873                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2874                         CHECKGLERROR
2875                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2876                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2877                                         paranoidblah += *p;
2878                 }
2879                 for (i = 0;i < vid.texarrayunits;i++)
2880                 {
2881                         if (gl_state.units[i].arrayenabled)
2882                         {
2883                                 GL_ClientActiveTexture(i);
2884                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2885                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2886                                 CHECKGLERROR
2887                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2888                                         for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2889                                                 paranoidblah += *p;
2890                         }
2891                 }
2892 #endif
2893                 if (element3i)
2894                 {
2895                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2896                         {
2897                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2898                                 {
2899                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2900                                         return;
2901                                 }
2902                         }
2903                 }
2904                 if (element3s)
2905                 {
2906                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2907                         {
2908                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2909                                 {
2910                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2911                                         return;
2912                                 }
2913                         }
2914                 }
2915         }
2916         if (r_render.integer || r_refdef.draw2dstage)
2917         {
2918                 switch(vid.renderpath)
2919                 {
2920                 case RENDERPATH_GL11:
2921                 case RENDERPATH_GL13:
2922                 case RENDERPATH_GL20:
2923                         CHECKGLERROR
2924                         if (gl_mesh_testmanualfeeding.integer)
2925                         {
2926 #ifndef USE_GLES2
2927                                 unsigned int i, j, element;
2928                                 const GLfloat *p;
2929                                 qglBegin(GL_TRIANGLES);
2930                                 if(vid.renderpath == RENDERPATH_GL20)
2931                                 {
2932                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2933                                         {
2934                                                 if (element3i)
2935                                                         element = element3i[i];
2936                                                 else if (element3s)
2937                                                         element = element3s[i];
2938                                                 else
2939                                                         element = firstvertex + i;
2940                                                 for (j = 0;j < vid.texarrayunits;j++)
2941                                                 {
2942                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2943                                                         {
2944                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2945                                                                 {
2946                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2947                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2948                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2949                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2950                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2951                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2952                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2953                                                                         else
2954                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2955                                                                 }
2956                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2957                                                                 {
2958                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2959                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2960                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2961                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2962                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2963                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2964                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2965                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2966                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2967                                                                 }
2968                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2969                                                                 {
2970                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2971                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2972                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2973                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2974                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2975                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2976                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2977                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2978                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2979                                                                 }
2980                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2981                                                                 {
2982                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2983                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2984                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2985                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2986                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2987                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2988                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2989                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2990                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2991                                                                 }
2992                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2993                                                                 {
2994                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2995                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2996                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2997                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2998                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2999                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
3000                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
3001                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
3002                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
3003                                                                 }
3004                                                         }
3005                                                 }
3006                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3007                                                 {
3008                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
3009                                                         {
3010                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3011                                                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
3012                                                         }
3013                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3014                                                         {
3015                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3016                                                                 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
3017                                                         }
3018                                                 }
3019                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3020                                                 {
3021                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3022                                                         if (gl_state.pointer_vertex_components == 4)
3023                                                                 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
3024                                                         else if (gl_state.pointer_vertex_components == 3)
3025                                                                 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
3026                                                         else
3027                                                                 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3028                                                 }
3029                                         }
3030                                 }
3031                                 else
3032                                 {
3033                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3034                                         {
3035                                                 if (element3i)
3036                                                         element = element3i[i];
3037                                                 else if (element3s)
3038                                                         element = element3s[i];
3039                                                 else
3040                                                         element = firstvertex + i;
3041                                                 for (j = 0;j < vid.texarrayunits;j++)
3042                                                 {
3043                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3044                                                         {
3045                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3046                                                                 {
3047                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3048                                                                         if (vid.texarrayunits > 1)
3049                                                                         {
3050                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3051                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3052                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3053                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3054                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3055                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3056                                                                                 else
3057                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3058                                                                         }
3059                                                                         else
3060                                                                         {
3061                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3062                                                                                         qglTexCoord4f(p[0], p[1], p[2], p[3]);
3063                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3064                                                                                         qglTexCoord3f(p[0], p[1], p[2]);
3065                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3066                                                                                         qglTexCoord2f(p[0], p[1]);
3067                                                                                 else
3068                                                                                         qglTexCoord1f(p[0]);
3069                                                                         }
3070                                                                 }
3071                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3072                                                                 {
3073                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3074                                                                         if (vid.texarrayunits > 1)
3075                                                                         {
3076                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3077                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3078                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3079                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3080                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3081                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3082                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3083                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3084                                                                         }
3085                                                                         else
3086                                                                         {
3087                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3088                                                                                         qglTexCoord4f(s[0], s[1], s[2], s[3]);
3089                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3090                                                                                         qglTexCoord3f(s[0], s[1], s[2]);
3091                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3092                                                                                         qglTexCoord2f(s[0], s[1]);
3093                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3094                                                                                         qglTexCoord1f(s[0]);
3095                                                                         }
3096                                                                 }
3097                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3098                                                                 {
3099                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3100                                                                         if (vid.texarrayunits > 1)
3101                                                                         {
3102                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3103                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3104                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3105                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3106                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3107                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3108                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3109                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3110                                                                         }
3111                                                                         else
3112                                                                         {
3113                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3114                                                                                         qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3115                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3116                                                                                         qglTexCoord3f(sb[0], sb[1], sb[2]);
3117                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3118                                                                                         qglTexCoord2f(sb[0], sb[1]);
3119                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3120                                                                                         qglTexCoord1f(sb[0]);
3121                                                                         }
3122                                                                 }
3123                                                         }
3124                                                 }
3125                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3126                                                 {
3127                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
3128                                                         {
3129                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3130                                                                 qglColor4f(p[0], p[1], p[2], p[3]);
3131                                                         }
3132                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3133                                                         {
3134                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3135                                                                 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3136                                                         }
3137                                                 }
3138                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3139                                                 {
3140                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3141                                                         if (gl_state.pointer_vertex_components == 4)
3142                                                                 qglVertex4f(p[0], p[1], p[2], p[3]);
3143                                                         else if (gl_state.pointer_vertex_components == 3)
3144                                                                 qglVertex3f(p[0], p[1], p[2]);
3145                                                         else
3146                                                                 qglVertex2f(p[0], p[1]);
3147                                                 }
3148                                         }
3149                                 }
3150                                 qglEnd();
3151                                 CHECKGLERROR
3152 #endif
3153                         }
3154                         else if (bufferobject3s)
3155                         {
3156                                 GL_BindEBO(bufferobject3s);
3157 #ifndef USE_GLES2
3158                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3159                                 {
3160                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3161                                         CHECKGLERROR
3162                                 }
3163                                 else
3164 #endif
3165                                 {
3166                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3167                                         CHECKGLERROR
3168                                 }
3169                         }
3170                         else if (bufferobject3i)
3171                         {
3172                                 GL_BindEBO(bufferobject3i);
3173 #ifndef USE_GLES2
3174                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3175                                 {
3176                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3177                                         CHECKGLERROR
3178                                 }
3179                                 else
3180 #endif
3181                                 {
3182                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3183                                         CHECKGLERROR
3184                                 }
3185                         }
3186                         else if (element3s)
3187                         {
3188                                 GL_BindEBO(0);
3189 #ifndef USE_GLES2
3190                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3191                                 {
3192                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3193                                         CHECKGLERROR
3194                                 }
3195                                 else
3196 #endif
3197                                 {
3198                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3199                                         CHECKGLERROR
3200                                 }
3201                         }
3202                         else if (element3i)
3203                         {
3204                                 GL_BindEBO(0);
3205 #ifndef USE_GLES2
3206                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3207                                 {
3208                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3209                                         CHECKGLERROR
3210                                 }
3211                                 else
3212 #endif
3213                                 {
3214                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3215                                         CHECKGLERROR
3216                                 }
3217                         }
3218                         else
3219                         {
3220                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3221                                 CHECKGLERROR
3222                         }
3223                         break;
3224                 case RENDERPATH_D3D9:
3225 #ifdef SUPPORTD3D
3226                         if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3227                         {
3228                                 if (element3s_indexbuffer)
3229                                 {
3230                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3231                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3232                                 }
3233                                 else if (element3i_indexbuffer)
3234                                 {
3235                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3236                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3237                                 }
3238                                 else
3239                                         IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3240                         }
3241                         else
3242                         {
3243                                 if (element3s)
3244                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3245                                 else if (element3i)
3246                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3247                                 else
3248                                         IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3249                         }
3250 #endif
3251                         break;
3252                 case RENDERPATH_D3D10:
3253                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3254                         break;
3255                 case RENDERPATH_D3D11:
3256                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3257                         break;
3258                 case RENDERPATH_SOFT:
3259                         DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3260                         break;
3261                 case RENDERPATH_GLES1:
3262                 case RENDERPATH_GLES2:
3263                         // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
3264                         if (bufferobject3s)
3265                         {
3266                                 GL_BindEBO(bufferobject3s);
3267                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3268                                 CHECKGLERROR
3269                         }
3270                         else if (bufferobject3i)
3271                         {
3272                                 GL_BindEBO(bufferobject3i);
3273                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3274                                 CHECKGLERROR
3275                         }
3276                         else if (element3s)
3277                         {
3278                                 GL_BindEBO(0);
3279                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3280                                 CHECKGLERROR
3281                         }
3282                         else if (element3i)
3283                         {
3284                                 GL_BindEBO(0);
3285                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3286                                 CHECKGLERROR
3287                         }
3288                         else
3289                         {
3290                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3291                                 CHECKGLERROR
3292                         }
3293                         break;
3294                 }
3295         }
3296 }
3297
3298 // restores backend state, used when done with 3D rendering
3299 void R_Mesh_Finish(void)
3300 {
3301         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3302 }
3303
3304 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3305 {
3306         r_meshbuffer_t *buffer;
3307         if (isuniformbuffer)
3308         {
3309                 if (!vid.support.arb_uniform_buffer_object)
3310                         return NULL;
3311         }
3312         else
3313         {
3314                 if (!vid.support.arb_vertex_buffer_object)
3315                         return NULL;
3316                 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3317                         return NULL;
3318         }
3319         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3320         memset(buffer, 0, sizeof(*buffer));
3321         buffer->bufferobject = 0;
3322         buffer->devicebuffer = NULL;
3323         buffer->size = size;
3324         buffer->isindexbuffer = isindexbuffer;
3325         buffer->isuniformbuffer = isuniformbuffer;
3326         buffer->isdynamic = isdynamic;
3327         buffer->isindex16 = isindex16;
3328         strlcpy(buffer->name, name, sizeof(buffer->name));
3329         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3330         return buffer;
3331 }
3332
3333 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3334 {
3335         if (!buffer)
3336                 return;
3337         if (buffer->isindexbuffer)
3338         {
3339                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3340                 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3341         }
3342         else
3343         {
3344                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3345                 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3346         }
3347         if (!subdata)
3348                 buffer->size = size;
3349         switch(vid.renderpath)
3350         {
3351         case RENDERPATH_GL11:
3352         case RENDERPATH_GL13:
3353         case RENDERPATH_GL20:
3354         case RENDERPATH_GLES1:
3355         case RENDERPATH_GLES2:
3356                 if (!buffer->bufferobject)
3357                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3358                 if (buffer->isuniformbuffer)
3359                         GL_BindUBO(buffer->bufferobject);
3360                 else if (buffer->isindexbuffer)
3361                         GL_BindEBO(buffer->bufferobject);
3362                 else
3363                         GL_BindVBO(buffer->bufferobject);
3364
3365                 {
3366                         int buffertype;
3367                         buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
3368 #ifdef GL_UNIFORM_BUFFER
3369                         if (buffer->isuniformbuffer)
3370                                 buffertype = GL_UNIFORM_BUFFER;
3371 #endif
3372                         if (subdata)
3373                                 qglBufferSubDataARB(buffertype, offset, size, data);
3374                         else
3375                                 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3376                 }
3377                 if (buffer->isuniformbuffer)
3378                         GL_BindUBO(0);
3379                 break;
3380         case RENDERPATH_D3D9:
3381 #ifdef SUPPORTD3D
3382                 {
3383                         int result;
3384                         void *datapointer = NULL;
3385                         if (buffer->isindexbuffer)
3386                         {
3387                                 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3388                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3389                                 {
3390                                         if (buffer->devicebuffer)
3391                                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3392                                         buffer->devicebuffer = NULL;
3393                                         if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3394                                                 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
3395                                         buffer->devicebuffer = (void *)d3d9indexbuffer;
3396                                         buffer->size = offset+size;
3397                                 }
3398                                 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3399                                 {
3400                                         if (data)
3401                                                 memcpy(datapointer, data, size);
3402                                         else
3403                                                 memset(datapointer, 0, size);
3404                                         IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3405                                 }
3406                         }
3407                         else
3408                         {
3409                                 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3410                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3411                                 {
3412                                         if (buffer->devicebuffer)
3413                                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3414                                         buffer->devicebuffer = NULL;
3415                                         if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3416                                                 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
3417                                         buffer->devicebuffer = (void *)d3d9vertexbuffer;
3418                                         buffer->size = offset+size;
3419                                 }
3420                                 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3421                                 {
3422                                         if (data)
3423                                                 memcpy(datapointer, data, size);
3424                                         else
3425                                                 memset(datapointer, 0, size);
3426                                         IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3427                                 }
3428                         }
3429                 }
3430 #endif
3431                 break;
3432         case RENDERPATH_D3D10:
3433                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3434                 break;
3435         case RENDERPATH_D3D11:
3436                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3437                 break;
3438         case RENDERPATH_SOFT:
3439                 break;
3440         }
3441 }
3442
3443 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3444 {
3445         if (!buffer)
3446                 return;
3447         switch(vid.renderpath)
3448         {
3449         case RENDERPATH_GL11:
3450         case RENDERPATH_GL13:
3451         case RENDERPATH_GL20:
3452         case RENDERPATH_GLES1:
3453         case RENDERPATH_GLES2:
3454                 // GL clears the binding if we delete something bound
3455                 if (gl_state.uniformbufferobject == buffer->bufferobject)
3456                         gl_state.uniformbufferobject = 0;
3457                 if (gl_state.vertexbufferobject == buffer->bufferobject)
3458                         gl_state.vertexbufferobject = 0;
3459                 if (gl_state.elementbufferobject == buffer->bufferobject)
3460                         gl_state.elementbufferobject = 0;
3461                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3462                 break;
3463         case RENDERPATH_D3D9:
3464 #ifdef SUPPORTD3D
3465                 if (gl_state.d3dvertexbuffer == (void *)buffer)
3466                         gl_state.d3dvertexbuffer = NULL;
3467                 if (buffer->devicebuffer)
3468                 {
3469                         if (buffer->isindexbuffer)
3470                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3471                         else
3472                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3473                         buffer->devicebuffer = NULL;
3474                 }
3475 #endif
3476                 break;
3477         case RENDERPATH_D3D10:
3478                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3479                 break;
3480         case RENDERPATH_D3D11:
3481                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3482                 break;
3483         case RENDERPATH_SOFT:
3484                 break;
3485         }
3486         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3487 }
3488
3489 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3490 void GL_Mesh_ListVBOs(qboolean printeach)
3491 {
3492         int i, endindex;
3493         int type;
3494         int isdynamic;
3495         int index16count, index16mem;
3496         int index32count, index32mem;
3497         int vertexcount, vertexmem;
3498         int uniformcount, uniformmem;
3499         int totalcount, totalmem;
3500         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3501         r_meshbuffer_t *buffer;
3502         memset(bufferstat, 0, sizeof(bufferstat));
3503         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3504         for (i = 0;i < endindex;i++)
3505         {
3506                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3507                 if (!buffer)
3508                         continue;
3509                 if (buffer->isuniformbuffer)
3510                         type = R_BUFFERDATA_UNIFORM;
3511                 else if (buffer->isindexbuffer && buffer->isindex16)
3512                         type = R_BUFFERDATA_INDEX16;
3513                 else if (buffer->isindexbuffer)
3514                         type = R_BUFFERDATA_INDEX32;
3515                 else
3516                         type = R_BUFFERDATA_VERTEX;
3517                 isdynamic = buffer->isdynamic;
3518                 bufferstat[type][isdynamic][0]++;
3519                 bufferstat[type][isdynamic][1] += buffer->size;
3520                 if (printeach)
3521                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3522         }
3523         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3524         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3525         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3526         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3527         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3528         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3529         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3530         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3531         totalcount = index16count + index32count + vertexcount + uniformcount;
3532         totalmem = index16mem + index32mem + vertexmem + uniformmem;
3533         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);
3534 }
3535
3536
3537
3538 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3539 {
3540         switch(vid.renderpath)
3541         {
3542         case RENDERPATH_GL11:
3543         case RENDERPATH_GL13:
3544         case RENDERPATH_GLES1:
3545 #ifndef USE_GLES2
3546                 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)
3547                 {
3548                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3549                         gl_state.pointer_vertex_components = components;
3550                         gl_state.pointer_vertex_gltype = gltype;
3551                         gl_state.pointer_vertex_stride = stride;
3552                         gl_state.pointer_vertex_pointer = pointer;
3553                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3554                         gl_state.pointer_vertex_offset = bufferoffset;
3555                         CHECKGLERROR
3556                         GL_BindVBO(bufferobject);
3557                         qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3558                 }
3559 #endif
3560                 break;
3561         case RENDERPATH_GL20:
3562         case RENDERPATH_GLES2:
3563                 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)
3564                 {
3565                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3566                         gl_state.pointer_vertex_components = components;
3567                         gl_state.pointer_vertex_gltype = gltype;
3568                         gl_state.pointer_vertex_stride = stride;
3569                         gl_state.pointer_vertex_pointer = pointer;
3570                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3571                         gl_state.pointer_vertex_offset = bufferoffset;
3572                         CHECKGLERROR
3573                         GL_BindVBO(bufferobject);
3574                         // LordHavoc: special flag added to gltype for unnormalized types
3575                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3576                 }
3577                 break;
3578         case RENDERPATH_D3D9:
3579         case RENDERPATH_D3D10:
3580         case RENDERPATH_D3D11:
3581         case RENDERPATH_SOFT:
3582                 break;
3583         }
3584 }
3585
3586 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3587 {
3588         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3589         // the pointer only.
3590         switch(vid.renderpath)
3591         {
3592         case RENDERPATH_GL11:
3593         case RENDERPATH_GL13:
3594         case RENDERPATH_GLES1:
3595 #ifndef USE_GLES2
3596                 CHECKGLERROR
3597                 if (pointer)
3598                 {
3599                         // caller wants color array enabled
3600                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3601                         if (!gl_state.pointer_color_enabled)
3602                         {
3603                                 gl_state.pointer_color_enabled = true;
3604                                 CHECKGLERROR
3605                                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3606                         }
3607                         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)
3608                         {
3609                                 gl_state.pointer_color_components = components;
3610                                 gl_state.pointer_color_gltype = gltype;
3611                                 gl_state.pointer_color_stride = stride;
3612                                 gl_state.pointer_color_pointer = pointer;
3613                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3614                                 gl_state.pointer_color_offset = bufferoffset;
3615                                 CHECKGLERROR
3616                                 GL_BindVBO(bufferobject);
3617                                 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3618                         }
3619                 }
3620                 else
3621                 {
3622                         // caller wants color array disabled
3623                         if (gl_state.pointer_color_enabled)
3624                         {
3625                                 gl_state.pointer_color_enabled = false;
3626                                 CHECKGLERROR
3627                                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3628                                 // when color array is on the glColor gets trashed, set it again
3629                                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3630                         }
3631                 }
3632 #endif
3633                 break;
3634         case RENDERPATH_GL20:
3635         case RENDERPATH_GLES2:
3636                 CHECKGLERROR
3637                 if (pointer)
3638                 {
3639                         // caller wants color array enabled
3640                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3641                         if (!gl_state.pointer_color_enabled)
3642                         {
3643                                 gl_state.pointer_color_enabled = true;
3644                                 CHECKGLERROR
3645                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3646                         }
3647                         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)
3648                         {
3649                                 gl_state.pointer_color_components = components;
3650                                 gl_state.pointer_color_gltype = gltype;
3651                                 gl_state.pointer_color_stride = stride;
3652                                 gl_state.pointer_color_pointer = pointer;
3653                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3654                                 gl_state.pointer_color_offset = bufferoffset;
3655                                 CHECKGLERROR
3656                                 GL_BindVBO(bufferobject);
3657                                 // LordHavoc: special flag added to gltype for unnormalized types
3658                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3659                         }
3660                 }
3661                 else
3662                 {
3663                         // caller wants color array disabled
3664                         if (gl_state.pointer_color_enabled)
3665                         {
3666                                 gl_state.pointer_color_enabled = false;
3667                                 CHECKGLERROR
3668                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3669                                 // when color array is on the glColor gets trashed, set it again
3670                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3671                         }
3672                 }
3673                 break;
3674         case RENDERPATH_D3D9:
3675         case RENDERPATH_D3D10:
3676         case RENDERPATH_D3D11:
3677         case RENDERPATH_SOFT:
3678                 break;
3679         }
3680 }
3681
3682 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)
3683 {
3684         gltextureunit_t *unit = gl_state.units + unitnum;
3685         // update array settings
3686         // note: there is no need to check bufferobject here because all cases
3687         // that involve a valid bufferobject also supply a texcoord array
3688         switch(vid.renderpath)
3689         {
3690         case RENDERPATH_GL11:
3691         case RENDERPATH_GL13:
3692         case RENDERPATH_GLES1:
3693 #ifndef USE_GLES2
3694                 CHECKGLERROR
3695                 if (pointer)
3696                 {
3697                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3698                         // texture array unit is enabled, enable the array
3699                         if (!unit->arrayenabled)
3700                         {
3701                                 unit->arrayenabled = true;
3702                                 GL_ClientActiveTexture(unitnum);
3703                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3704                         }
3705                         // texcoord array
3706                         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)
3707                         {
3708                                 unit->pointer_texcoord_components = components;
3709                                 unit->pointer_texcoord_gltype = gltype;
3710                                 unit->pointer_texcoord_stride = stride;
3711                                 unit->pointer_texcoord_pointer = pointer;
3712                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3713                                 unit->pointer_texcoord_offset = bufferoffset;
3714                                 GL_ClientActiveTexture(unitnum);
3715                                 GL_BindVBO(bufferobject);
3716                                 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3717                         }
3718                 }
3719                 else
3720                 {
3721                         // texture array unit is disabled, disable the array
3722                         if (unit->arrayenabled)
3723                         {
3724                                 unit->arrayenabled = false;
3725                                 GL_ClientActiveTexture(unitnum);
3726                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3727                         }
3728                 }
3729 #endif
3730                 break;
3731         case RENDERPATH_GL20:
3732         case RENDERPATH_GLES2:
3733                 CHECKGLERROR
3734                 if (pointer)
3735                 {
3736                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3737                         // texture array unit is enabled, enable the array
3738                         if (!unit->arrayenabled)
3739                         {
3740                                 unit->arrayenabled = true;
3741                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3742                         }
3743                         // texcoord array
3744                         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)
3745                         {
3746                                 unit->pointer_texcoord_components = components;
3747                                 unit->pointer_texcoord_gltype = gltype;
3748                                 unit->pointer_texcoord_stride = stride;
3749                                 unit->pointer_texcoord_pointer = pointer;
3750                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3751                                 unit->pointer_texcoord_offset = bufferoffset;
3752                                 GL_BindVBO(bufferobject);
3753                                 // LordHavoc: special flag added to gltype for unnormalized types
3754                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3755                         }
3756                 }
3757                 else
3758                 {
3759                         // texture array unit is disabled, disable the array
3760                         if (unit->arrayenabled)
3761                         {
3762                                 unit->arrayenabled = false;
3763                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3764                         }
3765                 }
3766                 break;
3767         case RENDERPATH_D3D9:
3768         case RENDERPATH_D3D10:
3769         case RENDERPATH_D3D11:
3770         case RENDERPATH_SOFT:
3771                 break;
3772         }
3773 }
3774
3775 int R_Mesh_TexBound(unsigned int unitnum, int id)
3776 {
3777         gltextureunit_t *unit = gl_state.units + unitnum;
3778         if (unitnum >= vid.teximageunits)
3779                 return 0;
3780         if (id == GL_TEXTURE_2D)
3781                 return unit->t2d;
3782         if (id == GL_TEXTURE_3D)
3783                 return unit->t3d;
3784         if (id == GL_TEXTURE_CUBE_MAP)
3785                 return unit->tcubemap;
3786         return 0;
3787 }
3788
3789 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3790 {
3791         switch(vid.renderpath)
3792         {
3793         case RENDERPATH_GL11:
3794         case RENDERPATH_GL13:
3795         case RENDERPATH_GL20:
3796         case RENDERPATH_GLES1:
3797         case RENDERPATH_GLES2:
3798                 R_Mesh_TexBind(0, tex);
3799                 GL_ActiveTexture(0);CHECKGLERROR
3800                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3801                 break;
3802         case RENDERPATH_D3D9:
3803 #ifdef SUPPORTD3D
3804                 {
3805                         IDirect3DSurface9 *currentsurface = NULL;
3806                         IDirect3DSurface9 *texturesurface = NULL;
3807                         RECT sourcerect;
3808                         RECT destrect;
3809                         sourcerect.left = sx;
3810                         sourcerect.top = sy;
3811                         sourcerect.right = sx + width;
3812                         sourcerect.bottom = sy + height;
3813                         destrect.left = tx;
3814                         destrect.top = ty;
3815                         destrect.right = tx + width;
3816                         destrect.bottom = ty + height;
3817                         if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3818                         {
3819                                 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
3820                                 {
3821                                         IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3822                                         IDirect3DSurface9_Release(currentsurface);
3823                                 }
3824                                 IDirect3DSurface9_Release(texturesurface);
3825                         }
3826                 }
3827 #endif
3828                 break;
3829         case RENDERPATH_D3D10:
3830                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3831                 break;
3832         case RENDERPATH_D3D11:
3833                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3834                 break;
3835         case RENDERPATH_SOFT:
3836                 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3837                 break;
3838         }
3839 }
3840
3841 #ifdef SUPPORTD3D
3842 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
3843 #endif
3844
3845 void R_Mesh_ClearBindingsForTexture(int texnum)
3846 {
3847         gltextureunit_t *unit;
3848         unsigned int unitnum;
3849         // 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)
3850         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3851         {
3852                 unit = gl_state.units + unitnum;
3853                 if (unit->t2d == texnum)
3854                         unit->t2d = -1;
3855                 if (unit->t3d == texnum)
3856                         unit->t3d = -1;
3857                 if (unit->tcubemap == texnum)
3858                         unit->tcubemap = -1;
3859         }
3860 }
3861
3862 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3863 {
3864         gltextureunit_t *unit = gl_state.units + unitnum;
3865         int tex2d, tex3d, texcubemap, texnum;
3866         if (unitnum >= vid.teximageunits)
3867                 return;
3868 //      if (unit->texture == tex)
3869 //              return;
3870         switch(vid.renderpath)
3871         {
3872         case RENDERPATH_GL20:
3873         case RENDERPATH_GLES2:
3874                 if (!tex)
3875                 {
3876                         tex = r_texture_white;
3877                         // not initialized enough yet...
3878                         if (!tex)
3879                                 return;
3880                 }
3881                 unit->texture = tex;
3882                 texnum = R_GetTexture(tex);
3883                 switch(tex->gltexturetypeenum)
3884                 {
3885                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3886                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3887                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3888                 }
3889                 break;
3890         case RENDERPATH_GL11:
3891         case RENDERPATH_GL13:
3892         case RENDERPATH_GLES1:
3893                 unit->texture = tex;
3894                 tex2d = 0;
3895                 tex3d = 0;
3896                 texcubemap = 0;
3897                 if (tex)
3898                 {
3899                         texnum = R_GetTexture(tex);
3900                         switch(tex->gltexturetypeenum)
3901                         {
3902                         case GL_TEXTURE_2D:
3903                                 tex2d = texnum;
3904                                 break;
3905                         case GL_TEXTURE_3D:
3906                                 tex3d = texnum;
3907                                 break;
3908                         case GL_TEXTURE_CUBE_MAP:
3909                                 texcubemap = texnum;
3910                                 break;
3911                         }
3912                 }
3913                 // update 2d texture binding
3914                 if (unit->t2d != tex2d)
3915                 {
3916                         GL_ActiveTexture(unitnum);
3917                         if (tex2d)
3918                         {
3919                                 if (unit->t2d == 0)
3920                                 {
3921                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3922                                 }
3923                         }
3924                         else
3925                         {
3926                                 if (unit->t2d)
3927                                 {
3928                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3929                                 }
3930                         }
3931                         unit->t2d = tex2d;
3932                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3933                 }
3934                 // update 3d texture binding
3935                 if (unit->t3d != tex3d)
3936                 {
3937                         GL_ActiveTexture(unitnum);
3938                         if (tex3d)
3939                         {
3940                                 if (unit->t3d == 0)
3941                                 {
3942                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3943                                 }
3944                         }
3945                         else
3946                         {
3947                                 if (unit->t3d)
3948                                 {
3949                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3950                                 }
3951                         }
3952                         unit->t3d = tex3d;
3953                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3954                 }
3955                 // update cubemap texture binding
3956                 if (unit->tcubemap != texcubemap)
3957                 {
3958                         GL_ActiveTexture(unitnum);
3959                         if (texcubemap)
3960                         {
3961                                 if (unit->tcubemap == 0)
3962                                 {
3963                                         qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3964                                 }
3965                         }
3966                         else
3967                         {
3968                                 if (unit->tcubemap)
3969                                 {
3970                                         qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3971                                 }
3972                         }
3973                         unit->tcubemap = texcubemap;
3974                         qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3975                 }
3976                 break;
3977         case RENDERPATH_D3D9:
3978 #ifdef SUPPORTD3D
3979                 {
3980                         extern cvar_t gl_texture_anisotropy;
3981                         if (!tex)
3982                         {
3983                                 tex = r_texture_white;
3984                                 // not initialized enough yet...
3985                                 if (!tex)
3986                                         return;
3987                         }
3988                         // upload texture if needed
3989                         R_GetTexture(tex);
3990                         if (unit->texture == tex)
3991                                 return;
3992                         unit->texture = tex;
3993                         IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3994                         //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3995                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3996                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3997                         if (tex->d3daddressw)
3998                                 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
3999                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
4000                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
4001                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
4002                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
4003                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
4004                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
4005                 }
4006 #endif
4007                 break;
4008         case RENDERPATH_D3D10:
4009                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4010                 break;
4011         case RENDERPATH_D3D11:
4012                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4013                 break;
4014         case RENDERPATH_SOFT:
4015                 if (!tex)
4016                 {
4017                         tex = r_texture_white;
4018                         // not initialized enough yet...
4019                         if (!tex)
4020                                 return;
4021                 }
4022                 texnum = R_GetTexture(tex);
4023                 if (unit->texture == tex)
4024                         return;
4025                 unit->texture = tex;
4026                 DPSOFTRAST_SetTexture(unitnum, texnum);
4027                 break;
4028         }
4029 }
4030
4031 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
4032 {
4033         switch(vid.renderpath)
4034         {
4035         case RENDERPATH_GL11:
4036         case RENDERPATH_GL13:
4037         case RENDERPATH_GL20:
4038         case RENDERPATH_GLES1:
4039         case RENDERPATH_GLES2:
4040 #ifdef GL_MODELVIEW
4041                 if (matrix && matrix->m[3][3])
4042                 {
4043                         gltextureunit_t *unit = gl_state.units + unitnum;
4044                         // texmatrix specified, check if it is different
4045                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4046                         {
4047                                 float glmatrix[16];
4048                                 unit->texmatrixenabled = true;
4049                                 unit->matrix = *matrix;
4050                                 CHECKGLERROR
4051                                 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4052                                 GL_ActiveTexture(unitnum);
4053                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4054                                 qglLoadMatrixf(glmatrix);CHECKGLERROR
4055                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4056                         }
4057                 }
4058                 else
4059                 {
4060                         // no texmatrix specified, revert to identity
4061                         gltextureunit_t *unit = gl_state.units + unitnum;
4062                         if (unit->texmatrixenabled)
4063                         {
4064                                 unit->texmatrixenabled = false;
4065                                 unit->matrix = identitymatrix;
4066                                 CHECKGLERROR
4067                                 GL_ActiveTexture(unitnum);
4068                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4069                                 qglLoadIdentity();CHECKGLERROR
4070                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4071                         }
4072                 }
4073 #endif
4074                 break;
4075         case RENDERPATH_D3D9:
4076         case RENDERPATH_D3D10:
4077         case RENDERPATH_D3D11:
4078                 break;
4079         case RENDERPATH_SOFT:
4080                 break;
4081         }
4082 }
4083
4084 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4085 {
4086 #if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
4087         gltextureunit_t *unit = gl_state.units + unitnum;
4088         CHECKGLERROR
4089         switch(vid.renderpath)
4090         {
4091         case RENDERPATH_GL20:
4092         case RENDERPATH_GLES2:
4093                 // do nothing
4094                 break;
4095         case RENDERPATH_GL13:
4096         case RENDERPATH_GLES1:
4097                 // GL_ARB_texture_env_combine
4098                 if (!combinergb)
4099                         combinergb = GL_MODULATE;
4100                 if (!combinealpha)
4101                         combinealpha = GL_MODULATE;
4102                 if (!rgbscale)
4103                         rgbscale = 1;
4104                 if (!alphascale)
4105                         alphascale = 1;
4106                 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4107                 {
4108                         if (combinergb == GL_DECAL)
4109                                 combinergb = GL_INTERPOLATE;
4110                         if (unit->combine != GL_COMBINE)
4111                         {
4112                                 unit->combine = GL_COMBINE;
4113                                 GL_ActiveTexture(unitnum);
4114                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4115                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4116                         }
4117                         if (unit->combinergb != combinergb)
4118                         {
4119                                 unit->combinergb = combinergb;
4120                                 GL_ActiveTexture(unitnum);
4121                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4122                         }
4123                         if (unit->combinealpha != combinealpha)
4124                         {
4125                                 unit->combinealpha = combinealpha;
4126                                 GL_ActiveTexture(unitnum);
4127                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4128                         }
4129                         if (unit->rgbscale != rgbscale)
4130                         {
4131                                 unit->rgbscale = rgbscale;
4132                                 GL_ActiveTexture(unitnum);
4133                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4134                         }
4135                         if (unit->alphascale != alphascale)
4136                         {
4137                                 unit->alphascale = alphascale;
4138                                 GL_ActiveTexture(unitnum);
4139                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4140                         }
4141                 }
4142                 else
4143                 {
4144                         if (unit->combine != combinergb)
4145                         {
4146                                 unit->combine = combinergb;
4147                                 GL_ActiveTexture(unitnum);
4148                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4149                         }
4150                 }
4151                 break;
4152         case RENDERPATH_GL11:
4153                 // normal GL texenv
4154                 if (!combinergb)
4155                         combinergb = GL_MODULATE;
4156                 if (unit->combine != combinergb)
4157                 {
4158                         unit->combine = combinergb;
4159                         GL_ActiveTexture(unitnum);
4160                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4161                 }
4162                 break;
4163         case RENDERPATH_D3D9:
4164         case RENDERPATH_D3D10:
4165         case RENDERPATH_D3D11:
4166                 break;
4167         case RENDERPATH_SOFT:
4168                 break;
4169         }
4170 #endif
4171 }
4172
4173 void R_Mesh_ResetTextureState(void)
4174 {
4175         unsigned int unitnum;
4176
4177         BACKENDACTIVECHECK
4178
4179         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4180                 R_Mesh_TexBind(unitnum, NULL);
4181         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4182                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4183         switch(vid.renderpath)
4184         {
4185         case RENDERPATH_GL20:
4186         case RENDERPATH_GLES2:
4187         case RENDERPATH_D3D9:
4188         case RENDERPATH_D3D10:
4189         case RENDERPATH_D3D11:
4190         case RENDERPATH_SOFT:
4191                 break;
4192         case RENDERPATH_GL11:
4193         case RENDERPATH_GL13:
4194         case RENDERPATH_GLES1:
4195                 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4196                 {
4197                         R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4198                         R_Mesh_TexMatrix(unitnum, NULL);
4199                 }
4200                 break;
4201         }
4202 }
4203
4204
4205
4206 #ifdef SUPPORTD3D
4207 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4208 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4209 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4210
4211 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4212 {
4213         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4214         D3DDECL_END()
4215 };
4216
4217 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4218 {
4219         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4220         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4221         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4222         D3DDECL_END()
4223 };
4224
4225 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4226 {
4227         {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4228         {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4229         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4230         {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4231         {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4232         {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4233         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4234         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub  ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4235         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4236         D3DDECL_END()
4237 };
4238
4239 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4240 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4241 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4242 #endif
4243
4244 static void R_Mesh_InitVertexDeclarations(void)
4245 {
4246 #ifdef SUPPORTD3D
4247         r_vertex3f_d3d9decl = NULL;
4248         r_vertexgeneric_d3d9decl = NULL;
4249         r_vertexmesh_d3d9decl = NULL;
4250         switch(vid.renderpath)
4251         {
4252         case RENDERPATH_GL20:
4253         case RENDERPATH_GL13:
4254         case RENDERPATH_GL11:
4255         case RENDERPATH_GLES1:
4256         case RENDERPATH_GLES2:
4257                 break;
4258         case RENDERPATH_D3D9:
4259                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4260                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4261                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4262                 break;
4263         case RENDERPATH_D3D10:
4264                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4265                 break;
4266         case RENDERPATH_D3D11:
4267                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4268                 break;
4269         case RENDERPATH_SOFT:
4270                 break;
4271         }
4272 #endif
4273 }
4274
4275 static void R_Mesh_DestroyVertexDeclarations(void)
4276 {
4277 #ifdef SUPPORTD3D
4278         if (r_vertex3f_d3d9decl)
4279                 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4280         r_vertex3f_d3d9decl = NULL;
4281         if (r_vertexgeneric_d3d9decl)
4282                 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4283         r_vertexgeneric_d3d9decl = NULL;
4284         if (r_vertexmesh_d3d9decl)
4285                 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4286         r_vertexmesh_d3d9decl = NULL;
4287 #endif
4288 }
4289
4290 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4291 {
4292         // upload temporary vertexbuffer for this rendering
4293         if (!gl_state.usevbo_staticvertex)
4294                 vertexbuffer = NULL;
4295         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4296                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4297         switch(vid.renderpath)
4298         {
4299         case RENDERPATH_GL20:
4300         case RENDERPATH_GLES2:
4301                 if (vertexbuffer)
4302                 {
4303                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4304                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4305                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4306                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4307                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4309                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4310                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4311                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4312                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4313                 }
4314                 else
4315                 {
4316                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4317                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4318                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4319                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4320                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4321                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4322                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4323                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4324                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4325                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4326                 }
4327                 break;
4328         case RENDERPATH_GL13:
4329         case RENDERPATH_GLES1:
4330                 if (vertexbuffer)
4331                 {
4332                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4333                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4334                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4335                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4336                 }
4337                 else
4338                 {
4339                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4340                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4341                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4342                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4343                 }
4344                 break;
4345         case RENDERPATH_GL11:
4346                 if (vertexbuffer)
4347                 {
4348                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4349                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4350                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4351                 }
4352                 else
4353                 {
4354                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4355                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4356                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4357                 }
4358                 break;
4359         case RENDERPATH_D3D9:
4360 #ifdef SUPPORTD3D
4361                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4362                 if (vertexbuffer)
4363                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4364                 else
4365                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4366                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4367                 gl_state.d3dvertexdata = (void *)vertex3f;
4368                 gl_state.d3dvertexsize = sizeof(float[3]);
4369 #endif
4370                 break;
4371         case RENDERPATH_D3D10:
4372                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4373                 break;
4374         case RENDERPATH_D3D11:
4375                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4376                 break;
4377         case RENDERPATH_SOFT:
4378                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4379                 DPSOFTRAST_SetColorPointer(NULL, 0);
4380                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4381                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4382                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4383                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4384                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4385                 break;
4386         }
4387 }
4388
4389
4390
4391 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4392 {
4393         size_t size;
4394         size = sizeof(r_vertexgeneric_t) * numvertices;
4395         if (gl_state.preparevertices_tempdatamaxsize < size)
4396         {
4397                 gl_state.preparevertices_tempdatamaxsize = size;
4398                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4399         }
4400         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4401         gl_state.preparevertices_numvertices = numvertices;
4402         return gl_state.preparevertices_vertexgeneric;
4403 }
4404
4405 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4406 {
4407         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4408         gl_state.preparevertices_vertexgeneric = NULL;
4409         gl_state.preparevertices_numvertices = 0;
4410         return true;
4411 }
4412
4413 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4414 {
4415         int i;
4416         r_vertexgeneric_t *vertex;
4417         switch(vid.renderpath)
4418         {
4419         case RENDERPATH_GL20:
4420         case RENDERPATH_GLES2:
4421                 if (gl_state.usevbo_dynamicvertex)
4422                 {
4423                         r_meshbuffer_t *buffer_vertex3f = NULL;
4424                         r_meshbuffer_t *buffer_color4f = NULL;
4425                         r_meshbuffer_t *buffer_texcoord2f = NULL;
4426                         int bufferoffset_vertex3f = 0;
4427                         int bufferoffset_color4f = 0;
4428                         int bufferoffset_texcoord2f = 0;
4429                         buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
4430                         buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
4431                         buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4432                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
4433                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
4434                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
4435                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4436                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4437                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
4438                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4439                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4440                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4441                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4442                 }
4443                 else if (!vid.useinterleavedarrays)
4444                 {
4445                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4446                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4447                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4448                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4449                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4450                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4451                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4452                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4453                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4454                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4455                         return;
4456                 }
4457                 break;
4458         case RENDERPATH_GL11:
4459         case RENDERPATH_GL13:
4460         case RENDERPATH_GLES1:
4461                 if (!vid.useinterleavedarrays)
4462                 {
4463                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4464                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4465                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4466                         if (vid.texunits >= 2)
4467                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4468                         if (vid.texunits >= 3)
4469                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4470                         return;
4471                 }
4472                 break;
4473         case RENDERPATH_D3D9:
4474         case RENDERPATH_D3D10:
4475         case RENDERPATH_D3D11:
4476                 break;
4477         case RENDERPATH_SOFT:
4478                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4479                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4480                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4481                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4482                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4483                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4484                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4485                 return;
4486         }
4487
4488         // no quick path for this case, convert to vertex structs
4489         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4490         for (i = 0;i < numvertices;i++)
4491                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4492         if (color4f)
4493         {
4494                 for (i = 0;i < numvertices;i++)
4495                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4496         }
4497         else
4498         {
4499                 for (i = 0;i < numvertices;i++)
4500                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4501         }
4502         if (texcoord2f)
4503                 for (i = 0;i < numvertices;i++)
4504                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4505         R_Mesh_PrepareVertices_Generic_Unlock();
4506         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4507 }
4508
4509 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4510 {
4511         // upload temporary vertexbuffer for this rendering
4512         if (!gl_state.usevbo_staticvertex)
4513                 vertexbuffer = NULL;
4514         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4515                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4516         switch(vid.renderpath)
4517         {
4518         case RENDERPATH_GL20:
4519         case RENDERPATH_GLES2:
4520                 if (vertexbuffer)
4521                 {
4522                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4523                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4524                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4525                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4526                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4527                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4528                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4529                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4530                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4531                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4532                 }
4533                 else
4534                 {
4535                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4536                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4537                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4538                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4539                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4540                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4541                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4542                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4543                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4544                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4545                 }
4546                 break;
4547         case RENDERPATH_GL13:
4548         case RENDERPATH_GLES1:
4549                 if (vertexbuffer)
4550                 {
4551                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4552                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4553                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4554                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4555                 }
4556                 else
4557                 {
4558                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4559                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4560                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4561                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4562                 }
4563                 break;
4564         case RENDERPATH_GL11:
4565                 if (vertexbuffer)
4566                 {
4567                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4568                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4569                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4570                 }
4571                 else
4572                 {
4573                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4574                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4575                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4576                 }
4577                 break;
4578         case RENDERPATH_D3D9:
4579 #ifdef SUPPORTD3D
4580                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4581                 if (vertexbuffer)
4582                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4583                 else
4584                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4585                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4586                 gl_state.d3dvertexdata = (void *)vertex;
4587                 gl_state.d3dvertexsize = sizeof(*vertex);
4588 #endif
4589                 break;
4590         case RENDERPATH_D3D10:
4591                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4592                 break;
4593         case RENDERPATH_D3D11:
4594                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4595                 break;
4596         case RENDERPATH_SOFT:
4597                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4598                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4599                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4600                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4601                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4602                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4603                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4604                 break;
4605         }
4606 }
4607
4608
4609
4610 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4611 {
4612         size_t size;
4613         size = sizeof(r_vertexmesh_t) * numvertices;
4614         if (gl_state.preparevertices_tempdatamaxsize < size)
4615         {
4616                 gl_state.preparevertices_tempdatamaxsize = size;
4617                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4618         }
4619         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4620         gl_state.preparevertices_numvertices = numvertices;
4621         return gl_state.preparevertices_vertexmesh;
4622 }
4623
4624 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4625 {
4626         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4627         gl_state.preparevertices_vertexmesh = NULL;
4628         gl_state.preparevertices_numvertices = 0;
4629         return true;
4630 }
4631
4632 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)
4633 {
4634         int i;
4635         r_vertexmesh_t *vertex;
4636         switch(vid.renderpath)
4637         {
4638         case RENDERPATH_GL20:
4639         case RENDERPATH_GLES2:
4640                 if (gl_state.usevbo_dynamicvertex)
4641                 {
4642                         r_meshbuffer_t *buffer_vertex3f = NULL;
4643                         r_meshbuffer_t *buffer_color4f = NULL;
4644                         r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4645                         r_meshbuffer_t *buffer_svector3f = NULL;
4646                         r_meshbuffer_t *buffer_tvector3f = NULL;
4647                         r_meshbuffer_t *buffer_normal3f = NULL;
4648                         r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4649                         int bufferoffset_vertex3f = 0;
4650                         int bufferoffset_color4f = 0;
4651                         int bufferoffset_texcoordtexture2f = 0;
4652                         int bufferoffset_svector3f = 0;
4653                         int bufferoffset_tvector3f = 0;
4654                         int bufferoffset_normal3f = 0;
4655                         int bufferoffset_texcoordlightmap2f = 0;
4656                         buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
4657                         buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
4658                         buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
4659                         buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
4660                         buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
4661                         buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4662                         buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4663                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
4664                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
4665                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4666                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
4667                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
4668                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
4669                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4670                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
4671                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4672                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
4673                 }
4674                 else if (!vid.useinterleavedarrays)
4675                 {
4676                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4677                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4678                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4679                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4680                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4681                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4682                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4683                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4684                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4685                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4686                         return;
4687                 }
4688                 break;
4689         case RENDERPATH_GL11:
4690         case RENDERPATH_GL13:
4691         case RENDERPATH_GLES1:
4692                 if (!vid.useinterleavedarrays)
4693                 {
4694                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4695                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4696                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4697                         if (vid.texunits >= 2)
4698                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4699                         if (vid.texunits >= 3)
4700                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4701                         return;
4702                 }
4703                 break;
4704         case RENDERPATH_D3D9:
4705         case RENDERPATH_D3D10:
4706         case RENDERPATH_D3D11:
4707                 break;
4708         case RENDERPATH_SOFT:
4709                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4710                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4711                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4712                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4713                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4714                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4715                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4716                 return;
4717         }
4718
4719         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4720         for (i = 0;i < numvertices;i++)
4721                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4722         if (svector3f)
4723                 for (i = 0;i < numvertices;i++)
4724                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4725         if (tvector3f)
4726                 for (i = 0;i < numvertices;i++)
4727                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4728         if (normal3f)
4729                 for (i = 0;i < numvertices;i++)
4730                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4731         if (color4f)
4732         {
4733                 for (i = 0;i < numvertices;i++)
4734                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4735         }
4736         else
4737         {
4738                 for (i = 0;i < numvertices;i++)
4739                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4740         }
4741         if (texcoordtexture2f)
4742                 for (i = 0;i < numvertices;i++)
4743                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4744         if (texcoordlightmap2f)
4745                 for (i = 0;i < numvertices;i++)
4746                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4747         R_Mesh_PrepareVertices_Mesh_Unlock();
4748         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4749 }
4750
4751 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4752 {
4753         // upload temporary vertexbuffer for this rendering
4754         if (!gl_state.usevbo_staticvertex)
4755                 vertexbuffer = NULL;
4756         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4757                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4758         switch(vid.renderpath)
4759         {
4760         case RENDERPATH_GL20:
4761         case RENDERPATH_GLES2:
4762                 if (vertexbuffer)
4763                 {
4764                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4765                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4766                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4767                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
4768                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
4769                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
4770                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4771                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4772                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub   - (unsigned char *)vertex));
4773                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub  - (unsigned char *)vertex));
4774                 }
4775                 else
4776                 {
4777                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4778                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4779                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4780                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
4781                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
4782                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
4783                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4784                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4785                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , NULL, 0);
4786                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4787                 }
4788                 break;
4789         case RENDERPATH_GL13:
4790         case RENDERPATH_GLES1:
4791                 if (vertexbuffer)
4792                 {
4793                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4794                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4795                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4796                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4797                 }
4798                 else
4799                 {
4800                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4801                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4802                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4803                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4804                 }
4805                 break;
4806         case RENDERPATH_GL11:
4807                 if (vertexbuffer)
4808                 {
4809                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4810                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4811                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4812                 }
4813                 else
4814                 {
4815                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4816                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4817                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4818                 }
4819                 break;
4820         case RENDERPATH_D3D9:
4821 #ifdef SUPPORTD3D
4822                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4823                 if (vertexbuffer)
4824                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4825                 else
4826                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4827                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4828                 gl_state.d3dvertexdata = (void *)vertex;
4829                 gl_state.d3dvertexsize = sizeof(*vertex);
4830 #endif
4831                 break;
4832         case RENDERPATH_D3D10:
4833                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4834                 break;
4835         case RENDERPATH_D3D11:
4836                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4837                 break;
4838         case RENDERPATH_SOFT:
4839                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4840                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4841                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4842                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4843                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4844                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4845                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4846                 break;
4847         }
4848 }
4849
4850 void GL_BlendEquationSubtract(qboolean negated)
4851 {
4852         if(negated)
4853         {
4854                 switch(vid.renderpath)
4855                 {
4856                 case RENDERPATH_GL11:
4857                 case RENDERPATH_GL13:
4858                 case RENDERPATH_GL20:
4859                 case RENDERPATH_GLES1:
4860                 case RENDERPATH_GLES2:
4861                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4862                         break;
4863                 case RENDERPATH_D3D9:
4864 #ifdef SUPPORTD3D
4865                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4866 #endif
4867                         break;
4868                 case RENDERPATH_D3D10:
4869                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4870                         break;
4871                 case RENDERPATH_D3D11:
4872                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4873                         break;
4874                 case RENDERPATH_SOFT:
4875                         DPSOFTRAST_BlendSubtract(true);
4876                         break;
4877                 }
4878         }
4879         else
4880         {
4881                 switch(vid.renderpath)
4882                 {
4883                 case RENDERPATH_GL11:
4884                 case RENDERPATH_GL13:
4885                 case RENDERPATH_GL20:
4886                 case RENDERPATH_GLES1:
4887                 case RENDERPATH_GLES2:
4888                         qglBlendEquationEXT(GL_FUNC_ADD);
4889                         break;
4890                 case RENDERPATH_D3D9:
4891 #ifdef SUPPORTD3D
4892                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4893 #endif
4894                         break;
4895                 case RENDERPATH_D3D10:
4896                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4897                         break;
4898                 case RENDERPATH_D3D11:
4899                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4900                         break;
4901                 case RENDERPATH_SOFT:
4902                         DPSOFTRAST_BlendSubtract(false);
4903                         break;
4904                 }
4905         }
4906 }