]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_backend.c
Remove all render paths except GL20/GLES2. This means no DPSOFTRAST, no DX9 support...
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 // on GLES we have to use some proper #define's
6 #ifndef GL_FRAMEBUFFER
7 #define GL_FRAMEBUFFER                                   0x8D40
8 #define GL_DEPTH_ATTACHMENT                              0x8D00
9 #define GL_COLOR_ATTACHMENT0                             0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
11 #endif
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1                             0x8CE1
14 #define GL_COLOR_ATTACHMENT2                             0x8CE2
15 #define GL_COLOR_ATTACHMENT3                             0x8CE3
16 #define GL_COLOR_ATTACHMENT4                             0x8CE4
17 #define GL_COLOR_ATTACHMENT5                             0x8CE5
18 #define GL_COLOR_ATTACHMENT6                             0x8CE6
19 #define GL_COLOR_ATTACHMENT7                             0x8CE7
20 #define GL_COLOR_ATTACHMENT8                             0x8CE8
21 #define GL_COLOR_ATTACHMENT9                             0x8CE9
22 #define GL_COLOR_ATTACHMENT10                            0x8CEA
23 #define GL_COLOR_ATTACHMENT11                            0x8CEB
24 #define GL_COLOR_ATTACHMENT12                            0x8CEC
25 #define GL_COLOR_ATTACHMENT13                            0x8CED
26 #define GL_COLOR_ATTACHMENT14                            0x8CEE
27 #define GL_COLOR_ATTACHMENT15                            0x8CEF
28 #endif
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER               0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
32 #endif
33 #ifndef GL_TEXTURE0
34 #define GL_TEXTURE0                                     0x84C0
35 #define GL_TEXTURE1                                     0x84C1
36 #define GL_TEXTURE2                                     0x84C2
37 #define GL_TEXTURE3                                     0x84C3
38 #define GL_TEXTURE4                                     0x84C4
39 #define GL_TEXTURE5                                     0x84C5
40 #define GL_TEXTURE6                                     0x84C6
41 #define GL_TEXTURE7                                     0x84C7
42 #define GL_TEXTURE8                                     0x84C8
43 #define GL_TEXTURE9                                     0x84C9
44 #define GL_TEXTURE10                            0x84CA
45 #define GL_TEXTURE11                            0x84CB
46 #define GL_TEXTURE12                            0x84CC
47 #define GL_TEXTURE13                            0x84CD
48 #define GL_TEXTURE14                            0x84CE
49 #define GL_TEXTURE15                            0x84CF
50 #define GL_TEXTURE16                            0x84D0
51 #define GL_TEXTURE17                            0x84D1
52 #define GL_TEXTURE18                            0x84D2
53 #define GL_TEXTURE19                            0x84D3
54 #define GL_TEXTURE20                            0x84D4
55 #define GL_TEXTURE21                            0x84D5
56 #define GL_TEXTURE22                            0x84D6
57 #define GL_TEXTURE23                            0x84D7
58 #define GL_TEXTURE24                            0x84D8
59 #define GL_TEXTURE25                            0x84D9
60 #define GL_TEXTURE26                            0x84DA
61 #define GL_TEXTURE27                            0x84DB
62 #define GL_TEXTURE28                            0x84DC
63 #define GL_TEXTURE29                            0x84DD
64 #define GL_TEXTURE30                            0x84DE
65 #define GL_TEXTURE31                            0x84DF
66 #endif
67
68 #ifndef GL_TEXTURE_3D
69 #define GL_TEXTURE_3D                           0x806F
70 #endif
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP                 0x8513
73 #endif
74
75
76 #define MAX_RENDERTARGETS 4
77
78 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
86 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
87 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)"};
88 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"};
89 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"};
90 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"};
91
92 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
93 qboolean v_flipped_state = false;
94
95 r_viewport_t gl_viewport;
96 matrix4x4_t gl_modelmatrix;
97 matrix4x4_t gl_viewmatrix;
98 matrix4x4_t gl_modelviewmatrix;
99 matrix4x4_t gl_projectionmatrix;
100 matrix4x4_t gl_modelviewprojectionmatrix;
101 float gl_modelview16f[16];
102 float gl_modelviewprojection16f[16];
103 qboolean gl_modelmatrixchanged;
104
105 int gl_maxdrawrangeelementsvertices;
106 int gl_maxdrawrangeelementsindices;
107
108 #ifdef DEBUGGL
109 int gl_errornumber = 0;
110
111 void GL_PrintError(int errornumber, const char *filename, int linenumber)
112 {
113         switch(errornumber)
114         {
115 #ifdef GL_INVALID_ENUM
116         case GL_INVALID_ENUM:
117                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
118                 break;
119 #endif
120 #ifdef GL_INVALID_VALUE
121         case GL_INVALID_VALUE:
122                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
123                 break;
124 #endif
125 #ifdef GL_INVALID_OPERATION
126         case GL_INVALID_OPERATION:
127                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
128                 break;
129 #endif
130 #ifdef GL_STACK_OVERFLOW
131         case GL_STACK_OVERFLOW:
132                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
133                 break;
134 #endif
135 #ifdef GL_STACK_UNDERFLOW
136         case GL_STACK_UNDERFLOW:
137                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
138                 break;
139 #endif
140 #ifdef GL_OUT_OF_MEMORY
141         case GL_OUT_OF_MEMORY:
142                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_TABLE_TOO_LARGE
146         case GL_TABLE_TOO_LARGE:
147                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
151         case GL_INVALID_FRAMEBUFFER_OPERATION:
152                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
153                 break;
154 #endif
155         default:
156                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
157                 break;
158         }
159 }
160 #endif
161
162 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
163
164 void SCR_ScreenShot_f (void);
165
166 typedef struct gltextureunit_s
167 {
168         int pointer_texcoord_components;
169         int pointer_texcoord_gltype;
170         size_t pointer_texcoord_stride;
171         const void *pointer_texcoord_pointer;
172         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
173         size_t pointer_texcoord_offset;
174
175         rtexture_t *texture;
176         int t2d, t3d, tcubemap;
177         int arrayenabled;
178         int rgbscale, alphascale;
179         int combine;
180         int combinergb, combinealpha;
181         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
182         int texmatrixenabled;
183         matrix4x4_t matrix;
184 }
185 gltextureunit_t;
186
187 typedef struct gl_state_s
188 {
189         int cullface;
190         int cullfaceenable;
191         int blendfunc1;
192         int blendfunc2;
193         qboolean blend;
194         GLboolean depthmask;
195         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
196         int depthtest;
197         int depthfunc;
198         float depthrange[2];
199         float polygonoffset[2];
200         int alphatest;
201         int alphafunc;
202         float alphafuncvalue;
203         qboolean alphatocoverage;
204         int scissortest;
205         unsigned int unit;
206         unsigned int clientunit;
207         gltextureunit_t units[MAX_TEXTUREUNITS];
208         float color4f[4];
209         int lockrange_first;
210         int lockrange_count;
211         int vertexbufferobject;
212         int elementbufferobject;
213         int uniformbufferobject;
214         int framebufferobject;
215         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
216         qboolean pointer_color_enabled;
217
218         int pointer_vertex_components;
219         int pointer_vertex_gltype;
220         size_t pointer_vertex_stride;
221         const void *pointer_vertex_pointer;
222         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
223         size_t pointer_vertex_offset;
224
225         int pointer_color_components;
226         int pointer_color_gltype;
227         size_t pointer_color_stride;
228         const void *pointer_color_pointer;
229         const r_meshbuffer_t *pointer_color_vertexbuffer;
230         size_t pointer_color_offset;
231
232         void *preparevertices_tempdata;
233         size_t preparevertices_tempdatamaxsize;
234         r_vertexgeneric_t *preparevertices_vertexgeneric;
235         r_vertexmesh_t *preparevertices_vertexmesh;
236         int preparevertices_numvertices;
237
238         qboolean usevbo_staticvertex;
239         qboolean usevbo_staticindex;
240         qboolean usevbo_dynamicvertex;
241         qboolean usevbo_dynamicindex;
242
243         memexpandablearray_t meshbufferarray;
244
245         qboolean active;
246 }
247 gl_state_t;
248
249 static gl_state_t gl_state;
250
251
252 /*
253 note: here's strip order for a terrain row:
254 0--1--2--3--4
255 |\ |\ |\ |\ |
256 | \| \| \| \|
257 A--B--C--D--E
258 clockwise
259
260 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
261
262 *elements++ = i + row;
263 *elements++ = i;
264 *elements++ = i + row + 1;
265 *elements++ = i;
266 *elements++ = i + 1;
267 *elements++ = i + row + 1;
268
269
270 for (y = 0;y < rows - 1;y++)
271 {
272         for (x = 0;x < columns - 1;x++)
273         {
274                 i = y * rows + x;
275                 *elements++ = i + columns;
276                 *elements++ = i;
277                 *elements++ = i + columns + 1;
278                 *elements++ = i;
279                 *elements++ = i + 1;
280                 *elements++ = i + columns + 1;
281         }
282 }
283
284 alternative:
285 0--1--2--3--4
286 | /| /|\ | /|
287 |/ |/ | \|/ |
288 A--B--C--D--E
289 counterclockwise
290
291 for (y = 0;y < rows - 1;y++)
292 {
293         for (x = 0;x < columns - 1;x++)
294         {
295                 i = y * rows + x;
296                 *elements++ = i;
297                 *elements++ = i + columns;
298                 *elements++ = i + columns + 1;
299                 *elements++ = i + columns;
300                 *elements++ = i + columns + 1;
301                 *elements++ = i + 1;
302         }
303 }
304 */
305
306 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
307 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
308 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
309 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
310
311 static void GL_VBOStats_f(void)
312 {
313         GL_Mesh_ListVBOs(true);
314 }
315
316 static void GL_Backend_ResetState(void);
317
318 static void R_Mesh_SetUseVBO(void)
319 {
320         switch(vid.renderpath)
321         {
322         case RENDERPATH_GL20:
323         case RENDERPATH_GLES2:
324                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
325                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
326                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
327                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
328                 break;
329         }
330 }
331
332 static void gl_backend_start(void)
333 {
334         memset(&gl_state, 0, sizeof(gl_state));
335
336         R_Mesh_SetUseVBO();
337         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
338
339         Con_DPrintf("OpenGL backend started.\n");
340
341         CHECKGLERROR
342
343         GL_Backend_ResetState();
344
345         switch(vid.renderpath)
346         {
347         case RENDERPATH_GL20:
348         case RENDERPATH_GLES2:
349                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
350                 if (vid.support.ext_framebuffer_object)
351                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
352                 break;
353         }
354 }
355
356 static void gl_backend_shutdown(void)
357 {
358         Con_DPrint("OpenGL Backend shutting down\n");
359
360         switch(vid.renderpath)
361         {
362         case RENDERPATH_GL20:
363         case RENDERPATH_GLES2:
364                 break;
365         }
366
367         if (gl_state.preparevertices_tempdata)
368                 Mem_Free(gl_state.preparevertices_tempdata);
369
370         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
371
372         memset(&gl_state, 0, sizeof(gl_state));
373 }
374
375 static void gl_backend_newmap(void)
376 {
377 }
378
379 static void gl_backend_devicelost(void)
380 {
381         int i, endindex;
382         r_meshbuffer_t *buffer;
383         switch(vid.renderpath)
384         {
385         case RENDERPATH_GL20:
386         case RENDERPATH_GLES2:
387                 break;
388         }
389         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
390         for (i = 0;i < endindex;i++)
391         {
392                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
393                 if (!buffer || !buffer->isdynamic)
394                         continue;
395                 switch(vid.renderpath)
396                 {
397                 case RENDERPATH_GL20:
398                 case RENDERPATH_GLES2:
399                         break;
400                 }
401         }
402 }
403
404 static void gl_backend_devicerestored(void)
405 {
406         switch(vid.renderpath)
407         {
408         case RENDERPATH_GL20:
409         case RENDERPATH_GLES2:
410                 break;
411         }
412 }
413
414 void gl_backend_init(void)
415 {
416         int i;
417
418         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
419         {
420                 polygonelement3s[i * 3 + 0] = 0;
421                 polygonelement3s[i * 3 + 1] = i + 1;
422                 polygonelement3s[i * 3 + 2] = i + 2;
423         }
424         // elements for rendering a series of quads as triangles
425         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
426         {
427                 quadelement3s[i * 6 + 0] = i * 4;
428                 quadelement3s[i * 6 + 1] = i * 4 + 1;
429                 quadelement3s[i * 6 + 2] = i * 4 + 2;
430                 quadelement3s[i * 6 + 3] = i * 4;
431                 quadelement3s[i * 6 + 4] = i * 4 + 2;
432                 quadelement3s[i * 6 + 5] = i * 4 + 3;
433         }
434
435         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
436                 polygonelement3i[i] = polygonelement3s[i];
437         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
438                 quadelement3i[i] = quadelement3s[i];
439
440         Cvar_RegisterVariable(&r_render);
441         Cvar_RegisterVariable(&r_renderview);
442         Cvar_RegisterVariable(&r_waterwarp);
443         Cvar_RegisterVariable(&gl_polyblend);
444         Cvar_RegisterVariable(&v_flipped);
445         Cvar_RegisterVariable(&gl_dither);
446         Cvar_RegisterVariable(&gl_vbo);
447         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
448         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
449         Cvar_RegisterVariable(&gl_paranoid);
450         Cvar_RegisterVariable(&gl_printcheckerror);
451
452         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
453
454         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");
455
456         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
457 }
458
459 void GL_SetMirrorState(qboolean state);
460
461 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
462 {
463         vec4_t temp;
464         float iw;
465         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
466         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
467         iw = 1.0f / out[3];
468         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
469
470         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
471         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
472         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
473
474         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
475 }
476
477 void GL_Finish(void)
478 {
479         switch(vid.renderpath)
480         {
481         case RENDERPATH_GL20:
482         case RENDERPATH_GLES2:
483                 qglFinish();
484                 break;
485         }
486 }
487
488 static int bboxedges[12][2] =
489 {
490         // top
491         {0, 1}, // +X
492         {0, 2}, // +Y
493         {1, 3}, // Y, +X
494         {2, 3}, // X, +Y
495         // bottom
496         {4, 5}, // +X
497         {4, 6}, // +Y
498         {5, 7}, // Y, +X
499         {6, 7}, // X, +Y
500         // verticals
501         {0, 4}, // +Z
502         {1, 5}, // X, +Z
503         {2, 6}, // Y, +Z
504         {3, 7}, // XY, +Z
505 };
506
507 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
508 {
509         int i, ix1, iy1, ix2, iy2;
510         float x1, y1, x2, y2;
511         vec4_t v, v2;
512         float vertex[20][3];
513         int j, k;
514         vec4_t plane4f;
515         int numvertices;
516         float corner[8][4];
517         float dist[8];
518         int sign[8];
519         float f;
520
521         scissor[0] = r_refdef.view.viewport.x;
522         scissor[1] = r_refdef.view.viewport.y;
523         scissor[2] = r_refdef.view.viewport.width;
524         scissor[3] = r_refdef.view.viewport.height;
525
526         // if view is inside the box, just say yes it's visible
527         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
528                 return false;
529
530         // transform all corners that are infront of the nearclip plane
531         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
532         plane4f[3] = r_refdef.view.frustum[4].dist;
533         numvertices = 0;
534         for (i = 0;i < 8;i++)
535         {
536                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
537                 dist[i] = DotProduct4(corner[i], plane4f);
538                 sign[i] = dist[i] > 0;
539                 if (!sign[i])
540                 {
541                         VectorCopy(corner[i], vertex[numvertices]);
542                         numvertices++;
543                 }
544         }
545         // if some points are behind the nearclip, add clipped edge points to make
546         // sure that the scissor boundary is complete
547         if (numvertices > 0 && numvertices < 8)
548         {
549                 // add clipped edge points
550                 for (i = 0;i < 12;i++)
551                 {
552                         j = bboxedges[i][0];
553                         k = bboxedges[i][1];
554                         if (sign[j] != sign[k])
555                         {
556                                 f = dist[j] / (dist[j] - dist[k]);
557                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
558                                 numvertices++;
559                         }
560                 }
561         }
562
563         // if we have no points to check, it is behind the view plane
564         if (!numvertices)
565                 return true;
566
567         // if we have some points to transform, check what screen area is covered
568         x1 = y1 = x2 = y2 = 0;
569         v[3] = 1.0f;
570         //Con_Printf("%i vertices to transform...\n", numvertices);
571         for (i = 0;i < numvertices;i++)
572         {
573                 VectorCopy(vertex[i], v);
574                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
575                 //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]);
576                 if (i)
577                 {
578                         if (x1 > v2[0]) x1 = v2[0];
579                         if (x2 < v2[0]) x2 = v2[0];
580                         if (y1 > v2[1]) y1 = v2[1];
581                         if (y2 < v2[1]) y2 = v2[1];
582                 }
583                 else
584                 {
585                         x1 = x2 = v2[0];
586                         y1 = y2 = v2[1];
587                 }
588         }
589
590         // now convert the scissor rectangle to integer screen coordinates
591         ix1 = (int)(x1 - 1.0f);
592         //iy1 = vid.height - (int)(y2 - 1.0f);
593         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
594         iy1 = (int)(y1 - 1.0f);
595         ix2 = (int)(x2 + 1.0f);
596         //iy2 = vid.height - (int)(y1 + 1.0f);
597         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
598         iy2 = (int)(y2 + 1.0f);
599         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
600
601         // clamp it to the screen
602         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
603         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
604         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
605         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
606
607         // if it is inside out, it's not visible
608         if (ix2 <= ix1 || iy2 <= iy1)
609                 return true;
610
611         // the light area is visible, set up the scissor rectangle
612         scissor[0] = ix1;
613         scissor[1] = iy1;
614         scissor[2] = ix2 - ix1;
615         scissor[3] = iy2 - iy1;
616
617         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
618         switch(vid.renderpath)
619         {
620         case RENDERPATH_GL20:
621         case RENDERPATH_GLES2:
622                 break;
623         }
624
625         return false;
626 }
627
628
629 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
630 {
631         float q[4];
632         float d;
633         float clipPlane[4], v3[3], v4[3];
634         float normal[3];
635
636         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
637
638         VectorSet(normal, normalx, normaly, normalz);
639         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
640         VectorScale(normal, -dist, v3);
641         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
642         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
643         clipPlane[3] = -DotProduct(v4, clipPlane);
644
645 #if 0
646 {
647         // testing code for comparing results
648         float clipPlane2[4];
649         VectorCopy4(clipPlane, clipPlane2);
650         R_EntityMatrix(&identitymatrix);
651         VectorSet(q, normal[0], normal[1], normal[2], -dist);
652         qglClipPlane(GL_CLIP_PLANE0, q);
653         qglGetClipPlane(GL_CLIP_PLANE0, q);
654         VectorCopy4(q, clipPlane);
655 }
656 #endif
657
658         // Calculate the clip-space corner point opposite the clipping plane
659         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
660         // transform it into camera space by multiplying it
661         // by the inverse of the projection matrix
662         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
663         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
664         q[2] = -1.0f;
665         q[3] = (1.0f + m[10]) / m[14];
666
667         // Calculate the scaled plane vector
668         d = 2.0f / DotProduct4(clipPlane, q);
669
670         // Replace the third row of the projection matrix
671         m[2] = clipPlane[0] * d;
672         m[6] = clipPlane[1] * d;
673         m[10] = clipPlane[2] * d + 1.0f;
674         m[14] = clipPlane[3] * d;
675 }
676
677 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)
678 {
679         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
680         float m[16];
681         memset(v, 0, sizeof(*v));
682         v->type = R_VIEWPORTTYPE_ORTHO;
683         v->cameramatrix = *cameramatrix;
684         v->x = x;
685         v->y = y;
686         v->z = 0;
687         v->width = width;
688         v->height = height;
689         v->depth = 1;
690         memset(m, 0, sizeof(m));
691         m[0]  = 2/(right - left);
692         m[5]  = 2/(top - bottom);
693         m[10] = -2/(zFar - zNear);
694         m[12] = - (right + left)/(right - left);
695         m[13] = - (top + bottom)/(top - bottom);
696         m[14] = - (zFar + zNear)/(zFar - zNear);
697         m[15] = 1;
698         switch(vid.renderpath)
699         {
700         case RENDERPATH_GL20:
701         case RENDERPATH_GLES2:
702                 break;
703         }
704         v->screentodepth[0] = -farclip / (farclip - nearclip);
705         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
706
707         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
708
709         if (nearplane)
710                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
711
712         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
713
714 #if 0
715         {
716                 vec4_t test1;
717                 vec4_t test2;
718                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
719                 R_Viewport_TransformToScreen(v, test1, test2);
720                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
721         }
722 #endif
723 }
724
725 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
726 {
727         matrix4x4_t tempmatrix, basematrix;
728         float m[16];
729         memset(v, 0, sizeof(*v));
730
731         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
732         v->cameramatrix = *cameramatrix;
733         v->x = x;
734         v->y = y;
735         v->z = 0;
736         v->width = width;
737         v->height = height;
738         v->depth = 1;
739         memset(m, 0, sizeof(m));
740         m[0]  = 1.0 / frustumx;
741         m[5]  = 1.0 / frustumy;
742         m[10] = -2 / (farclip - nearclip);
743         m[14] = -(farclip + nearclip) / (farclip - nearclip);
744         m[15] = 1;
745         v->screentodepth[0] = -farclip / (farclip - nearclip);
746         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
747
748         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
749         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
750         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
751         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
752
753         if (nearplane)
754                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
755
756         if(v_flipped.integer)
757         {
758                 m[0] = -m[0];
759                 m[4] = -m[4];
760                 m[8] = -m[8];
761                 m[12] = -m[12];
762         }
763
764         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
765 }
766
767 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)
768 {
769         matrix4x4_t tempmatrix, basematrix;
770         float m[16];
771         memset(v, 0, sizeof(*v));
772
773         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
774         v->cameramatrix = *cameramatrix;
775         v->x = x;
776         v->y = y;
777         v->z = 0;
778         v->width = width;
779         v->height = height;
780         v->depth = 1;
781         memset(m, 0, sizeof(m));
782         m[0]  = 1.0 / frustumx;
783         m[5]  = 1.0 / frustumy;
784         m[10] = -(farclip + nearclip) / (farclip - nearclip);
785         m[11] = -1;
786         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
787         v->screentodepth[0] = -farclip / (farclip - nearclip);
788         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
789
790         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
791         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
792         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
793         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
794
795         if (nearplane)
796                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
797
798         if(v_flipped.integer)
799         {
800                 m[0] = -m[0];
801                 m[4] = -m[4];
802                 m[8] = -m[8];
803                 m[12] = -m[12];
804         }
805
806         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
807 }
808
809 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)
810 {
811         matrix4x4_t tempmatrix, basematrix;
812         const float nudge = 1.0 - 1.0 / (1<<23);
813         float m[16];
814         memset(v, 0, sizeof(*v));
815
816         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
817         v->cameramatrix = *cameramatrix;
818         v->x = x;
819         v->y = y;
820         v->z = 0;
821         v->width = width;
822         v->height = height;
823         v->depth = 1;
824         memset(m, 0, sizeof(m));
825         m[ 0] = 1.0 / frustumx;
826         m[ 5] = 1.0 / frustumy;
827         m[10] = -nudge;
828         m[11] = -1;
829         m[14] = -2 * nearclip * nudge;
830         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
831         v->screentodepth[1] = m[14] * -0.5;
832
833         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
834         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
835         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
836         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
837
838         if (nearplane)
839                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
840
841         if(v_flipped.integer)
842         {
843                 m[0] = -m[0];
844                 m[4] = -m[4];
845                 m[8] = -m[8];
846                 m[12] = -m[12];
847         }
848
849         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
850 }
851
852 float cubeviewmatrix[6][16] =
853 {
854     // standard cubemap projections
855     { // +X
856          0, 0,-1, 0,
857          0,-1, 0, 0,
858         -1, 0, 0, 0,
859          0, 0, 0, 1,
860     },
861     { // -X
862          0, 0, 1, 0,
863          0,-1, 0, 0,
864          1, 0, 0, 0,
865          0, 0, 0, 1,
866     },
867     { // +Y
868          1, 0, 0, 0,
869          0, 0,-1, 0,
870          0, 1, 0, 0,
871          0, 0, 0, 1,
872     },
873     { // -Y
874          1, 0, 0, 0,
875          0, 0, 1, 0,
876          0,-1, 0, 0,
877          0, 0, 0, 1,
878     },
879     { // +Z
880          1, 0, 0, 0,
881          0,-1, 0, 0,
882          0, 0,-1, 0,
883          0, 0, 0, 1,
884     },
885     { // -Z
886         -1, 0, 0, 0,
887          0,-1, 0, 0,
888          0, 0, 1, 0,
889          0, 0, 0, 1,
890     },
891 };
892 float rectviewmatrix[6][16] =
893 {
894     // sign-preserving cubemap projections
895     { // +X
896          0, 0,-1, 0,
897          0, 1, 0, 0,
898          1, 0, 0, 0,
899          0, 0, 0, 1,
900     },
901     { // -X
902          0, 0, 1, 0,
903          0, 1, 0, 0,
904          1, 0, 0, 0,
905          0, 0, 0, 1,
906     },
907     { // +Y
908          1, 0, 0, 0,
909          0, 0,-1, 0,
910          0, 1, 0, 0,
911          0, 0, 0, 1,
912     },
913     { // -Y
914          1, 0, 0, 0,
915          0, 0, 1, 0,
916          0, 1, 0, 0,
917          0, 0, 0, 1,
918     },
919     { // +Z
920          1, 0, 0, 0,
921          0, 1, 0, 0,
922          0, 0,-1, 0,
923          0, 0, 0, 1,
924     },
925     { // -Z
926          1, 0, 0, 0,
927          0, 1, 0, 0,
928          0, 0, 1, 0,
929          0, 0, 0, 1,
930     },
931 };
932
933 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
934 {
935         matrix4x4_t tempmatrix, basematrix;
936         float m[16];
937         memset(v, 0, sizeof(*v));
938         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
939         v->cameramatrix = *cameramatrix;
940         v->width = size;
941         v->height = size;
942         v->depth = 1;
943         memset(m, 0, sizeof(m));
944         m[0] = m[5] = 1.0f;
945         m[10] = -(farclip + nearclip) / (farclip - nearclip);
946         m[11] = -1;
947         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
948
949         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
950         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
951         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
952
953         if (nearplane)
954                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
955
956         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
957 }
958
959 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
960 {
961         matrix4x4_t tempmatrix, basematrix;
962         float m[16];
963         memset(v, 0, sizeof(*v));
964         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
965         v->cameramatrix = *cameramatrix;
966         v->x = offsetx + (side & 1) * size;
967         v->y = offsety + (side >> 1) * size;
968         v->width = size;
969         v->height = size;
970         v->depth = 1;
971         memset(m, 0, sizeof(m));
972         m[0] = m[5] = 1.0f * ((float)size - border) / size;
973         m[10] = -(farclip + nearclip) / (farclip - nearclip);
974         m[11] = -1;
975         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
976
977         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
978         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
979         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
980
981         if (nearplane)
982                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
983
984         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
985 }
986
987 void R_SetViewport(const r_viewport_t *v)
988 {
989         gl_viewport = *v;
990
991         // FIXME: v_flipped_state is evil, this probably breaks somewhere
992         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
993
994         // copy over the matrices to our state
995         gl_viewmatrix = v->viewmatrix;
996         gl_projectionmatrix = v->projectmatrix;
997
998         switch(vid.renderpath)
999         {
1000         case RENDERPATH_GL20:
1001         case RENDERPATH_GLES2:
1002                 CHECKGLERROR
1003                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1004                 break;
1005         }
1006
1007         // force an update of the derived matrices
1008         gl_modelmatrixchanged = true;
1009         R_EntityMatrix(&gl_modelmatrix);
1010 }
1011
1012 void R_GetViewport(r_viewport_t *v)
1013 {
1014         *v = gl_viewport;
1015 }
1016
1017 static void GL_BindVBO(int bufferobject)
1018 {
1019         if (gl_state.vertexbufferobject != bufferobject)
1020         {
1021                 gl_state.vertexbufferobject = bufferobject;
1022                 CHECKGLERROR
1023                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1024         }
1025 }
1026
1027 static void GL_BindEBO(int bufferobject)
1028 {
1029         if (gl_state.elementbufferobject != bufferobject)
1030         {
1031                 gl_state.elementbufferobject = bufferobject;
1032                 CHECKGLERROR
1033                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1034         }
1035 }
1036
1037 static void GL_BindUBO(int bufferobject)
1038 {
1039         if (gl_state.uniformbufferobject != bufferobject)
1040         {
1041                 gl_state.uniformbufferobject = bufferobject;
1042 #ifdef GL_UNIFORM_BUFFER
1043                 CHECKGLERROR
1044                 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1045 #endif
1046         }
1047 }
1048
1049 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1050 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1051 {
1052         switch(vid.renderpath)
1053         {
1054         case RENDERPATH_GL20:
1055         case RENDERPATH_GLES2:
1056                 if (vid.support.arb_framebuffer_object)
1057                 {
1058                         int temp;
1059                         GLuint status;
1060                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1061                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1062                         // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1063 #ifdef USE_GLES2
1064                         // FIXME: separate stencil attachment on GLES
1065                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1066                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1067 #else
1068                         if (depthtexture  && depthtexture->texnum )
1069                         {
1070                                 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1071                                 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1072                         }
1073                         if (depthtexture  && depthtexture->renderbuffernum )
1074                         {
1075                                 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1076                                 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1077                         }
1078 #endif
1079                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1080                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1081                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1082                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1083                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1084                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1085                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1086                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1087
1088 #ifndef USE_GLES2
1089                         if (colortexture4 && qglDrawBuffersARB)
1090                         {
1091                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1092                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1093                         }
1094                         else if (colortexture3 && qglDrawBuffersARB)
1095                         {
1096                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1097                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1098                         }
1099                         else if (colortexture2 && qglDrawBuffersARB)
1100                         {
1101                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1102                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1103                         }
1104                         else if (colortexture && qglDrawBuffer)
1105                         {
1106                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1107                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1108                         }
1109                         else if (qglDrawBuffer)
1110                         {
1111                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1112                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1113                         }
1114 #endif
1115                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1116                         if (status != GL_FRAMEBUFFER_COMPLETE)
1117                         {
1118                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1119                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1120                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1121                                 temp = 0;
1122                         }
1123                         return temp;
1124                 }
1125                 else if (vid.support.ext_framebuffer_object)
1126                 {
1127                         int temp;
1128                         GLuint status;
1129                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1130                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1131                         // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1132                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1133                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1134                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1135                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1136                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1137                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1138                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1139                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1140                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1141                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1142
1143 #ifndef USE_GLES2
1144                         if (colortexture4 && qglDrawBuffersARB)
1145                         {
1146                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1147                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1148                         }
1149                         else if (colortexture3 && qglDrawBuffersARB)
1150                         {
1151                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1152                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1153                         }
1154                         else if (colortexture2 && qglDrawBuffersARB)
1155                         {
1156                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1157                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1158                         }
1159                         else if (colortexture && qglDrawBuffer)
1160                         {
1161                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1162                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1163                         }
1164                         else if (qglDrawBuffer)
1165                         {
1166                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1167                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1168                         }
1169 #endif
1170                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1171                         if (status != GL_FRAMEBUFFER_COMPLETE)
1172                         {
1173                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1174                                 gl_state.framebufferobject = 0; // GL unbinds it for us
1175                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1176                                 temp = 0;
1177                         }
1178                         return temp;
1179                 }
1180                 return 0;
1181         }
1182         return 0;
1183 }
1184
1185 void R_Mesh_DestroyFramebufferObject(int fbo)
1186 {
1187         switch(vid.renderpath)
1188         {
1189         case RENDERPATH_GL20:
1190         case RENDERPATH_GLES2:
1191                 if (fbo)
1192                 {
1193                         // GL clears the binding if we delete something bound
1194                         if (gl_state.framebufferobject == fbo)
1195                                 gl_state.framebufferobject = 0;
1196                         qglDeleteFramebuffers(1, (GLuint*)&fbo);
1197                 }
1198                 break;
1199         }
1200 }
1201
1202 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1203 {
1204         unsigned int i;
1205         unsigned int j;
1206         rtexture_t *textures[5];
1207         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1208         textures[4] = depthtexture;
1209         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1210         for (j = 0;j < 5;j++)
1211                 if (textures[j])
1212                         for (i = 0;i < vid.teximageunits;i++)
1213                                 if (gl_state.units[i].texture == textures[j])
1214                                         R_Mesh_TexBind(i, NULL);
1215         // set up framebuffer object or render targets for the active rendering API
1216         switch (vid.renderpath)
1217         {
1218         case RENDERPATH_GL20:
1219         case RENDERPATH_GLES2:
1220                 if (gl_state.framebufferobject != fbo)
1221                 {
1222                         gl_state.framebufferobject = fbo;
1223                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1224                 }
1225                 break;
1226         }
1227 }
1228
1229 static void GL_Backend_ResetState(void)
1230 {
1231         unsigned int i;
1232         gl_state.active = true;
1233         gl_state.depthtest = true;
1234         gl_state.alphatest = false;
1235         gl_state.alphafunc = GL_GEQUAL;
1236         gl_state.alphafuncvalue = 0.5f;
1237         gl_state.alphatocoverage = false;
1238         gl_state.blendfunc1 = GL_ONE;
1239         gl_state.blendfunc2 = GL_ZERO;
1240         gl_state.blend = false;
1241         gl_state.depthmask = GL_TRUE;
1242         gl_state.colormask = 15;
1243         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1244         gl_state.lockrange_first = 0;
1245         gl_state.lockrange_count = 0;
1246         gl_state.cullface = GL_FRONT;
1247         gl_state.cullfaceenable = false;
1248         gl_state.polygonoffset[0] = 0;
1249         gl_state.polygonoffset[1] = 0;
1250         gl_state.framebufferobject = 0;
1251         gl_state.depthfunc = GL_LEQUAL;
1252
1253         switch(vid.renderpath)
1254         {
1255         case RENDERPATH_GL20:
1256         case RENDERPATH_GLES2:
1257                 CHECKGLERROR
1258                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1259                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1260                 qglDisable(GL_BLEND);CHECKGLERROR
1261                 qglCullFace(gl_state.cullface);CHECKGLERROR
1262                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1263                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1264                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1265                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1266                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1267                 if (vid.support.arb_vertex_buffer_object)
1268                 {
1269                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1270                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1271                 }
1272                 if (vid.support.ext_framebuffer_object)
1273                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1274                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1275                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1276                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1277                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1278                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1279                 gl_state.unit = MAX_TEXTUREUNITS;
1280                 gl_state.clientunit = MAX_TEXTUREUNITS;
1281                 for (i = 0;i < vid.teximageunits;i++)
1282                 {
1283                         GL_ActiveTexture(i);
1284                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1285                         if (vid.support.ext_texture_3d)
1286                         {
1287                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1288                         }
1289                         if (vid.support.arb_texture_cube_map)
1290                         {
1291                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1292                         }
1293                 }
1294                 for (i = 0;i < vid.texarrayunits;i++)
1295                 {
1296                         GL_BindVBO(0);
1297                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1298                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1299                 }
1300                 CHECKGLERROR
1301                 break;
1302         }
1303 }
1304
1305 void GL_ActiveTexture(unsigned int num)
1306 {
1307         if (gl_state.unit != num)
1308         {
1309                 gl_state.unit = num;
1310                 switch(vid.renderpath)
1311                 {
1312                 case RENDERPATH_GL20:
1313                 case RENDERPATH_GLES2:
1314                         CHECKGLERROR
1315                         qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1316                         CHECKGLERROR
1317                         break;
1318                 }
1319         }
1320 }
1321
1322 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1323 {
1324         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1325         {
1326                 qboolean blendenable;
1327                 gl_state.blendfunc1 = blendfunc1;
1328                 gl_state.blendfunc2 = blendfunc2;
1329                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1330                 switch(vid.renderpath)
1331                 {
1332                 case RENDERPATH_GL20:
1333                 case RENDERPATH_GLES2:
1334                         CHECKGLERROR
1335                         if (qglBlendFuncSeparate)
1336                         {
1337                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1338                         }
1339                         else
1340                         {
1341                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1342                         }
1343                         if (gl_state.blend != blendenable)
1344                         {
1345                                 gl_state.blend = blendenable;
1346                                 if (!gl_state.blend)
1347                                 {
1348                                         qglDisable(GL_BLEND);CHECKGLERROR
1349                                 }
1350                                 else
1351                                 {
1352                                         qglEnable(GL_BLEND);CHECKGLERROR
1353                                 }
1354                         }
1355                         break;
1356                 }
1357         }
1358 }
1359
1360 void GL_DepthMask(int state)
1361 {
1362         if (gl_state.depthmask != state)
1363         {
1364                 gl_state.depthmask = state;
1365                 switch(vid.renderpath)
1366                 {
1367                 case RENDERPATH_GL20:
1368                 case RENDERPATH_GLES2:
1369                         CHECKGLERROR
1370                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1371                         break;
1372                 }
1373         }
1374 }
1375
1376 void GL_DepthTest(int state)
1377 {
1378         if (gl_state.depthtest != state)
1379         {
1380                 gl_state.depthtest = state;
1381                 switch(vid.renderpath)
1382                 {
1383                 case RENDERPATH_GL20:
1384                 case RENDERPATH_GLES2:
1385                         CHECKGLERROR
1386                         if (gl_state.depthtest)
1387                         {
1388                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1389                         }
1390                         else
1391                         {
1392                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1393                         }
1394                         break;
1395                 }
1396         }
1397 }
1398
1399 void GL_DepthFunc(int state)
1400 {
1401         if (gl_state.depthfunc != state)
1402         {
1403                 gl_state.depthfunc = state;
1404                 switch(vid.renderpath)
1405                 {
1406                 case RENDERPATH_GL20:
1407                 case RENDERPATH_GLES2:
1408                         CHECKGLERROR
1409                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1410                         break;
1411                 }
1412         }
1413 }
1414
1415 void GL_DepthRange(float nearfrac, float farfrac)
1416 {
1417         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1418         {
1419                 gl_state.depthrange[0] = nearfrac;
1420                 gl_state.depthrange[1] = farfrac;
1421                 switch(vid.renderpath)
1422                 {
1423                 case RENDERPATH_GL20:
1424                 case RENDERPATH_GLES2:
1425 #ifdef USE_GLES2
1426                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1427 #else
1428                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1429 #endif
1430                         break;
1431                 }
1432         }
1433 }
1434
1435 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)
1436 {
1437         switch (vid.renderpath)
1438         {
1439         case RENDERPATH_GL20:
1440         case RENDERPATH_GLES2:
1441                 CHECKGLERROR
1442                 if (enable)
1443                 {
1444                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1445                 }
1446                 else
1447                 {
1448                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1449                 }
1450                 if (vid.support.ati_separate_stencil)
1451                 {
1452                         qglStencilMask(writemask);CHECKGLERROR
1453                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1454                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1455                         qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
1456                         qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
1457                 }
1458                 else if (vid.support.ext_stencil_two_side)
1459                 {
1460 #if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
1461                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1462                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1463                         qglStencilMask(writemask);CHECKGLERROR
1464                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1465                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1466                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1467                         qglStencilMask(writemask);CHECKGLERROR
1468                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1469                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1470 #endif
1471                 }
1472                 break;
1473         }
1474 }
1475
1476 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1477 {
1478         switch (vid.renderpath)
1479         {
1480         case RENDERPATH_GL20:
1481         case RENDERPATH_GLES2:
1482                 CHECKGLERROR
1483                 if (enable)
1484                 {
1485                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1486                 }
1487                 else
1488                 {
1489                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1490                 }
1491                 if (vid.support.ext_stencil_two_side)
1492                 {
1493 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1494                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1495 #endif
1496                 }
1497                 qglStencilMask(writemask);CHECKGLERROR
1498                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1499                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1500                 CHECKGLERROR
1501                 break;
1502         }
1503 }
1504
1505 void GL_PolygonOffset(float planeoffset, float depthoffset)
1506 {
1507         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1508         {
1509                 gl_state.polygonoffset[0] = planeoffset;
1510                 gl_state.polygonoffset[1] = depthoffset;
1511                 switch(vid.renderpath)
1512                 {
1513                 case RENDERPATH_GL20:
1514                 case RENDERPATH_GLES2:
1515                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1516                         break;
1517                 }
1518         }
1519 }
1520
1521 void GL_SetMirrorState(qboolean state)
1522 {
1523         if (v_flipped_state != state)
1524         {
1525                 v_flipped_state = state;
1526                 if (gl_state.cullface == GL_BACK)
1527                         gl_state.cullface = GL_FRONT;
1528                 else if (gl_state.cullface == GL_FRONT)
1529                         gl_state.cullface = GL_BACK;
1530                 else
1531                         return;
1532                 switch(vid.renderpath)
1533                 {
1534                 case RENDERPATH_GL20:
1535                 case RENDERPATH_GLES2:
1536                         qglCullFace(gl_state.cullface);CHECKGLERROR
1537                         break;
1538                 }
1539         }
1540 }
1541
1542 void GL_CullFace(int state)
1543 {
1544         if(v_flipped_state)
1545         {
1546                 if(state == GL_FRONT)
1547                         state = GL_BACK;
1548                 else if(state == GL_BACK)
1549                         state = GL_FRONT;
1550         }
1551
1552         switch(vid.renderpath)
1553         {
1554         case RENDERPATH_GL20:
1555         case RENDERPATH_GLES2:
1556                 CHECKGLERROR
1557
1558                 if (state != GL_NONE)
1559                 {
1560                         if (!gl_state.cullfaceenable)
1561                         {
1562                                 gl_state.cullfaceenable = true;
1563                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
1564                         }
1565                         if (gl_state.cullface != state)
1566                         {
1567                                 gl_state.cullface = state;
1568                                 qglCullFace(gl_state.cullface);CHECKGLERROR
1569                         }
1570                 }
1571                 else
1572                 {
1573                         if (gl_state.cullfaceenable)
1574                         {
1575                                 gl_state.cullfaceenable = false;
1576                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1577                         }
1578                 }
1579                 break;
1580         }
1581 }
1582
1583 void GL_AlphaToCoverage(qboolean state)
1584 {
1585         if (gl_state.alphatocoverage != state)
1586         {
1587                 gl_state.alphatocoverage = state;
1588                 switch(vid.renderpath)
1589                 {
1590                 case RENDERPATH_GLES2:
1591                         break;
1592                 case RENDERPATH_GL20:
1593 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1594                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1595                         CHECKGLERROR
1596                         if (gl_state.alphatocoverage)
1597                         {
1598                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1599 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1600                         }
1601                         else
1602                         {
1603                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1604 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1605                         }
1606 #endif
1607                         break;
1608                 }
1609         }
1610 }
1611
1612 void GL_ColorMask(int r, int g, int b, int a)
1613 {
1614         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1615         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1616         if (gl_state.colormask != state)
1617         {
1618                 gl_state.colormask = state;
1619                 switch(vid.renderpath)
1620                 {
1621                 case RENDERPATH_GL20:
1622                 case RENDERPATH_GLES2:
1623                         CHECKGLERROR
1624                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1625                         break;
1626                 }
1627         }
1628 }
1629
1630 void GL_Color(float cr, float cg, float cb, float ca)
1631 {
1632         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)
1633         {
1634                 gl_state.color4f[0] = cr;
1635                 gl_state.color4f[1] = cg;
1636                 gl_state.color4f[2] = cb;
1637                 gl_state.color4f[3] = ca;
1638                 switch(vid.renderpath)
1639                 {
1640                 case RENDERPATH_GL20:
1641                 case RENDERPATH_GLES2:
1642                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
1643                         break;
1644                 }
1645         }
1646 }
1647
1648 void GL_Scissor (int x, int y, int width, int height)
1649 {
1650         switch(vid.renderpath)
1651         {
1652         case RENDERPATH_GL20:
1653         case RENDERPATH_GLES2:
1654                 CHECKGLERROR
1655                 qglScissor(x, y,width,height);
1656                 CHECKGLERROR
1657                 break;
1658         }
1659 }
1660
1661 void GL_ScissorTest(int state)
1662 {
1663         if (gl_state.scissortest != state)
1664         {
1665                 gl_state.scissortest = state;
1666                 switch(vid.renderpath)
1667                 {
1668                 case RENDERPATH_GL20:
1669                 case RENDERPATH_GLES2:
1670                         CHECKGLERROR
1671                         if(gl_state.scissortest)
1672                                 qglEnable(GL_SCISSOR_TEST);
1673                         else
1674                                 qglDisable(GL_SCISSOR_TEST);
1675                         CHECKGLERROR
1676                         break;
1677                 }
1678         }
1679 }
1680
1681 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1682 {
1683         // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1684         static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1685         // prevent warnings when trying to clear a buffer that does not exist
1686         if (!colorvalue)
1687                 colorvalue = blackcolor;
1688         if (!vid.stencil)
1689         {
1690                 mask &= ~GL_STENCIL_BUFFER_BIT;
1691                 stencilvalue = 0;
1692         }
1693         switch(vid.renderpath)
1694         {
1695         case RENDERPATH_GL20:
1696         case RENDERPATH_GLES2:
1697                 CHECKGLERROR
1698                 if (mask & GL_COLOR_BUFFER_BIT)
1699                 {
1700                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1701                 }
1702                 if (mask & GL_DEPTH_BUFFER_BIT)
1703                 {
1704 #ifdef USE_GLES2
1705                         qglClearDepthf(depthvalue);CHECKGLERROR
1706 #else
1707                         qglClearDepth(depthvalue);CHECKGLERROR
1708 #endif
1709                 }
1710                 if (mask & GL_STENCIL_BUFFER_BIT)
1711                 {
1712                         qglClearStencil(stencilvalue);CHECKGLERROR
1713                 }
1714                 qglClear(mask);CHECKGLERROR
1715                 break;
1716         }
1717 }
1718
1719 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1720 {
1721         switch(vid.renderpath)
1722         {
1723         case RENDERPATH_GL20:
1724         case RENDERPATH_GLES2:
1725                 CHECKGLERROR
1726 #ifndef GL_BGRA
1727                 {
1728                         int i;
1729                         int r;
1730                 //      int g;
1731                         int b;
1732                 //      int a;
1733                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1734                         for (i = 0;i < width * height * 4;i += 4)
1735                         {
1736                                 r = outpixels[i+0];
1737                 //              g = outpixels[i+1];
1738                                 b = outpixels[i+2];
1739                 //              a = outpixels[i+3];
1740                                 outpixels[i+0] = b;
1741                 //              outpixels[i+1] = g;
1742                                 outpixels[i+2] = r;
1743                 //              outpixels[i+3] = a;
1744                         }
1745                 }
1746 #else
1747                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1748 #endif
1749                         break;
1750         }
1751 }
1752
1753 // called at beginning of frame
1754 void R_Mesh_Start(void)
1755 {
1756         BACKENDACTIVECHECK
1757         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1758         R_Mesh_SetUseVBO();
1759         if (gl_printcheckerror.integer && !gl_paranoid.integer)
1760         {
1761                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1762                 Cvar_SetValueQuick(&gl_paranoid, 1);
1763         }
1764 }
1765
1766 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1767 {
1768         int shaderobject;
1769         int shadercompiled;
1770         char compilelog[MAX_INPUTLINE];
1771         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1772         if (!shaderobject)
1773                 return false;
1774         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1775         qglCompileShader(shaderobject);CHECKGLERROR
1776         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1777         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1778         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))
1779         {
1780                 int i, j, pretextlines = 0;
1781                 for (i = 0;i < numstrings - 1;i++)
1782                         for (j = 0;strings[i][j];j++)
1783                                 if (strings[i][j] == '\n')
1784                                         pretextlines++;
1785                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1786         }
1787         if (!shadercompiled)
1788         {
1789                 qglDeleteShader(shaderobject);CHECKGLERROR
1790                 return false;
1791         }
1792         qglAttachShader(programobject, shaderobject);CHECKGLERROR
1793         qglDeleteShader(shaderobject);CHECKGLERROR
1794         return true;
1795 }
1796
1797 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)
1798 {
1799         GLint programlinked;
1800         GLuint programobject = 0;
1801         char linklog[MAX_INPUTLINE];
1802         CHECKGLERROR
1803
1804         programobject = qglCreateProgram();CHECKGLERROR
1805         if (!programobject)
1806                 return 0;
1807
1808         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1809         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
1810         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1811         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1812         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1813         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1814         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1815         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1816         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1817         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1818 #ifndef USE_GLES2
1819         if(vid.support.gl20shaders130)
1820                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1821 #endif
1822
1823         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1824                 goto cleanup;
1825
1826 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1827         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1828                 goto cleanup;
1829 #endif
1830
1831         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1832                 goto cleanup;
1833
1834         qglLinkProgram(programobject);CHECKGLERROR
1835         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1836         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1837
1838         if (linklog[0])
1839         {
1840
1841                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1842                         Con_DPrintf("program link log:\n%s\n", linklog);
1843
1844                 // software vertex shader is ok but software fragment shader is WAY
1845                 // too slow, fail program if so.
1846                 // NOTE: this string might be ATI specific, but that's ok because the
1847                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1848                 // software fragment shader due to low instruction and dependent
1849                 // texture limits.
1850                 if (strstr(linklog, "fragment shader will run in software"))
1851                         programlinked = false;
1852         }
1853
1854         if (!programlinked)
1855                 goto cleanup;
1856
1857         return programobject;
1858 cleanup:
1859         qglDeleteProgram(programobject);CHECKGLERROR
1860         return 0;
1861 }
1862
1863 void GL_Backend_FreeProgram(unsigned int prog)
1864 {
1865         CHECKGLERROR
1866         qglDeleteProgram(prog);
1867         CHECKGLERROR
1868 }
1869
1870 // renders triangles using vertices from the active arrays
1871 int paranoidblah = 0;
1872 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)
1873 {
1874         unsigned int numelements = numtriangles * 3;
1875         int bufferobject3i;
1876         size_t bufferoffset3i;
1877         int bufferobject3s;
1878         size_t bufferoffset3s;
1879         if (numvertices < 3 || numtriangles < 1)
1880         {
1881                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1882                         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);
1883                 return;
1884         }
1885         // adjust the pointers for firsttriangle
1886         if (element3i)
1887                 element3i += firsttriangle * 3;
1888         if (element3i_indexbuffer)
1889                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1890         if (element3s)
1891                 element3s += firsttriangle * 3;
1892         if (element3s_indexbuffer)
1893                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1894         switch(vid.renderpath)
1895         {
1896         case RENDERPATH_GL20:
1897         case RENDERPATH_GLES2:
1898                 // check if the user specified to ignore static index buffers
1899                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
1900                 {
1901                         element3i_indexbuffer = NULL;
1902                         element3s_indexbuffer = NULL;
1903                 }
1904                 break;
1905         }
1906         // upload a dynamic index buffer if needed
1907         if (element3s)
1908         {
1909                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
1910                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1911         }
1912         else if (element3i)
1913         {
1914                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
1915                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1916         }
1917         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1918         bufferoffset3i = element3i_bufferoffset;
1919         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1920         bufferoffset3s = element3s_bufferoffset;
1921         r_refdef.stats[r_stat_draws]++;
1922         r_refdef.stats[r_stat_draws_vertices] += numvertices;
1923         r_refdef.stats[r_stat_draws_elements] += numelements;
1924         if (gl_paranoid.integer)
1925         {
1926                 unsigned int i;
1927                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
1928 #if 0
1929                 unsigned int j, size;
1930                 const int *p;
1931                 // note: there's no validation done here on buffer objects because it
1932                 // is somewhat difficult to get at the data, and gl_paranoid can be
1933                 // used without buffer objects if the need arises
1934                 // (the data could be gotten using glMapBuffer but it would be very
1935                 //  slow due to uncachable video memory reads)
1936                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1937                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1938                 CHECKGLERROR
1939                 if (gl_state.pointer_vertex_pointer)
1940                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1941                                 paranoidblah += *p;
1942                 if (gl_state.pointer_color_enabled)
1943                 {
1944                         if (!qglIsEnabled(GL_COLOR_ARRAY))
1945                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1946                         CHECKGLERROR
1947                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1948                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1949                                         paranoidblah += *p;
1950                 }
1951                 for (i = 0;i < vid.texarrayunits;i++)
1952                 {
1953                         if (gl_state.units[i].arrayenabled)
1954                         {
1955                                 GL_ClientActiveTexture(i);
1956                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1957                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1958                                 CHECKGLERROR
1959                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1960                                         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++)
1961                                                 paranoidblah += *p;
1962                         }
1963                 }
1964 #endif
1965                 if (element3i)
1966                 {
1967                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1968                         {
1969                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1970                                 {
1971                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1972                                         return;
1973                                 }
1974                         }
1975                 }
1976                 if (element3s)
1977                 {
1978                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1979                         {
1980                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1981                                 {
1982                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1983                                         return;
1984                                 }
1985                         }
1986                 }
1987         }
1988         if (r_render.integer || r_refdef.draw2dstage)
1989         {
1990                 switch(vid.renderpath)
1991                 {
1992                 case RENDERPATH_GL20:
1993                         CHECKGLERROR
1994                         if (bufferobject3s)
1995                         {
1996                                 GL_BindEBO(bufferobject3s);
1997 #ifndef USE_GLES2
1998                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1999                                 {
2000                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2001                                         CHECKGLERROR
2002                                 }
2003                                 else
2004 #endif
2005                                 {
2006                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2007                                         CHECKGLERROR
2008                                 }
2009                         }
2010                         else if (bufferobject3i)
2011                         {
2012                                 GL_BindEBO(bufferobject3i);
2013 #ifndef USE_GLES2
2014                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2015                                 {
2016                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2017                                         CHECKGLERROR
2018                                 }
2019                                 else
2020 #endif
2021                                 {
2022                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2023                                         CHECKGLERROR
2024                                 }
2025                         }
2026                         else if (element3s)
2027                         {
2028                                 GL_BindEBO(0);
2029 #ifndef USE_GLES2
2030                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2031                                 {
2032                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2033                                         CHECKGLERROR
2034                                 }
2035                                 else
2036 #endif
2037                                 {
2038                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2039                                         CHECKGLERROR
2040                                 }
2041                         }
2042                         else if (element3i)
2043                         {
2044                                 GL_BindEBO(0);
2045 #ifndef USE_GLES2
2046                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2047                                 {
2048                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2049                                         CHECKGLERROR
2050                                 }
2051                                 else
2052 #endif
2053                                 {
2054                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2055                                         CHECKGLERROR
2056                                 }
2057                         }
2058                         else
2059                         {
2060                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2061                                 CHECKGLERROR
2062                         }
2063                         break;
2064                 case RENDERPATH_GLES2:
2065                         // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
2066                         if (bufferobject3s)
2067                         {
2068                                 GL_BindEBO(bufferobject3s);
2069                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2070                                 CHECKGLERROR
2071                         }
2072                         else if (bufferobject3i)
2073                         {
2074                                 GL_BindEBO(bufferobject3i);
2075                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2076                                 CHECKGLERROR
2077                         }
2078                         else if (element3s)
2079                         {
2080                                 GL_BindEBO(0);
2081                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2082                                 CHECKGLERROR
2083                         }
2084                         else if (element3i)
2085                         {
2086                                 GL_BindEBO(0);
2087                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2088                                 CHECKGLERROR
2089                         }
2090                         else
2091                         {
2092                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2093                                 CHECKGLERROR
2094                         }
2095                         break;
2096                 }
2097         }
2098 }
2099
2100 // restores backend state, used when done with 3D rendering
2101 void R_Mesh_Finish(void)
2102 {
2103         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2104 }
2105
2106 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
2107 {
2108         r_meshbuffer_t *buffer;
2109         if (isuniformbuffer)
2110         {
2111                 if (!vid.support.arb_uniform_buffer_object)
2112                         return NULL;
2113         }
2114         else
2115         {
2116                 if (!vid.support.arb_vertex_buffer_object)
2117                         return NULL;
2118                 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
2119                         return NULL;
2120         }
2121         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2122         memset(buffer, 0, sizeof(*buffer));
2123         buffer->bufferobject = 0;
2124         buffer->devicebuffer = NULL;
2125         buffer->size = size;
2126         buffer->isindexbuffer = isindexbuffer;
2127         buffer->isuniformbuffer = isuniformbuffer;
2128         buffer->isdynamic = isdynamic;
2129         buffer->isindex16 = isindex16;
2130         strlcpy(buffer->name, name, sizeof(buffer->name));
2131         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
2132         return buffer;
2133 }
2134
2135 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
2136 {
2137         if (!buffer)
2138                 return;
2139         if (buffer->isindexbuffer)
2140         {
2141                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
2142                 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
2143         }
2144         else
2145         {
2146                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
2147                 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
2148         }
2149         if (!subdata)
2150                 buffer->size = size;
2151         switch(vid.renderpath)
2152         {
2153         case RENDERPATH_GL20:
2154         case RENDERPATH_GLES2:
2155                 if (!buffer->bufferobject)
2156                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2157                 if (buffer->isuniformbuffer)
2158                         GL_BindUBO(buffer->bufferobject);
2159                 else if (buffer->isindexbuffer)
2160                         GL_BindEBO(buffer->bufferobject);
2161                 else
2162                         GL_BindVBO(buffer->bufferobject);
2163
2164                 {
2165                         int buffertype;
2166                         buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
2167 #ifdef GL_UNIFORM_BUFFER
2168                         if (buffer->isuniformbuffer)
2169                                 buffertype = GL_UNIFORM_BUFFER;
2170 #endif
2171                         if (subdata)
2172                                 qglBufferSubDataARB(buffertype, offset, size, data);
2173                         else
2174                                 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
2175                 }
2176                 if (buffer->isuniformbuffer)
2177                         GL_BindUBO(0);
2178                 break;
2179         }
2180 }
2181
2182 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2183 {
2184         if (!buffer)
2185                 return;
2186         switch(vid.renderpath)
2187         {
2188         case RENDERPATH_GL20:
2189         case RENDERPATH_GLES2:
2190                 // GL clears the binding if we delete something bound
2191                 if (gl_state.uniformbufferobject == buffer->bufferobject)
2192                         gl_state.uniformbufferobject = 0;
2193                 if (gl_state.vertexbufferobject == buffer->bufferobject)
2194                         gl_state.vertexbufferobject = 0;
2195                 if (gl_state.elementbufferobject == buffer->bufferobject)
2196                         gl_state.elementbufferobject = 0;
2197                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2198                 break;
2199         }
2200         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2201 }
2202
2203 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
2204 void GL_Mesh_ListVBOs(qboolean printeach)
2205 {
2206         int i, endindex;
2207         int type;
2208         int isdynamic;
2209         int index16count, index16mem;
2210         int index32count, index32mem;
2211         int vertexcount, vertexmem;
2212         int uniformcount, uniformmem;
2213         int totalcount, totalmem;
2214         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
2215         r_meshbuffer_t *buffer;
2216         memset(bufferstat, 0, sizeof(bufferstat));
2217         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2218         for (i = 0;i < endindex;i++)
2219         {
2220                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2221                 if (!buffer)
2222                         continue;
2223                 if (buffer->isuniformbuffer)
2224                         type = R_BUFFERDATA_UNIFORM;
2225                 else if (buffer->isindexbuffer && buffer->isindex16)
2226                         type = R_BUFFERDATA_INDEX16;
2227                 else if (buffer->isindexbuffer)
2228                         type = R_BUFFERDATA_INDEX32;
2229                 else
2230                         type = R_BUFFERDATA_VERTEX;
2231                 isdynamic = buffer->isdynamic;
2232                 bufferstat[type][isdynamic][0]++;
2233                 bufferstat[type][isdynamic][1] += buffer->size;
2234                 if (printeach)
2235                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
2236         }
2237         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
2238         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
2239         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
2240         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
2241         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
2242         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
2243         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
2244         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
2245         totalcount = index16count + index32count + vertexcount + uniformcount;
2246         totalmem = index16mem + index32mem + vertexmem + uniformmem;
2247         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);
2248 }
2249
2250
2251
2252 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2253 {
2254         switch(vid.renderpath)
2255         {
2256         case RENDERPATH_GL20:
2257         case RENDERPATH_GLES2:
2258                 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)
2259                 {
2260                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2261                         gl_state.pointer_vertex_components = components;
2262                         gl_state.pointer_vertex_gltype = gltype;
2263                         gl_state.pointer_vertex_stride = stride;
2264                         gl_state.pointer_vertex_pointer = pointer;
2265                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2266                         gl_state.pointer_vertex_offset = bufferoffset;
2267                         CHECKGLERROR
2268                         GL_BindVBO(bufferobject);
2269                         // LordHavoc: special flag added to gltype for unnormalized types
2270                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2271                 }
2272                 break;
2273         }
2274 }
2275
2276 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2277 {
2278         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2279         // the pointer only.
2280         switch(vid.renderpath)
2281         {
2282         case RENDERPATH_GL20:
2283         case RENDERPATH_GLES2:
2284                 CHECKGLERROR
2285                 if (pointer)
2286                 {
2287                         // caller wants color array enabled
2288                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2289                         if (!gl_state.pointer_color_enabled)
2290                         {
2291                                 gl_state.pointer_color_enabled = true;
2292                                 CHECKGLERROR
2293                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2294                         }
2295                         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)
2296                         {
2297                                 gl_state.pointer_color_components = components;
2298                                 gl_state.pointer_color_gltype = gltype;
2299                                 gl_state.pointer_color_stride = stride;
2300                                 gl_state.pointer_color_pointer = pointer;
2301                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2302                                 gl_state.pointer_color_offset = bufferoffset;
2303                                 CHECKGLERROR
2304                                 GL_BindVBO(bufferobject);
2305                                 // LordHavoc: special flag added to gltype for unnormalized types
2306                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2307                         }
2308                 }
2309                 else
2310                 {
2311                         // caller wants color array disabled
2312                         if (gl_state.pointer_color_enabled)
2313                         {
2314                                 gl_state.pointer_color_enabled = false;
2315                                 CHECKGLERROR
2316                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2317                                 // when color array is on the current color gets trashed, set it again
2318                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2319                         }
2320                 }
2321                 break;
2322         }
2323 }
2324
2325 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)
2326 {
2327         gltextureunit_t *unit = gl_state.units + unitnum;
2328         // update array settings
2329         // note: there is no need to check bufferobject here because all cases
2330         // that involve a valid bufferobject also supply a texcoord array
2331         switch(vid.renderpath)
2332         {
2333         case RENDERPATH_GL20:
2334         case RENDERPATH_GLES2:
2335                 CHECKGLERROR
2336                 if (pointer)
2337                 {
2338                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2339                         // texture array unit is enabled, enable the array
2340                         if (!unit->arrayenabled)
2341                         {
2342                                 unit->arrayenabled = true;
2343                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2344                         }
2345                         // texcoord array
2346                         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)
2347                         {
2348                                 unit->pointer_texcoord_components = components;
2349                                 unit->pointer_texcoord_gltype = gltype;
2350                                 unit->pointer_texcoord_stride = stride;
2351                                 unit->pointer_texcoord_pointer = pointer;
2352                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2353                                 unit->pointer_texcoord_offset = bufferoffset;
2354                                 GL_BindVBO(bufferobject);
2355                                 // LordHavoc: special flag added to gltype for unnormalized types
2356                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2357                         }
2358                 }
2359                 else
2360                 {
2361                         // texture array unit is disabled, disable the array
2362                         if (unit->arrayenabled)
2363                         {
2364                                 unit->arrayenabled = false;
2365                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2366                         }
2367                 }
2368                 break;
2369         }
2370 }
2371
2372 int R_Mesh_TexBound(unsigned int unitnum, int id)
2373 {
2374         gltextureunit_t *unit = gl_state.units + unitnum;
2375         if (unitnum >= vid.teximageunits)
2376                 return 0;
2377         if (id == GL_TEXTURE_2D)
2378                 return unit->t2d;
2379         if (id == GL_TEXTURE_3D)
2380                 return unit->t3d;
2381         if (id == GL_TEXTURE_CUBE_MAP)
2382                 return unit->tcubemap;
2383         return 0;
2384 }
2385
2386 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2387 {
2388         switch(vid.renderpath)
2389         {
2390         case RENDERPATH_GL20:
2391         case RENDERPATH_GLES2:
2392                 R_Mesh_TexBind(0, tex);
2393                 GL_ActiveTexture(0);CHECKGLERROR
2394                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2395                 break;
2396         }
2397 }
2398
2399 void R_Mesh_ClearBindingsForTexture(int texnum)
2400 {
2401         gltextureunit_t *unit;
2402         unsigned int unitnum;
2403         // 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)
2404         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2405         {
2406                 unit = gl_state.units + unitnum;
2407                 if (unit->t2d == texnum)
2408                         unit->t2d = -1;
2409                 if (unit->t3d == texnum)
2410                         unit->t3d = -1;
2411                 if (unit->tcubemap == texnum)
2412                         unit->tcubemap = -1;
2413         }
2414 }
2415
2416 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2417 {
2418         gltextureunit_t *unit = gl_state.units + unitnum;
2419         int texnum;
2420         if (unitnum >= vid.teximageunits)
2421                 return;
2422         if (unit->texture == tex)
2423                 return;
2424         switch(vid.renderpath)
2425         {
2426         case RENDERPATH_GL20:
2427         case RENDERPATH_GLES2:
2428                 if (!tex)
2429                 {
2430                         tex = r_texture_white;
2431                         // not initialized enough yet...
2432                         if (!tex)
2433                                 return;
2434                 }
2435                 unit->texture = tex;
2436                 texnum = R_GetTexture(tex);
2437                 switch(tex->gltexturetypeenum)
2438                 {
2439                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2440                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2441                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2442                 }
2443                 break;
2444         }
2445 }
2446
2447 void R_Mesh_ResetTextureState(void)
2448 {
2449         unsigned int unitnum;
2450
2451         BACKENDACTIVECHECK
2452
2453         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2454                 R_Mesh_TexBind(unitnum, NULL);
2455         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
2456                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2457 }
2458
2459
2460
2461 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2462 {
2463         // upload temporary vertexbuffer for this rendering
2464         if (!gl_state.usevbo_staticvertex)
2465                 vertexbuffer = NULL;
2466         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2467                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2468         switch(vid.renderpath)
2469         {
2470         case RENDERPATH_GL20:
2471         case RENDERPATH_GLES2:
2472                 if (vertexbuffer)
2473                 {
2474                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2475                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2476                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2477                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2478                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2479                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2480                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2481                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2482                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2483                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2484                 }
2485                 else
2486                 {
2487                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2488                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2489                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2490                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2491                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2492                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2493                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2494                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2495                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2496                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2497                 }
2498                 break;
2499         }
2500 }
2501
2502
2503
2504 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
2505 {
2506         size_t size;
2507         size = sizeof(r_vertexgeneric_t) * numvertices;
2508         if (gl_state.preparevertices_tempdatamaxsize < size)
2509         {
2510                 gl_state.preparevertices_tempdatamaxsize = size;
2511                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
2512         }
2513         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
2514         gl_state.preparevertices_numvertices = numvertices;
2515         return gl_state.preparevertices_vertexgeneric;
2516 }
2517
2518 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
2519 {
2520         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
2521         gl_state.preparevertices_vertexgeneric = NULL;
2522         gl_state.preparevertices_numvertices = 0;
2523         return true;
2524 }
2525
2526 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2527 {
2528         int i;
2529         r_vertexgeneric_t *vertex;
2530         switch(vid.renderpath)
2531         {
2532         case RENDERPATH_GL20:
2533         case RENDERPATH_GLES2:
2534                 if (gl_state.usevbo_dynamicvertex)
2535                 {
2536                         r_meshbuffer_t *buffer_vertex3f = NULL;
2537                         r_meshbuffer_t *buffer_color4f = NULL;
2538                         r_meshbuffer_t *buffer_texcoord2f = NULL;
2539                         int bufferoffset_vertex3f = 0;
2540                         int bufferoffset_color4f = 0;
2541                         int bufferoffset_texcoord2f = 0;
2542                         buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
2543                         buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
2544                         buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2545                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2546                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2547                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
2548                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2549                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2550                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2551                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2552                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2553                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2554                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2555                 }
2556                 else if (!vid.useinterleavedarrays)
2557                 {
2558                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2559                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2560                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
2561                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2562                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2563                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2564                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2565                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2566                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2567                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2568                         return;
2569                 }
2570                 break;
2571         }
2572
2573         // no quick path for this case, convert to vertex structs
2574         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
2575         for (i = 0;i < numvertices;i++)
2576                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
2577         if (color4f)
2578         {
2579                 for (i = 0;i < numvertices;i++)
2580                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
2581         }
2582         else
2583         {
2584                 for (i = 0;i < numvertices;i++)
2585                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
2586         }
2587         if (texcoord2f)
2588                 for (i = 0;i < numvertices;i++)
2589                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
2590         R_Mesh_PrepareVertices_Generic_Unlock();
2591         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
2592 }
2593
2594 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2595 {
2596         // upload temporary vertexbuffer for this rendering
2597         if (!gl_state.usevbo_staticvertex)
2598                 vertexbuffer = NULL;
2599         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2600                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
2601         switch(vid.renderpath)
2602         {
2603         case RENDERPATH_GL20:
2604         case RENDERPATH_GLES2:
2605                 if (vertexbuffer)
2606                 {
2607                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
2608                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
2609                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
2610                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2611                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2612                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2613                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2614                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2615                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2616                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2617                 }
2618                 else
2619                 {
2620                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
2621                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
2622                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
2623                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2624                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2625                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2626                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2627                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2628                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2629                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2630                 }
2631                 break;
2632         }
2633 }
2634
2635
2636
2637 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
2638 {
2639         size_t size;
2640         size = sizeof(r_vertexmesh_t) * numvertices;
2641         if (gl_state.preparevertices_tempdatamaxsize < size)
2642         {
2643                 gl_state.preparevertices_tempdatamaxsize = size;
2644                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
2645         }
2646         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
2647         gl_state.preparevertices_numvertices = numvertices;
2648         return gl_state.preparevertices_vertexmesh;
2649 }
2650
2651 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
2652 {
2653         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
2654         gl_state.preparevertices_vertexmesh = NULL;
2655         gl_state.preparevertices_numvertices = 0;
2656         return true;
2657 }
2658
2659 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)
2660 {
2661         int i;
2662         r_vertexmesh_t *vertex;
2663         switch(vid.renderpath)
2664         {
2665         case RENDERPATH_GL20:
2666         case RENDERPATH_GLES2:
2667                 if (gl_state.usevbo_dynamicvertex)
2668                 {
2669                         r_meshbuffer_t *buffer_vertex3f = NULL;
2670                         r_meshbuffer_t *buffer_color4f = NULL;
2671                         r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2672                         r_meshbuffer_t *buffer_svector3f = NULL;
2673                         r_meshbuffer_t *buffer_tvector3f = NULL;
2674                         r_meshbuffer_t *buffer_normal3f = NULL;
2675                         r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2676                         int bufferoffset_vertex3f = 0;
2677                         int bufferoffset_color4f = 0;
2678                         int bufferoffset_texcoordtexture2f = 0;
2679                         int bufferoffset_svector3f = 0;
2680                         int bufferoffset_tvector3f = 0;
2681                         int bufferoffset_normal3f = 0;
2682                         int bufferoffset_texcoordlightmap2f = 0;
2683                         buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
2684                         buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
2685                         buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
2686                         buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
2687                         buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
2688                         buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2689                         buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2690                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2691                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2692                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2693                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
2694                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
2695                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
2696                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2697                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2698                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2699                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2700                 }
2701                 else if (!vid.useinterleavedarrays)
2702                 {
2703                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2704                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2705                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
2706                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
2707                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
2708                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
2709                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
2710                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2711                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2712                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2713                         return;
2714                 }
2715                 break;
2716         }
2717
2718         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
2719         for (i = 0;i < numvertices;i++)
2720                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
2721         if (svector3f)
2722                 for (i = 0;i < numvertices;i++)
2723                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
2724         if (tvector3f)
2725                 for (i = 0;i < numvertices;i++)
2726                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
2727         if (normal3f)
2728                 for (i = 0;i < numvertices;i++)
2729                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
2730         if (color4f)
2731         {
2732                 for (i = 0;i < numvertices;i++)
2733                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
2734         }
2735         else
2736         {
2737                 for (i = 0;i < numvertices;i++)
2738                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
2739         }
2740         if (texcoordtexture2f)
2741                 for (i = 0;i < numvertices;i++)
2742                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
2743         if (texcoordlightmap2f)
2744                 for (i = 0;i < numvertices;i++)
2745                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
2746         R_Mesh_PrepareVertices_Mesh_Unlock();
2747         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
2748 }
2749
2750 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2751 {
2752         // upload temporary vertexbuffer for this rendering
2753         if (!gl_state.usevbo_staticvertex)
2754                 vertexbuffer = NULL;
2755         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2756                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
2757         switch(vid.renderpath)
2758         {
2759         case RENDERPATH_GL20:
2760         case RENDERPATH_GLES2:
2761                 if (vertexbuffer)
2762                 {
2763                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
2764                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
2765                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
2766                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
2767                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
2768                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
2769                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
2770                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
2771                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub   - (unsigned char *)vertex));
2772                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub  - (unsigned char *)vertex));
2773                 }
2774                 else
2775                 {
2776                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
2777                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
2778                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
2779                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
2780                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
2781                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
2782                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
2783                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
2784                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , NULL, 0);
2785                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
2786                 }
2787                 break;
2788         }
2789 }
2790
2791 void GL_BlendEquationSubtract(qboolean negated)
2792 {
2793         if(negated)
2794         {
2795                 switch(vid.renderpath)
2796                 {
2797                 case RENDERPATH_GL20:
2798                 case RENDERPATH_GLES2:
2799                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
2800                         break;
2801                 }
2802         }
2803         else
2804         {
2805                 switch(vid.renderpath)
2806                 {
2807                 case RENDERPATH_GL20:
2808                 case RENDERPATH_GLES2:
2809                         qglBlendEquationEXT(GL_FUNC_ADD);
2810                         break;
2811                 }
2812         }
2813 }