3 #include "cl_collision.h"
5 #define MAX_RENDERTARGETS 4
7 cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
8 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
9 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
11 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
12 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
14 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
17 qboolean v_flipped_state = false;
19 r_viewport_t gl_viewport;
20 matrix4x4_t gl_modelmatrix;
21 matrix4x4_t gl_viewmatrix;
22 matrix4x4_t gl_modelviewmatrix;
23 matrix4x4_t gl_projectionmatrix;
24 matrix4x4_t gl_modelviewprojectionmatrix;
25 float gl_modelview16f[16];
26 float gl_modelviewprojection16f[16];
27 qboolean gl_modelmatrixchanged;
30 int gl_errornumber = 0;
32 void GL_PrintError(int errornumber, const char *filename, int linenumber)
36 #ifdef GL_INVALID_ENUM
38 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
41 #ifdef GL_INVALID_VALUE
42 case GL_INVALID_VALUE:
43 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
46 #ifdef GL_INVALID_OPERATION
47 case GL_INVALID_OPERATION:
48 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
51 #ifdef GL_STACK_OVERFLOW
52 case GL_STACK_OVERFLOW:
53 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
56 #ifdef GL_STACK_UNDERFLOW
57 case GL_STACK_UNDERFLOW:
58 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
61 #ifdef GL_OUT_OF_MEMORY
62 case GL_OUT_OF_MEMORY:
63 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
66 #ifdef GL_TABLE_TOO_LARGE
67 case GL_TABLE_TOO_LARGE:
68 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
71 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
72 case GL_INVALID_FRAMEBUFFER_OPERATION:
73 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
77 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
82 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
84 const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
87 case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
88 case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
89 case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
93 case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
94 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
95 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
96 case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
97 case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
98 case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
102 case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
103 case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
104 case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
105 case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
106 case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
107 case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
109 Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
113 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
115 void SCR_ScreenShot_f (void);
117 typedef struct gltextureunit_s
119 int pointer_texcoord_components;
120 int pointer_texcoord_gltype;
121 size_t pointer_texcoord_stride;
122 const void *pointer_texcoord_pointer;
123 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
124 size_t pointer_texcoord_offset;
127 int t2d, t3d, tcubemap;
132 typedef struct gl_state_s
140 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
144 float polygonoffset[2];
145 qboolean alphatocoverage;
148 gltextureunit_t units[MAX_TEXTUREUNITS];
152 int vertexbufferobject;
153 int elementbufferobject;
154 int uniformbufferobject;
155 int framebufferobject;
156 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
157 qboolean pointer_color_enabled;
159 int pointer_vertex_components;
160 int pointer_vertex_gltype;
161 size_t pointer_vertex_stride;
162 const void *pointer_vertex_pointer;
163 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
164 size_t pointer_vertex_offset;
166 int pointer_color_components;
167 int pointer_color_gltype;
168 size_t pointer_color_stride;
169 const void *pointer_color_pointer;
170 const r_meshbuffer_t *pointer_color_vertexbuffer;
171 size_t pointer_color_offset;
173 void *preparevertices_tempdata;
174 size_t preparevertices_tempdatamaxsize;
175 int preparevertices_numvertices;
177 memexpandablearray_t meshbufferarray;
183 static gl_state_t gl_state;
187 note: here's strip order for a terrain row:
194 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
196 *elements++ = i + row;
198 *elements++ = i + row + 1;
201 *elements++ = i + row + 1;
204 for (y = 0;y < rows - 1;y++)
206 for (x = 0;x < columns - 1;x++)
209 *elements++ = i + columns;
211 *elements++ = i + columns + 1;
214 *elements++ = i + columns + 1;
225 for (y = 0;y < rows - 1;y++)
227 for (x = 0;x < columns - 1;x++)
231 *elements++ = i + columns;
232 *elements++ = i + columns + 1;
233 *elements++ = i + columns;
234 *elements++ = i + columns + 1;
240 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
241 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
242 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
243 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
245 static void GL_VBOStats_f(void)
247 GL_Mesh_ListVBOs(true);
250 static void GL_Backend_ResetState(void);
252 static void gl_backend_start(void)
254 memset(&gl_state, 0, sizeof(gl_state));
256 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
258 Con_DPrintf("OpenGL backend started.\n");
262 GL_Backend_ResetState();
264 switch(vid.renderpath)
266 case RENDERPATH_GL32:
267 case RENDERPATH_GLES2:
268 // fetch current fbo here (default fbo is not 0 on some GLES devices)
270 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
275 static void gl_backend_shutdown(void)
277 Con_DPrint("OpenGL Backend shutting down\n");
279 switch(vid.renderpath)
281 case RENDERPATH_GL32:
282 case RENDERPATH_GLES2:
286 if (gl_state.preparevertices_tempdata)
287 Mem_Free(gl_state.preparevertices_tempdata);
289 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
291 memset(&gl_state, 0, sizeof(gl_state));
294 static void gl_backend_newmap(void)
298 static void gl_backend_devicelost(void)
301 r_meshbuffer_t *buffer;
302 switch(vid.renderpath)
304 case RENDERPATH_GL32:
305 case RENDERPATH_GLES2:
308 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
309 for (i = 0;i < endindex;i++)
311 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
312 if (!buffer || !buffer->isdynamic)
314 switch(vid.renderpath)
316 case RENDERPATH_GL32:
317 case RENDERPATH_GLES2:
323 static void gl_backend_devicerestored(void)
325 switch(vid.renderpath)
327 case RENDERPATH_GL32:
328 case RENDERPATH_GLES2:
333 void gl_backend_init(void)
337 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
339 polygonelement3s[i * 3 + 0] = 0;
340 polygonelement3s[i * 3 + 1] = i + 1;
341 polygonelement3s[i * 3 + 2] = i + 2;
343 // elements for rendering a series of quads as triangles
344 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
346 quadelement3s[i * 6 + 0] = i * 4;
347 quadelement3s[i * 6 + 1] = i * 4 + 1;
348 quadelement3s[i * 6 + 2] = i * 4 + 2;
349 quadelement3s[i * 6 + 3] = i * 4;
350 quadelement3s[i * 6 + 4] = i * 4 + 2;
351 quadelement3s[i * 6 + 5] = i * 4 + 3;
354 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
355 polygonelement3i[i] = polygonelement3s[i];
356 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
357 quadelement3i[i] = quadelement3s[i];
359 Cvar_RegisterVariable(&r_render);
360 Cvar_RegisterVariable(&r_renderview);
361 Cvar_RegisterVariable(&r_waterwarp);
362 Cvar_RegisterVariable(&gl_polyblend);
363 Cvar_RegisterVariable(&v_flipped);
364 Cvar_RegisterVariable(&gl_debug);
365 Cvar_RegisterVariable(&gl_paranoid);
366 Cvar_RegisterVariable(&gl_printcheckerror);
368 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");
370 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
373 void GL_SetMirrorState(qboolean state);
375 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
379 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
380 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
382 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
384 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
385 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
386 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
388 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
393 switch(vid.renderpath)
395 case RENDERPATH_GL32:
396 case RENDERPATH_GLES2:
398 qglFinish();CHECKGLERROR
403 static int bboxedges[12][2] =
422 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
424 int i, ix1, iy1, ix2, iy2;
425 float x1, y1, x2, y2;
436 scissor[0] = r_refdef.view.viewport.x;
437 scissor[1] = r_refdef.view.viewport.y;
438 scissor[2] = r_refdef.view.viewport.width;
439 scissor[3] = r_refdef.view.viewport.height;
441 // if view is inside the box, just say yes it's visible
442 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
445 // transform all corners that are infront of the nearclip plane
446 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
447 plane4f[3] = r_refdef.view.frustum[4].dist;
449 for (i = 0;i < 8;i++)
451 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
452 dist[i] = DotProduct4(corner[i], plane4f);
453 sign[i] = dist[i] > 0;
456 VectorCopy(corner[i], vertex[numvertices]);
460 // if some points are behind the nearclip, add clipped edge points to make
461 // sure that the scissor boundary is complete
462 if (numvertices > 0 && numvertices < 8)
464 // add clipped edge points
465 for (i = 0;i < 12;i++)
469 if (sign[j] != sign[k])
471 f = dist[j] / (dist[j] - dist[k]);
472 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
478 // if we have no points to check, it is behind the view plane
482 // if we have some points to transform, check what screen area is covered
483 x1 = y1 = x2 = y2 = 0;
485 //Con_Printf("%i vertices to transform...\n", numvertices);
486 for (i = 0;i < numvertices;i++)
488 VectorCopy(vertex[i], v);
489 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
490 //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]);
493 if (x1 > v2[0]) x1 = v2[0];
494 if (x2 < v2[0]) x2 = v2[0];
495 if (y1 > v2[1]) y1 = v2[1];
496 if (y2 < v2[1]) y2 = v2[1];
505 // now convert the scissor rectangle to integer screen coordinates
506 ix1 = (int)(x1 - 1.0f);
507 //iy1 = vid.height - (int)(y2 - 1.0f);
508 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
509 iy1 = (int)(y1 - 1.0f);
510 ix2 = (int)(x2 + 1.0f);
511 //iy2 = vid.height - (int)(y1 + 1.0f);
512 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
513 iy2 = (int)(y2 + 1.0f);
514 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
516 // clamp it to the screen
517 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
518 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
519 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
520 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
522 // if it is inside out, it's not visible
523 if (ix2 <= ix1 || iy2 <= iy1)
526 // the light area is visible, set up the scissor rectangle
529 scissor[2] = ix2 - ix1;
530 scissor[3] = iy2 - iy1;
532 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
533 switch(vid.renderpath)
535 case RENDERPATH_GL32:
536 case RENDERPATH_GLES2:
544 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
548 float clipPlane[4], v3[3], v4[3];
551 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
553 VectorSet(normal, normalx, normaly, normalz);
554 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
555 VectorScale(normal, -dist, v3);
556 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
557 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
558 clipPlane[3] = -DotProduct(v4, clipPlane);
560 // Calculate the clip-space corner point opposite the clipping plane
561 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
562 // transform it into camera space by multiplying it
563 // by the inverse of the projection matrix
564 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
565 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
567 q[3] = (1.0f + m[10]) / m[14];
569 // Calculate the scaled plane vector
570 d = 2.0f / DotProduct4(clipPlane, q);
572 // Replace the third row of the projection matrix
573 m[2] = clipPlane[0] * d;
574 m[6] = clipPlane[1] * d;
575 m[10] = clipPlane[2] * d + 1.0f;
576 m[14] = clipPlane[3] * d;
579 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)
581 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
583 memset(v, 0, sizeof(*v));
584 v->type = R_VIEWPORTTYPE_ORTHO;
585 v->cameramatrix = *cameramatrix;
592 memset(m, 0, sizeof(m));
593 m[0] = 2/(right - left);
594 m[5] = 2/(top - bottom);
595 m[10] = -2/(zFar - zNear);
596 m[12] = - (right + left)/(right - left);
597 m[13] = - (top + bottom)/(top - bottom);
598 m[14] = - (zFar + zNear)/(zFar - zNear);
600 switch(vid.renderpath)
602 case RENDERPATH_GL32:
603 case RENDERPATH_GLES2:
606 v->screentodepth[0] = -farclip / (farclip - nearclip);
607 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
609 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
612 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
614 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
620 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
621 R_Viewport_TransformToScreen(v, test1, test2);
622 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
627 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)
629 matrix4x4_t tempmatrix, basematrix;
631 memset(v, 0, sizeof(*v));
633 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
634 v->cameramatrix = *cameramatrix;
641 memset(m, 0, sizeof(m));
642 m[0] = 1.0 / frustumx;
643 m[5] = 1.0 / frustumy;
644 m[10] = -2 / (farclip - nearclip);
645 m[14] = -(farclip + nearclip) / (farclip - nearclip);
647 v->screentodepth[0] = -farclip / (farclip - nearclip);
648 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
650 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
651 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
652 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
653 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
656 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
658 if(v_flipped.integer)
666 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
669 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)
671 matrix4x4_t tempmatrix, basematrix;
673 memset(v, 0, sizeof(*v));
675 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
676 v->cameramatrix = *cameramatrix;
683 memset(m, 0, sizeof(m));
684 m[0] = 1.0 / frustumx;
685 m[5] = 1.0 / frustumy;
686 m[10] = -(farclip + nearclip) / (farclip - nearclip);
688 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
689 v->screentodepth[0] = -farclip / (farclip - nearclip);
690 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
692 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
693 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
694 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
695 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
698 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
700 if(v_flipped.integer)
708 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
711 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)
713 matrix4x4_t tempmatrix, basematrix;
714 const float nudge = 1.0 - 1.0 / (1<<23);
716 memset(v, 0, sizeof(*v));
718 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
719 v->cameramatrix = *cameramatrix;
726 memset(m, 0, sizeof(m));
727 m[ 0] = 1.0 / frustumx;
728 m[ 5] = 1.0 / frustumy;
731 m[14] = -2 * nearclip * nudge;
732 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
733 v->screentodepth[1] = m[14] * -0.5;
735 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
736 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
737 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
738 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
741 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
743 if(v_flipped.integer)
751 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
754 float cubeviewmatrix[6][16] =
756 // standard cubemap projections
794 float rectviewmatrix[6][16] =
796 // sign-preserving cubemap projections
835 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
837 matrix4x4_t tempmatrix, basematrix;
839 memset(v, 0, sizeof(*v));
840 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
841 v->cameramatrix = *cameramatrix;
845 memset(m, 0, sizeof(m));
847 m[10] = -(farclip + nearclip) / (farclip - nearclip);
849 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
851 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
852 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
853 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
856 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
858 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
861 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)
863 matrix4x4_t tempmatrix, basematrix;
865 memset(v, 0, sizeof(*v));
866 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
867 v->cameramatrix = *cameramatrix;
868 v->x = offsetx + (side & 1) * size;
869 v->y = offsety + (side >> 1) * size;
873 memset(m, 0, sizeof(m));
874 m[0] = m[5] = 1.0f * ((float)size - border) / size;
875 m[10] = -(farclip + nearclip) / (farclip - nearclip);
877 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
879 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
880 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
881 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
884 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
886 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
889 void R_SetViewport(const r_viewport_t *v)
893 // FIXME: v_flipped_state is evil, this probably breaks somewhere
894 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
896 // copy over the matrices to our state
897 gl_viewmatrix = v->viewmatrix;
898 gl_projectionmatrix = v->projectmatrix;
900 switch(vid.renderpath)
902 case RENDERPATH_GL32:
903 case RENDERPATH_GLES2:
905 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
909 // force an update of the derived matrices
910 gl_modelmatrixchanged = true;
911 R_EntityMatrix(&gl_modelmatrix);
914 void R_GetViewport(r_viewport_t *v)
919 static void GL_BindVBO(int bufferobject)
921 if (gl_state.vertexbufferobject != bufferobject)
923 gl_state.vertexbufferobject = bufferobject;
925 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
929 static void GL_BindEBO(int bufferobject)
931 if (gl_state.elementbufferobject != bufferobject)
933 gl_state.elementbufferobject = bufferobject;
935 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
939 static void GL_BindUBO(int bufferobject)
941 if (gl_state.uniformbufferobject != bufferobject)
943 gl_state.uniformbufferobject = bufferobject;
944 #ifdef GL_UNIFORM_BUFFER
946 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
951 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
952 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
956 switch(vid.renderpath)
958 case RENDERPATH_GL32:
959 case RENDERPATH_GLES2:
961 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
962 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
963 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
965 // FIXME: separate stencil attachment on GLES
966 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
967 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
969 if (depthtexture && depthtexture->texnum )
971 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
972 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
974 if (depthtexture && depthtexture->renderbuffernum )
976 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
977 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
980 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
981 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
982 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
983 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
984 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
985 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
986 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
987 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
992 qglDrawBuffers(4, drawbuffers);CHECKGLERROR
993 qglReadBuffer(GL_NONE);CHECKGLERROR
995 else if (colortexture3)
997 qglDrawBuffers(3, drawbuffers);CHECKGLERROR
998 qglReadBuffer(GL_NONE);CHECKGLERROR
1000 else if (colortexture2)
1002 qglDrawBuffers(2, drawbuffers);CHECKGLERROR
1003 qglReadBuffer(GL_NONE);CHECKGLERROR
1005 else if (colortexture)
1007 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1008 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1012 qglDrawBuffer(GL_NONE);CHECKGLERROR
1013 qglReadBuffer(GL_NONE);CHECKGLERROR
1016 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1017 if (status != GL_FRAMEBUFFER_COMPLETE)
1019 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1020 gl_state.framebufferobject = 0; // GL unbinds it for us
1021 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1029 void R_Mesh_DestroyFramebufferObject(int fbo)
1031 switch(vid.renderpath)
1033 case RENDERPATH_GL32:
1034 case RENDERPATH_GLES2:
1037 // GL clears the binding if we delete something bound
1038 if (gl_state.framebufferobject == fbo)
1039 gl_state.framebufferobject = 0;
1040 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1046 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1050 rtexture_t *textures[5];
1051 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1052 textures[4] = depthtexture;
1053 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1054 for (j = 0;j < 5;j++)
1056 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1057 if (gl_state.units[i].texture == textures[j])
1058 R_Mesh_TexBind(i, NULL);
1059 // set up framebuffer object or render targets for the active rendering API
1060 switch (vid.renderpath)
1062 case RENDERPATH_GL32:
1063 case RENDERPATH_GLES2:
1064 if (gl_state.framebufferobject != fbo)
1066 gl_state.framebufferobject = fbo;
1067 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1073 static void GL_Backend_ResetState(void)
1075 gl_state.active = true;
1076 gl_state.depthtest = true;
1077 gl_state.alphatocoverage = false;
1078 gl_state.blendfunc1 = GL_ONE;
1079 gl_state.blendfunc2 = GL_ZERO;
1080 gl_state.blend = false;
1081 gl_state.depthmask = GL_TRUE;
1082 gl_state.colormask = 15;
1083 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1084 gl_state.lockrange_first = 0;
1085 gl_state.lockrange_count = 0;
1086 gl_state.cullface = GL_FRONT;
1087 gl_state.cullfaceenable = false;
1088 gl_state.polygonoffset[0] = 0;
1089 gl_state.polygonoffset[1] = 0;
1090 gl_state.framebufferobject = 0;
1091 gl_state.depthfunc = GL_LEQUAL;
1093 switch(vid.renderpath)
1095 case RENDERPATH_GL32:
1096 case RENDERPATH_GLES2:
1097 // set up debug output early
1098 if (vid.support.arb_debug_output)
1102 if (gl_debug.integer >= 1)
1103 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1104 if (gl_debug.integer >= 3)
1105 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1106 else if (gl_debug.integer >= 1)
1108 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1109 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1110 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1113 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1114 qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1117 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1118 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1119 qglDisable(GL_BLEND);CHECKGLERROR
1120 qglCullFace(gl_state.cullface);CHECKGLERROR
1121 qglDisable(GL_CULL_FACE);CHECKGLERROR
1122 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1123 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1124 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1125 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1126 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1127 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1128 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1129 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1130 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1131 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1132 gl_state.unit = MAX_TEXTUREUNITS;
1138 void GL_ActiveTexture(unsigned int num)
1140 if (gl_state.unit != num)
1142 gl_state.unit = num;
1143 switch(vid.renderpath)
1145 case RENDERPATH_GL32:
1146 case RENDERPATH_GLES2:
1148 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1154 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1156 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1158 qboolean blendenable;
1159 gl_state.blendfunc1 = blendfunc1;
1160 gl_state.blendfunc2 = blendfunc2;
1161 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1162 switch(vid.renderpath)
1164 case RENDERPATH_GL32:
1165 case RENDERPATH_GLES2:
1167 if (qglBlendFuncSeparate)
1169 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1173 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1175 if (gl_state.blend != blendenable)
1177 gl_state.blend = blendenable;
1178 if (!gl_state.blend)
1180 qglDisable(GL_BLEND);CHECKGLERROR
1184 qglEnable(GL_BLEND);CHECKGLERROR
1192 void GL_DepthMask(int state)
1194 if (gl_state.depthmask != state)
1196 gl_state.depthmask = state;
1197 switch(vid.renderpath)
1199 case RENDERPATH_GL32:
1200 case RENDERPATH_GLES2:
1202 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1208 void GL_DepthTest(int state)
1210 if (gl_state.depthtest != state)
1212 gl_state.depthtest = state;
1213 switch(vid.renderpath)
1215 case RENDERPATH_GL32:
1216 case RENDERPATH_GLES2:
1218 if (gl_state.depthtest)
1220 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1224 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1231 void GL_DepthFunc(int state)
1233 if (gl_state.depthfunc != state)
1235 gl_state.depthfunc = state;
1236 switch(vid.renderpath)
1238 case RENDERPATH_GL32:
1239 case RENDERPATH_GLES2:
1241 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1247 void GL_DepthRange(float nearfrac, float farfrac)
1249 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1251 gl_state.depthrange[0] = nearfrac;
1252 gl_state.depthrange[1] = farfrac;
1253 switch(vid.renderpath)
1255 case RENDERPATH_GL32:
1256 case RENDERPATH_GLES2:
1259 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1261 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1268 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1270 switch (vid.renderpath)
1272 case RENDERPATH_GL32:
1273 case RENDERPATH_GLES2:
1277 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1281 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1283 qglStencilMask(writemask);CHECKGLERROR
1284 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1285 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1291 void GL_PolygonOffset(float planeoffset, float depthoffset)
1293 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1295 gl_state.polygonoffset[0] = planeoffset;
1296 gl_state.polygonoffset[1] = depthoffset;
1297 switch(vid.renderpath)
1299 case RENDERPATH_GL32:
1300 case RENDERPATH_GLES2:
1302 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1308 void GL_SetMirrorState(qboolean state)
1310 if (v_flipped_state != state)
1312 v_flipped_state = state;
1313 if (gl_state.cullface == GL_BACK)
1314 gl_state.cullface = GL_FRONT;
1315 else if (gl_state.cullface == GL_FRONT)
1316 gl_state.cullface = GL_BACK;
1319 switch(vid.renderpath)
1321 case RENDERPATH_GL32:
1322 case RENDERPATH_GLES2:
1324 qglCullFace(gl_state.cullface);CHECKGLERROR
1330 void GL_CullFace(int state)
1334 if(state == GL_FRONT)
1336 else if(state == GL_BACK)
1340 switch(vid.renderpath)
1342 case RENDERPATH_GL32:
1343 case RENDERPATH_GLES2:
1346 if (state != GL_NONE)
1348 if (!gl_state.cullfaceenable)
1350 gl_state.cullfaceenable = true;
1351 qglEnable(GL_CULL_FACE);CHECKGLERROR
1353 if (gl_state.cullface != state)
1355 gl_state.cullface = state;
1356 qglCullFace(gl_state.cullface);CHECKGLERROR
1361 if (gl_state.cullfaceenable)
1363 gl_state.cullfaceenable = false;
1364 qglDisable(GL_CULL_FACE);CHECKGLERROR
1371 void GL_AlphaToCoverage(qboolean state)
1373 if (gl_state.alphatocoverage != state)
1375 gl_state.alphatocoverage = state;
1376 switch(vid.renderpath)
1378 case RENDERPATH_GLES2:
1380 case RENDERPATH_GL32:
1382 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1384 if (gl_state.alphatocoverage)
1386 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1387 // qglEnable(GL_MULTISAMPLE);CHECKGLERROR
1391 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR
1392 // qglDisable(GL_MULTISAMPLE);CHECKGLERROR
1400 void GL_ColorMask(int r, int g, int b, int a)
1402 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1403 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1404 if (gl_state.colormask != state)
1406 gl_state.colormask = state;
1407 switch(vid.renderpath)
1409 case RENDERPATH_GL32:
1410 case RENDERPATH_GLES2:
1412 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1418 void GL_Color(float cr, float cg, float cb, float ca)
1420 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)
1422 gl_state.color4f[0] = cr;
1423 gl_state.color4f[1] = cg;
1424 gl_state.color4f[2] = cb;
1425 gl_state.color4f[3] = ca;
1426 switch(vid.renderpath)
1428 case RENDERPATH_GL32:
1429 case RENDERPATH_GLES2:
1430 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1436 void GL_Scissor (int x, int y, int width, int height)
1438 switch(vid.renderpath)
1440 case RENDERPATH_GL32:
1441 case RENDERPATH_GLES2:
1443 qglScissor(x, y,width,height);CHECKGLERROR
1448 void GL_ScissorTest(int state)
1450 if (gl_state.scissortest != state)
1452 gl_state.scissortest = state;
1453 switch(vid.renderpath)
1455 case RENDERPATH_GL32:
1456 case RENDERPATH_GLES2:
1458 if(gl_state.scissortest)
1459 qglEnable(GL_SCISSOR_TEST);
1461 qglDisable(GL_SCISSOR_TEST);
1468 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1470 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1471 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1472 // prevent warnings when trying to clear a buffer that does not exist
1474 colorvalue = blackcolor;
1477 mask &= ~GL_STENCIL_BUFFER_BIT;
1480 switch(vid.renderpath)
1482 case RENDERPATH_GL32:
1483 case RENDERPATH_GLES2:
1485 if (mask & GL_COLOR_BUFFER_BIT)
1487 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1489 if (mask & GL_DEPTH_BUFFER_BIT)
1492 qglClearDepthf(depthvalue);CHECKGLERROR
1494 qglClearDepth(depthvalue);CHECKGLERROR
1497 if (mask & GL_STENCIL_BUFFER_BIT)
1499 qglClearStencil(stencilvalue);CHECKGLERROR
1501 qglClear(mask);CHECKGLERROR
1506 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1508 switch(vid.renderpath)
1510 case RENDERPATH_GL32:
1511 case RENDERPATH_GLES2:
1520 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1521 for (i = 0;i < width * height * 4;i += 4)
1524 // g = outpixels[i+1];
1526 // a = outpixels[i+3];
1528 // outpixels[i+1] = g;
1530 // outpixels[i+3] = a;
1534 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1540 // called at beginning of frame
1541 void R_Mesh_Start(void)
1544 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1545 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1547 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1548 Cvar_SetValueQuick(&gl_paranoid, 1);
1552 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1556 char compilelog[MAX_INPUTLINE];
1557 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1560 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1561 qglCompileShader(shaderobject);CHECKGLERROR
1562 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1563 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1564 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))
1566 int i, j, pretextlines = 0;
1567 for (i = 0;i < numstrings - 1;i++)
1568 for (j = 0;strings[i][j];j++)
1569 if (strings[i][j] == '\n')
1571 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1573 if (!shadercompiled)
1575 qglDeleteShader(shaderobject);CHECKGLERROR
1578 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1579 qglDeleteShader(shaderobject);CHECKGLERROR
1583 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)
1585 GLint programlinked;
1586 GLuint programobject = 0;
1587 char linklog[MAX_INPUTLINE];
1590 programobject = qglCreateProgram();CHECKGLERROR
1594 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1595 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1596 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1597 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1598 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1599 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1600 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1601 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1602 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1603 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1605 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1609 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1612 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1613 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1617 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1620 qglLinkProgram(programobject);CHECKGLERROR
1621 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1622 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1627 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1628 Con_DPrintf("program link log:\n%s\n", linklog);
1630 // software vertex shader is ok but software fragment shader is WAY
1631 // too slow, fail program if so.
1632 // NOTE: this string might be ATI specific, but that's ok because the
1633 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1634 // software fragment shader due to low instruction and dependent
1636 if (strstr(linklog, "fragment shader will run in software"))
1637 programlinked = false;
1643 return programobject;
1645 qglDeleteProgram(programobject);CHECKGLERROR
1649 void GL_Backend_FreeProgram(unsigned int prog)
1652 qglDeleteProgram(prog);
1656 // renders triangles using vertices from the active arrays
1657 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)
1659 unsigned int numelements = numtriangles * 3;
1661 size_t bufferoffset3i;
1663 size_t bufferoffset3s;
1664 if (numvertices < 3 || numtriangles < 1)
1666 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1667 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);
1670 // adjust the pointers for firsttriangle
1672 element3i += firsttriangle * 3;
1673 if (element3i_indexbuffer)
1674 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1676 element3s += firsttriangle * 3;
1677 if (element3s_indexbuffer)
1678 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1679 // upload a dynamic index buffer if needed
1682 if (!element3s_indexbuffer)
1683 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1687 if (!element3i_indexbuffer)
1688 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1690 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1691 bufferoffset3i = element3i_bufferoffset;
1692 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1693 bufferoffset3s = element3s_bufferoffset;
1694 r_refdef.stats[r_stat_draws]++;
1695 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1696 r_refdef.stats[r_stat_draws_elements] += numelements;
1697 if (gl_paranoid.integer)
1702 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1704 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1706 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1713 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1715 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1717 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1723 if (r_render.integer || r_refdef.draw2dstage)
1725 switch(vid.renderpath)
1727 case RENDERPATH_GL32:
1728 case RENDERPATH_GLES2:
1732 GL_BindEBO(bufferobject3s);
1733 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1735 else if (bufferobject3i)
1737 GL_BindEBO(bufferobject3i);
1738 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1742 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1749 // restores backend state, used when done with 3D rendering
1750 void R_Mesh_Finish(void)
1752 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1755 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1757 r_meshbuffer_t *buffer;
1758 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1759 memset(buffer, 0, sizeof(*buffer));
1760 buffer->bufferobject = 0;
1761 buffer->devicebuffer = NULL;
1762 buffer->size = size;
1763 buffer->isindexbuffer = isindexbuffer;
1764 buffer->isuniformbuffer = isuniformbuffer;
1765 buffer->isdynamic = isdynamic;
1766 buffer->isindex16 = isindex16;
1767 strlcpy(buffer->name, name, sizeof(buffer->name));
1768 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1772 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1776 if (buffer->isindexbuffer)
1778 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1779 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1783 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1784 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1787 buffer->size = size;
1788 switch(vid.renderpath)
1790 case RENDERPATH_GL32:
1791 case RENDERPATH_GLES2:
1792 if (!buffer->bufferobject)
1793 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1795 if (buffer->isuniformbuffer)
1796 GL_BindUBO(buffer->bufferobject);
1797 else if (buffer->isindexbuffer)
1798 GL_BindEBO(buffer->bufferobject);
1800 GL_BindVBO(buffer->bufferobject);
1804 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1805 #ifdef GL_UNIFORM_BUFFER
1806 if (buffer->isuniformbuffer)
1807 buffertype = GL_UNIFORM_BUFFER;
1811 qglBufferSubData(buffertype, offset, size, data);
1813 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1816 if (buffer->isuniformbuffer)
1822 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1826 switch(vid.renderpath)
1828 case RENDERPATH_GL32:
1829 case RENDERPATH_GLES2:
1830 // GL clears the binding if we delete something bound
1831 if (gl_state.uniformbufferobject == buffer->bufferobject)
1832 gl_state.uniformbufferobject = 0;
1833 if (gl_state.vertexbufferobject == buffer->bufferobject)
1834 gl_state.vertexbufferobject = 0;
1835 if (gl_state.elementbufferobject == buffer->bufferobject)
1836 gl_state.elementbufferobject = 0;
1838 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1841 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1844 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1845 void GL_Mesh_ListVBOs(qboolean printeach)
1850 int index16count, index16mem;
1851 int index32count, index32mem;
1852 int vertexcount, vertexmem;
1853 int uniformcount, uniformmem;
1854 int totalcount, totalmem;
1855 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1856 r_meshbuffer_t *buffer;
1857 memset(bufferstat, 0, sizeof(bufferstat));
1858 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1859 for (i = 0;i < endindex;i++)
1861 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1864 if (buffer->isuniformbuffer)
1865 type = R_BUFFERDATA_UNIFORM;
1866 else if (buffer->isindexbuffer && buffer->isindex16)
1867 type = R_BUFFERDATA_INDEX16;
1868 else if (buffer->isindexbuffer)
1869 type = R_BUFFERDATA_INDEX32;
1871 type = R_BUFFERDATA_VERTEX;
1872 isdynamic = buffer->isdynamic;
1873 bufferstat[type][isdynamic][0]++;
1874 bufferstat[type][isdynamic][1] += buffer->size;
1876 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1878 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1879 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1880 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1881 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1882 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1883 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1884 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1885 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1886 totalcount = index16count + index32count + vertexcount + uniformcount;
1887 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1888 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);
1893 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1895 switch(vid.renderpath)
1897 case RENDERPATH_GL32:
1898 case RENDERPATH_GLES2:
1899 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)
1901 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1902 if (!bufferobject && gl_paranoid.integer)
1903 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1904 gl_state.pointer_vertex_components = components;
1905 gl_state.pointer_vertex_gltype = gltype;
1906 gl_state.pointer_vertex_stride = stride;
1907 gl_state.pointer_vertex_pointer = pointer;
1908 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1909 gl_state.pointer_vertex_offset = bufferoffset;
1911 GL_BindVBO(bufferobject);
1912 // LordHavoc: special flag added to gltype for unnormalized types
1913 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1919 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1921 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1922 // the pointer only.
1923 switch(vid.renderpath)
1925 case RENDERPATH_GL32:
1926 case RENDERPATH_GLES2:
1930 // caller wants color array enabled
1931 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1932 if (!gl_state.pointer_color_enabled)
1934 gl_state.pointer_color_enabled = true;
1936 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1938 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)
1940 gl_state.pointer_color_components = components;
1941 gl_state.pointer_color_gltype = gltype;
1942 gl_state.pointer_color_stride = stride;
1943 gl_state.pointer_color_pointer = pointer;
1944 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1945 gl_state.pointer_color_offset = bufferoffset;
1947 GL_BindVBO(bufferobject);
1948 // LordHavoc: special flag added to gltype for unnormalized types
1949 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1954 // caller wants color array disabled
1955 if (gl_state.pointer_color_enabled)
1957 gl_state.pointer_color_enabled = false;
1959 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1960 // when color array is on the current color gets trashed, set it again
1961 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1968 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)
1970 gltextureunit_t *unit = gl_state.units + unitnum;
1971 if (unitnum >= MAX_TEXTUREUNITS)
1972 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
1973 // update array settings
1974 // note: there is no need to check bufferobject here because all cases
1975 // that involve a valid bufferobject also supply a texcoord array
1976 switch(vid.renderpath)
1978 case RENDERPATH_GL32:
1979 case RENDERPATH_GLES2:
1983 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1984 // texture array unit is enabled, enable the array
1985 if (!unit->arrayenabled)
1987 unit->arrayenabled = true;
1988 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1991 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)
1993 unit->pointer_texcoord_components = components;
1994 unit->pointer_texcoord_gltype = gltype;
1995 unit->pointer_texcoord_stride = stride;
1996 unit->pointer_texcoord_pointer = pointer;
1997 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
1998 unit->pointer_texcoord_offset = bufferoffset;
1999 GL_BindVBO(bufferobject);
2000 // LordHavoc: special flag added to gltype for unnormalized types
2001 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2006 // texture array unit is disabled, disable the array
2007 if (unit->arrayenabled)
2009 unit->arrayenabled = false;
2010 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2017 int R_Mesh_TexBound(unsigned int unitnum, int id)
2019 gltextureunit_t *unit = gl_state.units + unitnum;
2020 if (unitnum >= MAX_TEXTUREUNITS)
2021 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2022 if (id == GL_TEXTURE_2D)
2024 if (id == GL_TEXTURE_3D)
2026 if (id == GL_TEXTURE_CUBE_MAP)
2027 return unit->tcubemap;
2031 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2033 switch(vid.renderpath)
2035 case RENDERPATH_GL32:
2036 case RENDERPATH_GLES2:
2037 R_Mesh_TexBind(0, tex);
2038 GL_ActiveTexture(0);CHECKGLERROR
2039 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2044 void R_Mesh_ClearBindingsForTexture(int texnum)
2046 gltextureunit_t *unit;
2047 unsigned int unitnum;
2048 // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2049 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2051 unit = gl_state.units + unitnum;
2052 if (unit->texture && unit->texture->texnum == texnum)
2053 R_Mesh_TexBind(unitnum, NULL);
2057 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2059 gltextureunit_t *unit = gl_state.units + unitnum;
2061 if (unitnum >= MAX_TEXTUREUNITS)
2062 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2063 if (unit->texture == tex)
2065 switch(vid.renderpath)
2067 case RENDERPATH_GL32:
2068 case RENDERPATH_GLES2:
2071 tex = r_texture_white;
2072 // not initialized enough yet...
2076 unit->texture = tex;
2077 texnum = R_GetTexture(tex);
2078 switch(tex->gltexturetypeenum)
2080 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2081 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2082 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2088 void R_Mesh_ResetTextureState(void)
2090 unsigned int unitnum;
2094 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2095 R_Mesh_TexBind(unitnum, NULL);
2098 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2100 // upload temporary vertexbuffer for this rendering
2102 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2103 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset );
2104 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 );
2105 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2106 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2107 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2108 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2109 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2110 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2111 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2112 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2115 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2117 r_meshbuffer_t *buffer_vertex3f = NULL;
2118 r_meshbuffer_t *buffer_color4f = NULL;
2119 r_meshbuffer_t *buffer_texcoord2f = NULL;
2120 int bufferoffset_vertex3f = 0;
2121 int bufferoffset_color4f = 0;
2122 int bufferoffset_texcoord2f = 0;
2123 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2124 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2125 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2126 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2127 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2128 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2129 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2130 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2131 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2132 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2133 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2134 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2135 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2138 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)
2140 r_meshbuffer_t *buffer_vertex3f = NULL;
2141 r_meshbuffer_t *buffer_color4f = NULL;
2142 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2143 r_meshbuffer_t *buffer_svector3f = NULL;
2144 r_meshbuffer_t *buffer_tvector3f = NULL;
2145 r_meshbuffer_t *buffer_normal3f = NULL;
2146 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2147 int bufferoffset_vertex3f = 0;
2148 int bufferoffset_color4f = 0;
2149 int bufferoffset_texcoordtexture2f = 0;
2150 int bufferoffset_svector3f = 0;
2151 int bufferoffset_tvector3f = 0;
2152 int bufferoffset_normal3f = 0;
2153 int bufferoffset_texcoordlightmap2f = 0;
2154 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2155 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2156 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2157 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2158 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2159 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2160 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2161 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2162 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2163 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2164 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2165 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2166 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2167 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2168 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2169 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2170 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2173 void GL_BlendEquationSubtract(qboolean negated)
2178 switch(vid.renderpath)
2180 case RENDERPATH_GL32:
2181 case RENDERPATH_GLES2:
2182 qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2188 switch(vid.renderpath)
2190 case RENDERPATH_GL32:
2191 case RENDERPATH_GLES2:
2192 qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR