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factor out skeletal animation transform generation so that it can be reused
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER                                   0x8D40
14 #define GL_DEPTH_ATTACHMENT                              0x8D00
15 #define GL_COLOR_ATTACHMENT0                             0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
17 #endif
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1                             0x8CE1
20 #define GL_COLOR_ATTACHMENT2                             0x8CE2
21 #define GL_COLOR_ATTACHMENT3                             0x8CE3
22 #define GL_COLOR_ATTACHMENT4                             0x8CE4
23 #define GL_COLOR_ATTACHMENT5                             0x8CE5
24 #define GL_COLOR_ATTACHMENT6                             0x8CE6
25 #define GL_COLOR_ATTACHMENT7                             0x8CE7
26 #define GL_COLOR_ATTACHMENT8                             0x8CE8
27 #define GL_COLOR_ATTACHMENT9                             0x8CE9
28 #define GL_COLOR_ATTACHMENT10                            0x8CEA
29 #define GL_COLOR_ATTACHMENT11                            0x8CEB
30 #define GL_COLOR_ATTACHMENT12                            0x8CEC
31 #define GL_COLOR_ATTACHMENT13                            0x8CED
32 #define GL_COLOR_ATTACHMENT14                            0x8CEE
33 #define GL_COLOR_ATTACHMENT15                            0x8CEF
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER               0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY                               0x8074
41 //#define GL_COLOR_ARRAY                                0x8076
42 //#define GL_TEXTURE_COORD_ARRAY                        0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
45 #define GL_TEXTURE0                                     0x84C0
46 #define GL_TEXTURE1                                     0x84C1
47 #define GL_TEXTURE2                                     0x84C2
48 #define GL_TEXTURE3                                     0x84C3
49 #define GL_TEXTURE4                                     0x84C4
50 #define GL_TEXTURE5                                     0x84C5
51 #define GL_TEXTURE6                                     0x84C6
52 #define GL_TEXTURE7                                     0x84C7
53 #define GL_TEXTURE8                                     0x84C8
54 #define GL_TEXTURE9                                     0x84C9
55 #define GL_TEXTURE10                            0x84CA
56 #define GL_TEXTURE11                            0x84CB
57 #define GL_TEXTURE12                            0x84CC
58 #define GL_TEXTURE13                            0x84CD
59 #define GL_TEXTURE14                            0x84CE
60 #define GL_TEXTURE15                            0x84CF
61 #define GL_TEXTURE16                            0x84D0
62 #define GL_TEXTURE17                            0x84D1
63 #define GL_TEXTURE18                            0x84D2
64 #define GL_TEXTURE19                            0x84D3
65 #define GL_TEXTURE20                            0x84D4
66 #define GL_TEXTURE21                            0x84D5
67 #define GL_TEXTURE22                            0x84D6
68 #define GL_TEXTURE23                            0x84D7
69 #define GL_TEXTURE24                            0x84D8
70 #define GL_TEXTURE25                            0x84D9
71 #define GL_TEXTURE26                            0x84DA
72 #define GL_TEXTURE27                            0x84DB
73 #define GL_TEXTURE28                            0x84DC
74 #define GL_TEXTURE29                            0x84DD
75 #define GL_TEXTURE30                            0x84DE
76 #define GL_TEXTURE31                            0x84DF
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D                           0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP                 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW                          0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION                         0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL                              0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE                                0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
106
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 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)"};
113 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"};
114 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"};
115 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"};
116
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
119
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
129
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
132
133 #ifdef DEBUGGL
134 int errornumber = 0;
135
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
137 {
138         switch(errornumber)
139         {
140 #ifdef GL_INVALID_ENUM
141         case GL_INVALID_ENUM:
142                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_INVALID_VALUE
146         case GL_INVALID_VALUE:
147                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150 #ifdef GL_INVALID_OPERATION
151         case GL_INVALID_OPERATION:
152                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
153                 break;
154 #endif
155 #ifdef GL_STACK_OVERFLOW
156         case GL_STACK_OVERFLOW:
157                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
158                 break;
159 #endif
160 #ifdef GL_STACK_UNDERFLOW
161         case GL_STACK_UNDERFLOW:
162                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
163                 break;
164 #endif
165 #ifdef GL_OUT_OF_MEMORY
166         case GL_OUT_OF_MEMORY:
167                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
168                 break;
169 #endif
170 #ifdef GL_TABLE_TOO_LARGE
171         case GL_TABLE_TOO_LARGE:
172                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
173                 break;
174 #endif
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176         case GL_INVALID_FRAMEBUFFER_OPERATION:
177                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
178                 break;
179 #endif
180         default:
181                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
182                 break;
183         }
184 }
185 #endif
186
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188
189 void SCR_ScreenShot_f (void);
190
191 typedef struct gltextureunit_s
192 {
193         int pointer_texcoord_components;
194         int pointer_texcoord_gltype;
195         size_t pointer_texcoord_stride;
196         const void *pointer_texcoord_pointer;
197         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198         size_t pointer_texcoord_offset;
199
200         rtexture_t *texture;
201         int t2d, t3d, tcubemap;
202         int arrayenabled;
203         int rgbscale, alphascale;
204         int combine;
205         int combinergb, combinealpha;
206         // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207         int texmatrixenabled;
208         matrix4x4_t matrix;
209 }
210 gltextureunit_t;
211
212 typedef struct gl_state_s
213 {
214         int cullface;
215         int cullfaceenable;
216         int blendfunc1;
217         int blendfunc2;
218         qboolean blend;
219         GLboolean depthmask;
220         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
221         int depthtest;
222         int depthfunc;
223         float depthrange[2];
224         float polygonoffset[2];
225         int alphatest;
226         int alphafunc;
227         float alphafuncvalue;
228         qboolean alphatocoverage;
229         int scissortest;
230         unsigned int unit;
231         unsigned int clientunit;
232         gltextureunit_t units[MAX_TEXTUREUNITS];
233         float color4f[4];
234         int lockrange_first;
235         int lockrange_count;
236         int vertexbufferobject;
237         int elementbufferobject;
238         int uniformbufferobject;
239         int framebufferobject;
240         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
241         qboolean pointer_color_enabled;
242
243         int pointer_vertex_components;
244         int pointer_vertex_gltype;
245         size_t pointer_vertex_stride;
246         const void *pointer_vertex_pointer;
247         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
248         size_t pointer_vertex_offset;
249
250         int pointer_color_components;
251         int pointer_color_gltype;
252         size_t pointer_color_stride;
253         const void *pointer_color_pointer;
254         const r_meshbuffer_t *pointer_color_vertexbuffer;
255         size_t pointer_color_offset;
256
257         void *preparevertices_tempdata;
258         size_t preparevertices_tempdatamaxsize;
259         r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
260         r_vertexgeneric_t *preparevertices_vertexgeneric;
261         r_vertexmesh_t *preparevertices_vertexmesh;
262         int preparevertices_numvertices;
263
264         r_meshbuffer_t *draw_dynamicindexbuffer;
265
266         qboolean usevbo_staticvertex;
267         qboolean usevbo_staticindex;
268         qboolean usevbo_dynamicvertex;
269         qboolean usevbo_dynamicindex;
270
271         memexpandablearray_t meshbufferarray;
272
273         qboolean active;
274
275 #ifdef SUPPORTD3D
276 //      rtexture_t *d3drt_depthtexture;
277 //      rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
278         IDirect3DSurface9 *d3drt_depthsurface;
279         IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
280         IDirect3DSurface9 *d3drt_backbufferdepthsurface;
281         IDirect3DSurface9 *d3drt_backbuffercolorsurface;
282         void *d3dvertexbuffer;
283         void *d3dvertexdata;
284         size_t d3dvertexsize;
285 #endif
286 }
287 gl_state_t;
288
289 static gl_state_t gl_state;
290
291
292 /*
293 note: here's strip order for a terrain row:
294 0--1--2--3--4
295 |\ |\ |\ |\ |
296 | \| \| \| \|
297 A--B--C--D--E
298 clockwise
299
300 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
301
302 *elements++ = i + row;
303 *elements++ = i;
304 *elements++ = i + row + 1;
305 *elements++ = i;
306 *elements++ = i + 1;
307 *elements++ = i + row + 1;
308
309
310 for (y = 0;y < rows - 1;y++)
311 {
312         for (x = 0;x < columns - 1;x++)
313         {
314                 i = y * rows + x;
315                 *elements++ = i + columns;
316                 *elements++ = i;
317                 *elements++ = i + columns + 1;
318                 *elements++ = i;
319                 *elements++ = i + 1;
320                 *elements++ = i + columns + 1;
321         }
322 }
323
324 alternative:
325 0--1--2--3--4
326 | /| /|\ | /|
327 |/ |/ | \|/ |
328 A--B--C--D--E
329 counterclockwise
330
331 for (y = 0;y < rows - 1;y++)
332 {
333         for (x = 0;x < columns - 1;x++)
334         {
335                 i = y * rows + x;
336                 *elements++ = i;
337                 *elements++ = i + columns;
338                 *elements++ = i + columns + 1;
339                 *elements++ = i + columns;
340                 *elements++ = i + columns + 1;
341                 *elements++ = i + 1;
342         }
343 }
344 */
345
346 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
348 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
349 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
350
351 static void GL_VBOStats_f(void)
352 {
353         GL_Mesh_ListVBOs(true);
354 }
355
356 static void GL_Backend_ResetState(void);
357
358 static void R_Mesh_InitVertexDeclarations(void);
359 static void R_Mesh_DestroyVertexDeclarations(void);
360
361 static void R_Mesh_SetUseVBO(void)
362 {
363         switch(vid.renderpath)
364         {
365         case RENDERPATH_GL11:
366         case RENDERPATH_GL13:
367         case RENDERPATH_GL20:
368         case RENDERPATH_GLES1:
369                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
370                 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
371                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
372                 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
373                 break;
374         case RENDERPATH_D3D9:
375                 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
376                 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
377                 break;
378         case RENDERPATH_D3D10:
379                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
380                 break;
381         case RENDERPATH_D3D11:
382                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
383                 break;
384         case RENDERPATH_SOFT:
385                 gl_state.usevbo_staticvertex = false;
386                 gl_state.usevbo_staticindex = false;
387                 gl_state.usevbo_dynamicvertex = false;
388                 gl_state.usevbo_dynamicindex = false;
389                 break;
390         case RENDERPATH_GLES2:
391                 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
392                 gl_state.usevbo_staticindex = false;
393                 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
394                 gl_state.usevbo_dynamicindex = false;
395                 break;
396         }
397 }
398
399 static void gl_backend_start(void)
400 {
401         memset(&gl_state, 0, sizeof(gl_state));
402
403         R_Mesh_InitVertexDeclarations();
404
405         R_Mesh_SetUseVBO();
406         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
407
408         Con_DPrintf("OpenGL backend started.\n");
409
410         CHECKGLERROR
411
412         GL_Backend_ResetState();
413
414         switch(vid.renderpath)
415         {
416         case RENDERPATH_GL11:
417         case RENDERPATH_GL13:
418         case RENDERPATH_GL20:
419         case RENDERPATH_GLES1:
420         case RENDERPATH_GLES2:
421                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
422                 if (vid.support.ext_framebuffer_object)
423                         qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
424                 break;
425         case RENDERPATH_D3D9:
426 #ifdef SUPPORTD3D
427                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
428                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
429 #endif
430                 break;
431         case RENDERPATH_D3D10:
432                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
433                 break;
434         case RENDERPATH_D3D11:
435                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
436                 break;
437         case RENDERPATH_SOFT:
438                 break;
439         }
440 }
441
442 static void gl_backend_shutdown(void)
443 {
444         Con_DPrint("OpenGL Backend shutting down\n");
445
446         switch(vid.renderpath)
447         {
448         case RENDERPATH_GL11:
449         case RENDERPATH_GL13:
450         case RENDERPATH_GL20:
451         case RENDERPATH_SOFT:
452         case RENDERPATH_GLES1:
453         case RENDERPATH_GLES2:
454                 break;
455         case RENDERPATH_D3D9:
456 #ifdef SUPPORTD3D
457                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
458                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
459 #endif
460                 break;
461         case RENDERPATH_D3D10:
462                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
463                 break;
464         case RENDERPATH_D3D11:
465                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
466                 break;
467         }
468
469         if (gl_state.preparevertices_tempdata)
470                 Mem_Free(gl_state.preparevertices_tempdata);
471         if (gl_state.preparevertices_dynamicvertexbuffer)
472                 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
473
474         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
475
476         R_Mesh_DestroyVertexDeclarations();
477
478         memset(&gl_state, 0, sizeof(gl_state));
479 }
480
481 static void gl_backend_newmap(void)
482 {
483 }
484
485 static void gl_backend_devicelost(void)
486 {
487         int i, endindex;
488         r_meshbuffer_t *buffer;
489 #ifdef SUPPORTD3D
490         gl_state.d3dvertexbuffer = NULL;
491 #endif
492         switch(vid.renderpath)
493         {
494         case RENDERPATH_GL11:
495         case RENDERPATH_GL13:
496         case RENDERPATH_GL20:
497         case RENDERPATH_SOFT:
498         case RENDERPATH_GLES1:
499         case RENDERPATH_GLES2:
500                 break;
501         case RENDERPATH_D3D9:
502 #ifdef SUPPORTD3D
503                 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
504                 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
505 #endif
506                 break;
507         case RENDERPATH_D3D10:
508                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
509                 break;
510         case RENDERPATH_D3D11:
511                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
512                 break;
513         }
514         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
515         for (i = 0;i < endindex;i++)
516         {
517                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
518                 if (!buffer || !buffer->isdynamic)
519                         continue;
520                 switch(vid.renderpath)
521                 {
522                 case RENDERPATH_GL11:
523                 case RENDERPATH_GL13:
524                 case RENDERPATH_GL20:
525                 case RENDERPATH_SOFT:
526                 case RENDERPATH_GLES1:
527                 case RENDERPATH_GLES2:
528                         break;
529                 case RENDERPATH_D3D9:
530 #ifdef SUPPORTD3D
531                         if (buffer->devicebuffer)
532                         {
533                                 if (buffer->isindexbuffer)
534                                         IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
535                                 else
536                                         IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
537                                 buffer->devicebuffer = NULL;
538                         }
539 #endif
540                         break;
541                 case RENDERPATH_D3D10:
542                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
543                         break;
544                 case RENDERPATH_D3D11:
545                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
546                         break;
547                 }
548         }
549 }
550
551 static void gl_backend_devicerestored(void)
552 {
553         switch(vid.renderpath)
554         {
555         case RENDERPATH_GL11:
556         case RENDERPATH_GL13:
557         case RENDERPATH_GL20:
558         case RENDERPATH_SOFT:
559         case RENDERPATH_GLES1:
560         case RENDERPATH_GLES2:
561                 break;
562         case RENDERPATH_D3D9:
563 #ifdef SUPPORTD3D
564                 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
565                 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
566 #endif
567                 break;
568         case RENDERPATH_D3D10:
569                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
570                 break;
571         case RENDERPATH_D3D11:
572                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
573                 break;
574         }
575 }
576
577 void gl_backend_init(void)
578 {
579         int i;
580
581         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
582         {
583                 polygonelement3s[i * 3 + 0] = 0;
584                 polygonelement3s[i * 3 + 1] = i + 1;
585                 polygonelement3s[i * 3 + 2] = i + 2;
586         }
587         // elements for rendering a series of quads as triangles
588         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
589         {
590                 quadelement3s[i * 6 + 0] = i * 4;
591                 quadelement3s[i * 6 + 1] = i * 4 + 1;
592                 quadelement3s[i * 6 + 2] = i * 4 + 2;
593                 quadelement3s[i * 6 + 3] = i * 4;
594                 quadelement3s[i * 6 + 4] = i * 4 + 2;
595                 quadelement3s[i * 6 + 5] = i * 4 + 3;
596         }
597
598         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
599                 polygonelement3i[i] = polygonelement3s[i];
600         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
601                 quadelement3i[i] = quadelement3s[i];
602
603         Cvar_RegisterVariable(&r_render);
604         Cvar_RegisterVariable(&r_renderview);
605         Cvar_RegisterVariable(&r_waterwarp);
606         Cvar_RegisterVariable(&gl_polyblend);
607         Cvar_RegisterVariable(&v_flipped);
608         Cvar_RegisterVariable(&gl_dither);
609         Cvar_RegisterVariable(&gl_vbo);
610         Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
611         Cvar_RegisterVariable(&gl_vbo_dynamicindex);
612         Cvar_RegisterVariable(&gl_paranoid);
613         Cvar_RegisterVariable(&gl_printcheckerror);
614
615         Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
616         Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
617         Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
618
619         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");
620
621         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
622 }
623
624 void GL_SetMirrorState(qboolean state);
625
626 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
627 {
628         vec4_t temp;
629         float iw;
630         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
631         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
632         iw = 1.0f / out[3];
633         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
634
635         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
636         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
637         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
638
639         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
640 }
641
642 void GL_Finish(void)
643 {
644         switch(vid.renderpath)
645         {
646         case RENDERPATH_GL11:
647         case RENDERPATH_GL13:
648         case RENDERPATH_GL20:
649         case RENDERPATH_GLES1:
650         case RENDERPATH_GLES2:
651                 qglFinish();
652                 break;
653         case RENDERPATH_D3D9:
654                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
655                 break;
656         case RENDERPATH_D3D10:
657                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
658                 break;
659         case RENDERPATH_D3D11:
660                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
661                 break;
662         case RENDERPATH_SOFT:
663                 DPSOFTRAST_Finish();
664                 break;
665         }
666 }
667
668 static int bboxedges[12][2] =
669 {
670         // top
671         {0, 1}, // +X
672         {0, 2}, // +Y
673         {1, 3}, // Y, +X
674         {2, 3}, // X, +Y
675         // bottom
676         {4, 5}, // +X
677         {4, 6}, // +Y
678         {5, 7}, // Y, +X
679         {6, 7}, // X, +Y
680         // verticals
681         {0, 4}, // +Z
682         {1, 5}, // X, +Z
683         {2, 6}, // Y, +Z
684         {3, 7}, // XY, +Z
685 };
686
687 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
688 {
689         int i, ix1, iy1, ix2, iy2;
690         float x1, y1, x2, y2;
691         vec4_t v, v2;
692         float vertex[20][3];
693         int j, k;
694         vec4_t plane4f;
695         int numvertices;
696         float corner[8][4];
697         float dist[8];
698         int sign[8];
699         float f;
700
701         scissor[0] = r_refdef.view.viewport.x;
702         scissor[1] = r_refdef.view.viewport.y;
703         scissor[2] = r_refdef.view.viewport.width;
704         scissor[3] = r_refdef.view.viewport.height;
705
706         // if view is inside the box, just say yes it's visible
707         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
708                 return false;
709
710         // transform all corners that are infront of the nearclip plane
711         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
712         plane4f[3] = r_refdef.view.frustum[4].dist;
713         numvertices = 0;
714         for (i = 0;i < 8;i++)
715         {
716                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
717                 dist[i] = DotProduct4(corner[i], plane4f);
718                 sign[i] = dist[i] > 0;
719                 if (!sign[i])
720                 {
721                         VectorCopy(corner[i], vertex[numvertices]);
722                         numvertices++;
723                 }
724         }
725         // if some points are behind the nearclip, add clipped edge points to make
726         // sure that the scissor boundary is complete
727         if (numvertices > 0 && numvertices < 8)
728         {
729                 // add clipped edge points
730                 for (i = 0;i < 12;i++)
731                 {
732                         j = bboxedges[i][0];
733                         k = bboxedges[i][1];
734                         if (sign[j] != sign[k])
735                         {
736                                 f = dist[j] / (dist[j] - dist[k]);
737                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
738                                 numvertices++;
739                         }
740                 }
741         }
742
743         // if we have no points to check, it is behind the view plane
744         if (!numvertices)
745                 return true;
746
747         // if we have some points to transform, check what screen area is covered
748         x1 = y1 = x2 = y2 = 0;
749         v[3] = 1.0f;
750         //Con_Printf("%i vertices to transform...\n", numvertices);
751         for (i = 0;i < numvertices;i++)
752         {
753                 VectorCopy(vertex[i], v);
754                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
755                 //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]);
756                 if (i)
757                 {
758                         if (x1 > v2[0]) x1 = v2[0];
759                         if (x2 < v2[0]) x2 = v2[0];
760                         if (y1 > v2[1]) y1 = v2[1];
761                         if (y2 < v2[1]) y2 = v2[1];
762                 }
763                 else
764                 {
765                         x1 = x2 = v2[0];
766                         y1 = y2 = v2[1];
767                 }
768         }
769
770         // now convert the scissor rectangle to integer screen coordinates
771         ix1 = (int)(x1 - 1.0f);
772         //iy1 = vid.height - (int)(y2 - 1.0f);
773         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
774         iy1 = (int)(y1 - 1.0f);
775         ix2 = (int)(x2 + 1.0f);
776         //iy2 = vid.height - (int)(y1 + 1.0f);
777         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
778         iy2 = (int)(y2 + 1.0f);
779         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
780
781         // clamp it to the screen
782         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
783         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
784         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
785         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
786
787         // if it is inside out, it's not visible
788         if (ix2 <= ix1 || iy2 <= iy1)
789                 return true;
790
791         // the light area is visible, set up the scissor rectangle
792         scissor[0] = ix1;
793         scissor[1] = iy1;
794         scissor[2] = ix2 - ix1;
795         scissor[3] = iy2 - iy1;
796
797         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
798         switch(vid.renderpath)
799         {
800         case RENDERPATH_D3D9:
801         case RENDERPATH_D3D10:
802         case RENDERPATH_D3D11:
803                 scissor[1] = vid.height - scissor[1] - scissor[3];
804                 break;
805         case RENDERPATH_GL11:
806         case RENDERPATH_GL13:
807         case RENDERPATH_GL20:
808         case RENDERPATH_SOFT:
809         case RENDERPATH_GLES1:
810         case RENDERPATH_GLES2:
811                 break;
812         }
813
814         return false;
815 }
816
817
818 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
819 {
820         float q[4];
821         float d;
822         float clipPlane[4], v3[3], v4[3];
823         float normal[3];
824
825         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
826
827         VectorSet(normal, normalx, normaly, normalz);
828         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
829         VectorScale(normal, -dist, v3);
830         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
831         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
832         clipPlane[3] = -DotProduct(v4, clipPlane);
833
834 #if 0
835 {
836         // testing code for comparing results
837         float clipPlane2[4];
838         VectorCopy4(clipPlane, clipPlane2);
839         R_EntityMatrix(&identitymatrix);
840         VectorSet(q, normal[0], normal[1], normal[2], -dist);
841         qglClipPlane(GL_CLIP_PLANE0, q);
842         qglGetClipPlane(GL_CLIP_PLANE0, q);
843         VectorCopy4(q, clipPlane);
844 }
845 #endif
846
847         // Calculate the clip-space corner point opposite the clipping plane
848         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
849         // transform it into camera space by multiplying it
850         // by the inverse of the projection matrix
851         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
852         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
853         q[2] = -1.0f;
854         q[3] = (1.0f + m[10]) / m[14];
855
856         // Calculate the scaled plane vector
857         d = 2.0f / DotProduct4(clipPlane, q);
858
859         // Replace the third row of the projection matrix
860         m[2] = clipPlane[0] * d;
861         m[6] = clipPlane[1] * d;
862         m[10] = clipPlane[2] * d + 1.0f;
863         m[14] = clipPlane[3] * d;
864 }
865
866 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)
867 {
868         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
869         float m[16];
870         memset(v, 0, sizeof(*v));
871         v->type = R_VIEWPORTTYPE_ORTHO;
872         v->cameramatrix = *cameramatrix;
873         v->x = x;
874         v->y = y;
875         v->z = 0;
876         v->width = width;
877         v->height = height;
878         v->depth = 1;
879         memset(m, 0, sizeof(m));
880         m[0]  = 2/(right - left);
881         m[5]  = 2/(top - bottom);
882         m[10] = -2/(zFar - zNear);
883         m[12] = - (right + left)/(right - left);
884         m[13] = - (top + bottom)/(top - bottom);
885         m[14] = - (zFar + zNear)/(zFar - zNear);
886         m[15] = 1;
887         switch(vid.renderpath)
888         {
889         case RENDERPATH_GL11:
890         case RENDERPATH_GL13:
891         case RENDERPATH_GL20:
892         case RENDERPATH_SOFT:
893         case RENDERPATH_GLES1:
894         case RENDERPATH_GLES2:
895                 break;
896         case RENDERPATH_D3D9:
897         case RENDERPATH_D3D10:
898         case RENDERPATH_D3D11:
899                 m[10] = -1/(zFar - zNear);
900                 m[14] = -zNear/(zFar-zNear);
901                 break;
902         }
903         v->screentodepth[0] = -farclip / (farclip - nearclip);
904         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
905
906         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
907
908         if (nearplane)
909                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
910
911         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
912
913 #if 0
914         {
915                 vec4_t test1;
916                 vec4_t test2;
917                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
918                 R_Viewport_TransformToScreen(v, test1, test2);
919                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
920         }
921 #endif
922 }
923
924 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)
925 {
926         matrix4x4_t tempmatrix, basematrix;
927         float m[16];
928         memset(v, 0, sizeof(*v));
929
930         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
931         v->cameramatrix = *cameramatrix;
932         v->x = x;
933         v->y = y;
934         v->z = 0;
935         v->width = width;
936         v->height = height;
937         v->depth = 1;
938         memset(m, 0, sizeof(m));
939         m[0]  = 1.0 / frustumx;
940         m[5]  = 1.0 / frustumy;
941         m[10] = -(farclip + nearclip) / (farclip - nearclip);
942         m[11] = -1;
943         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
944         v->screentodepth[0] = -farclip / (farclip - nearclip);
945         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
946
947         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
948         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
949         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
950         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
951
952         if (nearplane)
953                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
954
955         if(v_flipped.integer)
956         {
957                 m[0] = -m[0];
958                 m[4] = -m[4];
959                 m[8] = -m[8];
960                 m[12] = -m[12];
961         }
962
963         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
964 }
965
966 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)
967 {
968         matrix4x4_t tempmatrix, basematrix;
969         const float nudge = 1.0 - 1.0 / (1<<23);
970         float m[16];
971         memset(v, 0, sizeof(*v));
972
973         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
974         v->cameramatrix = *cameramatrix;
975         v->x = x;
976         v->y = y;
977         v->z = 0;
978         v->width = width;
979         v->height = height;
980         v->depth = 1;
981         memset(m, 0, sizeof(m));
982         m[ 0] = 1.0 / frustumx;
983         m[ 5] = 1.0 / frustumy;
984         m[10] = -nudge;
985         m[11] = -1;
986         m[14] = -2 * nearclip * nudge;
987         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
988         v->screentodepth[1] = m[14] * -0.5;
989
990         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
991         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
992         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
993         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
994
995         if (nearplane)
996                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
997
998         if(v_flipped.integer)
999         {
1000                 m[0] = -m[0];
1001                 m[4] = -m[4];
1002                 m[8] = -m[8];
1003                 m[12] = -m[12];
1004         }
1005
1006         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1007 }
1008
1009 float cubeviewmatrix[6][16] =
1010 {
1011     // standard cubemap projections
1012     { // +X
1013          0, 0,-1, 0,
1014          0,-1, 0, 0,
1015         -1, 0, 0, 0,
1016          0, 0, 0, 1,
1017     },
1018     { // -X
1019          0, 0, 1, 0,
1020          0,-1, 0, 0,
1021          1, 0, 0, 0,
1022          0, 0, 0, 1,
1023     },
1024     { // +Y
1025          1, 0, 0, 0,
1026          0, 0,-1, 0,
1027          0, 1, 0, 0,
1028          0, 0, 0, 1,
1029     },
1030     { // -Y
1031          1, 0, 0, 0,
1032          0, 0, 1, 0,
1033          0,-1, 0, 0,
1034          0, 0, 0, 1,
1035     },
1036     { // +Z
1037          1, 0, 0, 0,
1038          0,-1, 0, 0,
1039          0, 0,-1, 0,
1040          0, 0, 0, 1,
1041     },
1042     { // -Z
1043         -1, 0, 0, 0,
1044          0,-1, 0, 0,
1045          0, 0, 1, 0,
1046          0, 0, 0, 1,
1047     },
1048 };
1049 float rectviewmatrix[6][16] =
1050 {
1051     // sign-preserving cubemap projections
1052     { // +X
1053          0, 0,-1, 0,
1054          0, 1, 0, 0,
1055          1, 0, 0, 0,
1056          0, 0, 0, 1,
1057     },
1058     { // -X
1059          0, 0, 1, 0,
1060          0, 1, 0, 0,
1061          1, 0, 0, 0,
1062          0, 0, 0, 1,
1063     },
1064     { // +Y
1065          1, 0, 0, 0,
1066          0, 0,-1, 0,
1067          0, 1, 0, 0,
1068          0, 0, 0, 1,
1069     },
1070     { // -Y
1071          1, 0, 0, 0,
1072          0, 0, 1, 0,
1073          0, 1, 0, 0,
1074          0, 0, 0, 1,
1075     },
1076     { // +Z
1077          1, 0, 0, 0,
1078          0, 1, 0, 0,
1079          0, 0,-1, 0,
1080          0, 0, 0, 1,
1081     },
1082     { // -Z
1083          1, 0, 0, 0,
1084          0, 1, 0, 0,
1085          0, 0, 1, 0,
1086          0, 0, 0, 1,
1087     },
1088 };
1089
1090 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1091 {
1092         matrix4x4_t tempmatrix, basematrix;
1093         float m[16];
1094         memset(v, 0, sizeof(*v));
1095         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1096         v->cameramatrix = *cameramatrix;
1097         v->width = size;
1098         v->height = size;
1099         v->depth = 1;
1100         memset(m, 0, sizeof(m));
1101         m[0] = m[5] = 1.0f;
1102         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1103         m[11] = -1;
1104         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1105
1106         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1107         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1108         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1109
1110         if (nearplane)
1111                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1112
1113         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1114 }
1115
1116 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)
1117 {
1118         matrix4x4_t tempmatrix, basematrix;
1119         float m[16];
1120         memset(v, 0, sizeof(*v));
1121         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1122         v->cameramatrix = *cameramatrix;
1123         v->x = (side & 1) * size;
1124         v->y = (side >> 1) * size;
1125         v->width = size;
1126         v->height = size;
1127         v->depth = 1;
1128         memset(m, 0, sizeof(m));
1129         m[0] = m[5] = 1.0f * ((float)size - border) / size;
1130         m[10] = -(farclip + nearclip) / (farclip - nearclip);
1131         m[11] = -1;
1132         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1133
1134         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1135         Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1136         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1137
1138         switch(vid.renderpath)
1139         {
1140         case RENDERPATH_GL20:
1141         case RENDERPATH_GL13:
1142         case RENDERPATH_GL11:
1143         case RENDERPATH_SOFT:
1144         case RENDERPATH_GLES1:
1145         case RENDERPATH_GLES2:
1146                 break;
1147         case RENDERPATH_D3D9:
1148                 m[5] *= -1;
1149                 break;
1150         case RENDERPATH_D3D10:
1151                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1152                 break;
1153         case RENDERPATH_D3D11:
1154                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1155                 break;
1156         }
1157
1158         if (nearplane)
1159                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1160
1161         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1162 }
1163
1164 void R_SetViewport(const r_viewport_t *v)
1165 {
1166         float m[16];
1167         gl_viewport = *v;
1168
1169         // FIXME: v_flipped_state is evil, this probably breaks somewhere
1170         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1171
1172         // copy over the matrices to our state
1173         gl_viewmatrix = v->viewmatrix;
1174         gl_projectionmatrix = v->projectmatrix;
1175
1176         switch(vid.renderpath)
1177         {
1178         case RENDERPATH_GL13:
1179         case RENDERPATH_GL11:
1180         case RENDERPATH_GLES1:
1181 #ifdef GL_PROJECTION
1182                 CHECKGLERROR
1183                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1184                 // Load the projection matrix into OpenGL
1185                 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1186                 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1187                 qglLoadMatrixf(m);CHECKGLERROR
1188                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1189 #endif
1190                 break;
1191         case RENDERPATH_D3D9:
1192 #ifdef SUPPORTD3D
1193                 {
1194                         D3DVIEWPORT9 d3dviewport;
1195                         d3dviewport.X = gl_viewport.x;
1196                         d3dviewport.Y = gl_viewport.y;
1197                         d3dviewport.Width = gl_viewport.width;
1198                         d3dviewport.Height = gl_viewport.height;
1199                         d3dviewport.MinZ = gl_state.depthrange[0];
1200                         d3dviewport.MaxZ = gl_state.depthrange[1];
1201                         IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1202                 }
1203 #endif
1204                 break;
1205         case RENDERPATH_D3D10:
1206                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1207                 break;
1208         case RENDERPATH_D3D11:
1209                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1210                 break;
1211         case RENDERPATH_SOFT:
1212                 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1213                 break;
1214         case RENDERPATH_GL20:
1215         case RENDERPATH_GLES2:
1216                 CHECKGLERROR
1217                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1218                 break;
1219         }
1220
1221         // force an update of the derived matrices
1222         gl_modelmatrixchanged = true;
1223         R_EntityMatrix(&gl_modelmatrix);
1224 }
1225
1226 void R_GetViewport(r_viewport_t *v)
1227 {
1228         *v = gl_viewport;
1229 }
1230
1231 static void GL_BindVBO(int bufferobject)
1232 {
1233         if (gl_state.vertexbufferobject != bufferobject)
1234         {
1235                 gl_state.vertexbufferobject = bufferobject;
1236                 CHECKGLERROR
1237                 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1238         }
1239 }
1240
1241 static void GL_BindEBO(int bufferobject)
1242 {
1243         if (gl_state.elementbufferobject != bufferobject)
1244         {
1245                 gl_state.elementbufferobject = bufferobject;
1246                 CHECKGLERROR
1247                 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1248         }
1249 }
1250
1251 static void GL_BindUBO(int bufferobject)
1252 {
1253         if (gl_state.uniformbufferobject != bufferobject)
1254         {
1255                 gl_state.uniformbufferobject = bufferobject;
1256                 CHECKGLERROR
1257                 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1258         }
1259 }
1260
1261 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1262 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1263 {
1264         switch(vid.renderpath)
1265         {
1266         case RENDERPATH_GL11:
1267         case RENDERPATH_GL13:
1268         case RENDERPATH_GL20:
1269         case RENDERPATH_GLES1:
1270         case RENDERPATH_GLES2:
1271                 if (vid.support.arb_framebuffer_object)
1272                 {
1273                         int temp;
1274                         GLuint status;
1275                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1276                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1277                         // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1278 #ifdef USE_GLES2
1279                         // FIXME: separate stencil attachment on GLES
1280                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1281 #else
1282                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1283 #endif
1284                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1285                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1286                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1287                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1288                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1289                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1290                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1291                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1292                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1293
1294 #ifndef USE_GLES2
1295                         if (colortexture4 && qglDrawBuffersARB)
1296                         {
1297                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1298                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1299                         }
1300                         else if (colortexture3 && qglDrawBuffersARB)
1301                         {
1302                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1303                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1304                         }
1305                         else if (colortexture2 && qglDrawBuffersARB)
1306                         {
1307                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1308                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1309                         }
1310                         else if (colortexture && qglDrawBuffer)
1311                         {
1312                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1313                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1314                         }
1315                         else if (qglDrawBuffer)
1316                         {
1317                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1318                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1319                         }
1320 #endif
1321                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1322                         if (status != GL_FRAMEBUFFER_COMPLETE)
1323                         {
1324                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1325                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1326                                 temp = 0;
1327                         }
1328                         return temp;
1329                 }
1330                 else if (vid.support.ext_framebuffer_object)
1331                 {
1332                         int temp;
1333                         GLuint status;
1334                         qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1335                         R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1336                         // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1337                         if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1338                         if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1339                         if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1340                         if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1341                         if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1342                         if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1343                         if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1344                         if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1345                         if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1346                         if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1347
1348 #ifndef USE_GLES2
1349                         if (colortexture4 && qglDrawBuffersARB)
1350                         {
1351                                 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1352                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1353                         }
1354                         else if (colortexture3 && qglDrawBuffersARB)
1355                         {
1356                                 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1357                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1358                         }
1359                         else if (colortexture2 && qglDrawBuffersARB)
1360                         {
1361                                 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1362                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1363                         }
1364                         else if (colortexture && qglDrawBuffer)
1365                         {
1366                                 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1367                                 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1368                         }
1369                         else if (qglDrawBuffer)
1370                         {
1371                                 qglDrawBuffer(GL_NONE);CHECKGLERROR
1372                                 qglReadBuffer(GL_NONE);CHECKGLERROR
1373                         }
1374 #endif
1375                         status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1376                         if (status != GL_FRAMEBUFFER_COMPLETE)
1377                         {
1378                                 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1379                                 qglDeleteFramebuffers(1, (GLuint*)&temp);
1380                                 temp = 0;
1381                         }
1382                         return temp;
1383                 }
1384                 return 0;
1385         case RENDERPATH_D3D9:
1386         case RENDERPATH_D3D10:
1387         case RENDERPATH_D3D11:
1388                 return 1;
1389         case RENDERPATH_SOFT:
1390                 return 1;
1391         }
1392         return 0;
1393 }
1394
1395 void R_Mesh_DestroyFramebufferObject(int fbo)
1396 {
1397         switch(vid.renderpath)
1398         {
1399         case RENDERPATH_GL11:
1400         case RENDERPATH_GL13:
1401         case RENDERPATH_GL20:
1402         case RENDERPATH_GLES1:
1403         case RENDERPATH_GLES2:
1404                 if (fbo)
1405                         qglDeleteFramebuffers(1, (GLuint*)&fbo);
1406                 break;
1407         case RENDERPATH_D3D9:
1408         case RENDERPATH_D3D10:
1409         case RENDERPATH_D3D11:
1410                 break;
1411         case RENDERPATH_SOFT:
1412                 break;
1413         }
1414 }
1415
1416 #ifdef SUPPORTD3D
1417 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1418 {
1419         gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1420         if (gl_state.d3drt_depthsurface != depthsurface)
1421         {
1422                 gl_state.d3drt_depthsurface = depthsurface;
1423                 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1424         }
1425         if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1426         {
1427                 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1428                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1429         }
1430         if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1431         {
1432                 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1433                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1434         }
1435         if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1436         {
1437                 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1438                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1439         }
1440         if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1441         {
1442                 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1443                 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1444         }
1445 }
1446 #endif
1447
1448 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1449 {
1450         unsigned int i;
1451         unsigned int j;
1452         rtexture_t *textures[5];
1453         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1454         textures[4] = depthtexture;
1455         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1456         for (j = 0;j < 5;j++)
1457                 if (textures[j])
1458                         for (i = 0;i < vid.teximageunits;i++)
1459                                 if (gl_state.units[i].texture == textures[j])
1460                                         R_Mesh_TexBind(i, NULL);
1461         // set up framebuffer object or render targets for the active rendering API
1462         switch(vid.renderpath)
1463         {
1464         case RENDERPATH_GL11:
1465         case RENDERPATH_GL13:
1466         case RENDERPATH_GL20:
1467         case RENDERPATH_GLES1:
1468         case RENDERPATH_GLES2:
1469                 if (gl_state.framebufferobject != fbo)
1470                 {
1471                         gl_state.framebufferobject = fbo;
1472                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1473                 }
1474                 break;
1475         case RENDERPATH_D3D9:
1476 #ifdef SUPPORTD3D
1477                 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1478                 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1479                 if (fbo)
1480                 {
1481                         IDirect3DSurface9 *surfaces[5];
1482                         for (i = 0;i < 5;i++)
1483                         {
1484                                 surfaces[i] = NULL;
1485                                 if (textures[i])
1486                                 {
1487                                         if (textures[i]->d3dsurface)
1488                                                 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1489                                         else
1490                                                 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1491                                 }
1492                         }
1493                         // set the render targets for real
1494                         R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1495                         // release the texture surface levels (they won't be lost while bound...)
1496                         for (i = 0;i < 5;i++)
1497                                 if (textures[i] && !textures[i]->d3dsurface)
1498                                         IDirect3DSurface9_Release(surfaces[i]);
1499                 }
1500                 else
1501                         R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1502 #endif
1503                 break;
1504         case RENDERPATH_D3D10:
1505                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1506                 break;
1507         case RENDERPATH_D3D11:
1508                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1509                 break;
1510         case RENDERPATH_SOFT:
1511                 if (fbo)
1512                 {
1513                         int width, height;
1514                         unsigned int *pointers[5];
1515                         memset(pointers, 0, sizeof(pointers));
1516                         for (i = 0;i < 5;i++)
1517                                 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1518                         width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1519                         height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1520                         DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1521                 }
1522                 else
1523                         DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1524                 break;
1525         }
1526 }
1527
1528 #ifdef SUPPORTD3D
1529 static int d3dcmpforglfunc(int f)
1530 {
1531         switch(f)
1532         {
1533         case GL_NEVER: return D3DCMP_NEVER;
1534         case GL_LESS: return D3DCMP_LESS;
1535         case GL_EQUAL: return D3DCMP_EQUAL;
1536         case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1537         case GL_GREATER: return D3DCMP_GREATER;
1538         case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1539         case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1540         case GL_ALWAYS: return D3DCMP_ALWAYS;
1541         default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1542         }
1543 }
1544
1545 static int d3dstencilopforglfunc(int f)
1546 {
1547         switch(f)
1548         {
1549         case GL_KEEP: return D3DSTENCILOP_KEEP;
1550         case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1551         case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1552         default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1553         }
1554 }
1555 #endif
1556
1557 static void GL_Backend_ResetState(void)
1558 {
1559         unsigned int i;
1560         gl_state.active = true;
1561         gl_state.depthtest = true;
1562         gl_state.alphatest = false;
1563         gl_state.alphafunc = GL_GEQUAL;
1564         gl_state.alphafuncvalue = 0.5f;
1565         gl_state.alphatocoverage = false;
1566         gl_state.blendfunc1 = GL_ONE;
1567         gl_state.blendfunc2 = GL_ZERO;
1568         gl_state.blend = false;
1569         gl_state.depthmask = GL_TRUE;
1570         gl_state.colormask = 15;
1571         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1572         gl_state.lockrange_first = 0;
1573         gl_state.lockrange_count = 0;
1574         gl_state.cullface = GL_FRONT;
1575         gl_state.cullfaceenable = false;
1576         gl_state.polygonoffset[0] = 0;
1577         gl_state.polygonoffset[1] = 0;
1578         gl_state.framebufferobject = 0;
1579         gl_state.depthfunc = GL_LEQUAL;
1580
1581         switch(vid.renderpath)
1582         {
1583         case RENDERPATH_D3D9:
1584 #ifdef SUPPORTD3D
1585                 {
1586                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1587                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1588                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1589                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1590                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1591                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1592                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1593                 }
1594 #endif
1595                 break;
1596         case RENDERPATH_D3D10:
1597                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1598                 break;
1599         case RENDERPATH_D3D11:
1600                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1601                 break;
1602         case RENDERPATH_GL11:
1603         case RENDERPATH_GL13:
1604         case RENDERPATH_GLES1:
1605 #ifdef GL_ALPHA_TEST
1606                 CHECKGLERROR
1607
1608                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1609                 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1610                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1611                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1612                 qglDisable(GL_BLEND);CHECKGLERROR
1613                 qglCullFace(gl_state.cullface);CHECKGLERROR
1614                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1615                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1616                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1617                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1618                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1619
1620                 if (vid.support.arb_vertex_buffer_object)
1621                 {
1622                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1623                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1624                 }
1625
1626                 if (vid.support.ext_framebuffer_object)
1627                 {
1628                         //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1629                         qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1630                 }
1631
1632                 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1633                 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1634
1635                 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1636                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1637                 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1638
1639                 if (vid.support.ext_framebuffer_object)
1640                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1641
1642                 gl_state.unit = MAX_TEXTUREUNITS;
1643                 gl_state.clientunit = MAX_TEXTUREUNITS;
1644                 for (i = 0;i < vid.texunits;i++)
1645                 {
1646                         GL_ActiveTexture(i);
1647                         GL_ClientActiveTexture(i);
1648                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1649                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1650                         if (vid.support.ext_texture_3d)
1651                         {
1652                                 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1653                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1654                         }
1655                         if (vid.support.arb_texture_cube_map)
1656                         {
1657                                 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1658                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1659                         }
1660                         GL_BindVBO(0);
1661                         qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1662                         qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1663                         qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1664                         qglLoadIdentity();CHECKGLERROR
1665                         qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1666                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1667                 }
1668                 CHECKGLERROR
1669 #endif
1670                 break;
1671         case RENDERPATH_SOFT:
1672                 DPSOFTRAST_ColorMask(1,1,1,1);
1673                 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1674                 DPSOFTRAST_CullFace(gl_state.cullface);
1675                 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1676                 DPSOFTRAST_DepthMask(gl_state.depthmask);
1677                 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1678                 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1679                 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1680                 break;
1681         case RENDERPATH_GL20:
1682         case RENDERPATH_GLES2:
1683                 CHECKGLERROR
1684                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1685                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1686                 qglDisable(GL_BLEND);CHECKGLERROR
1687                 qglCullFace(gl_state.cullface);CHECKGLERROR
1688                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1689                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1690                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1691                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1692                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1693                 if (vid.support.arb_vertex_buffer_object)
1694                 {
1695                         qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1696                         qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1697                 }
1698                 if (vid.support.ext_framebuffer_object)
1699                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1700                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1701                 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1702                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1703                 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1704                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1705                 gl_state.unit = MAX_TEXTUREUNITS;
1706                 gl_state.clientunit = MAX_TEXTUREUNITS;
1707                 for (i = 0;i < vid.teximageunits;i++)
1708                 {
1709                         GL_ActiveTexture(i);
1710                         qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1711                         if (vid.support.ext_texture_3d)
1712                         {
1713                                 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1714                         }
1715                         if (vid.support.arb_texture_cube_map)
1716                         {
1717                                 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1718                         }
1719                 }
1720                 for (i = 0;i < vid.texarrayunits;i++)
1721                 {
1722                         GL_BindVBO(0);
1723                         qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1724                         qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1725                 }
1726                 CHECKGLERROR
1727                 break;
1728         }
1729 }
1730
1731 void GL_ActiveTexture(unsigned int num)
1732 {
1733         if (gl_state.unit != num)
1734         {
1735                 gl_state.unit = num;
1736                 switch(vid.renderpath)
1737                 {
1738                 case RENDERPATH_GL11:
1739                 case RENDERPATH_GL13:
1740                 case RENDERPATH_GL20:
1741                 case RENDERPATH_GLES1:
1742                 case RENDERPATH_GLES2:
1743                         if (qglActiveTexture)
1744                         {
1745                                 CHECKGLERROR
1746                                 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1747                                 CHECKGLERROR
1748                         }
1749                         break;
1750                 case RENDERPATH_D3D9:
1751                 case RENDERPATH_D3D10:
1752                 case RENDERPATH_D3D11:
1753                         break;
1754                 case RENDERPATH_SOFT:
1755                         break;
1756                 }
1757         }
1758 }
1759
1760 void GL_ClientActiveTexture(unsigned int num)
1761 {
1762         if (gl_state.clientunit != num)
1763         {
1764                 gl_state.clientunit = num;
1765                 switch(vid.renderpath)
1766                 {
1767                 case RENDERPATH_GL11:
1768                 case RENDERPATH_GL13:
1769                 case RENDERPATH_GLES1:
1770                         if (qglActiveTexture)
1771                         {
1772                                 CHECKGLERROR
1773                                 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1774                                 CHECKGLERROR
1775                         }
1776                         break;
1777                 case RENDERPATH_D3D9:
1778                 case RENDERPATH_D3D10:
1779                 case RENDERPATH_D3D11:
1780                         break;
1781                 case RENDERPATH_SOFT:
1782                         break;
1783                 case RENDERPATH_GL20:
1784                 case RENDERPATH_GLES2:
1785                         break;
1786                 }
1787         }
1788 }
1789
1790 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1791 {
1792         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1793         {
1794                 qboolean blendenable;
1795                 gl_state.blendfunc1 = blendfunc1;
1796                 gl_state.blendfunc2 = blendfunc2;
1797                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1798                 switch(vid.renderpath)
1799                 {
1800                 case RENDERPATH_GL11:
1801                 case RENDERPATH_GL13:
1802                 case RENDERPATH_GL20:
1803                 case RENDERPATH_GLES1:
1804                 case RENDERPATH_GLES2:
1805                         CHECKGLERROR
1806                         qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1807                         if (gl_state.blend != blendenable)
1808                         {
1809                                 gl_state.blend = blendenable;
1810                                 if (!gl_state.blend)
1811                                 {
1812                                         qglDisable(GL_BLEND);CHECKGLERROR
1813                                 }
1814                                 else
1815                                 {
1816                                         qglEnable(GL_BLEND);CHECKGLERROR
1817                                 }
1818                         }
1819                         break;
1820                 case RENDERPATH_D3D9:
1821 #ifdef SUPPORTD3D
1822                         {
1823                                 int i;
1824                                 int glblendfunc[2];
1825                                 D3DBLEND d3dblendfunc[2];
1826                                 glblendfunc[0] = gl_state.blendfunc1;
1827                                 glblendfunc[1] = gl_state.blendfunc2;
1828                                 for (i = 0;i < 2;i++)
1829                                 {
1830                                         switch(glblendfunc[i])
1831                                         {
1832                                         case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1833                                         case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1834                                         case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1835                                         case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1836                                         case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1837                                         case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1838                                         case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1839                                         case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1840                                         case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1841                                         case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1842                                         }
1843                                 }
1844                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1845                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1846                                 if (gl_state.blend != blendenable)
1847                                 {
1848                                         gl_state.blend = blendenable;
1849                                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1850                                 }
1851                         }
1852 #endif
1853                         break;
1854                 case RENDERPATH_D3D10:
1855                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1856                         break;
1857                 case RENDERPATH_D3D11:
1858                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1859                         break;
1860                 case RENDERPATH_SOFT:
1861                         DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1862                         break;
1863                 }
1864         }
1865 }
1866
1867 void GL_DepthMask(int state)
1868 {
1869         if (gl_state.depthmask != state)
1870         {
1871                 gl_state.depthmask = state;
1872                 switch(vid.renderpath)
1873                 {
1874                 case RENDERPATH_GL11:
1875                 case RENDERPATH_GL13:
1876                 case RENDERPATH_GL20:
1877                 case RENDERPATH_GLES1:
1878                 case RENDERPATH_GLES2:
1879                         CHECKGLERROR
1880                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1881                         break;
1882                 case RENDERPATH_D3D9:
1883 #ifdef SUPPORTD3D
1884                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1885 #endif
1886                         break;
1887                 case RENDERPATH_D3D10:
1888                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1889                         break;
1890                 case RENDERPATH_D3D11:
1891                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1892                         break;
1893                 case RENDERPATH_SOFT:
1894                         DPSOFTRAST_DepthMask(gl_state.depthmask);
1895                         break;
1896                 }
1897         }
1898 }
1899
1900 void GL_DepthTest(int state)
1901 {
1902         if (gl_state.depthtest != state)
1903         {
1904                 gl_state.depthtest = state;
1905                 switch(vid.renderpath)
1906                 {
1907                 case RENDERPATH_GL11:
1908                 case RENDERPATH_GL13:
1909                 case RENDERPATH_GL20:
1910                 case RENDERPATH_GLES1:
1911                 case RENDERPATH_GLES2:
1912                         CHECKGLERROR
1913                         if (gl_state.depthtest)
1914                         {
1915                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1916                         }
1917                         else
1918                         {
1919                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1920                         }
1921                         break;
1922                 case RENDERPATH_D3D9:
1923 #ifdef SUPPORTD3D
1924                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1925 #endif
1926                         break;
1927                 case RENDERPATH_D3D10:
1928                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929                         break;
1930                 case RENDERPATH_D3D11:
1931                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932                         break;
1933                 case RENDERPATH_SOFT:
1934                         DPSOFTRAST_DepthTest(gl_state.depthtest);
1935                         break;
1936                 }
1937         }
1938 }
1939
1940 void GL_DepthFunc(int state)
1941 {
1942         if (gl_state.depthfunc != state)
1943         {
1944                 gl_state.depthfunc = state;
1945                 switch(vid.renderpath)
1946                 {
1947                 case RENDERPATH_GL11:
1948                 case RENDERPATH_GL13:
1949                 case RENDERPATH_GL20:
1950                 case RENDERPATH_GLES1:
1951                 case RENDERPATH_GLES2:
1952                         CHECKGLERROR
1953                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1954                         break;
1955                 case RENDERPATH_D3D9:
1956 #ifdef SUPPORTD3D
1957                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1958 #endif
1959                         break;
1960                 case RENDERPATH_D3D10:
1961                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1962                         break;
1963                 case RENDERPATH_D3D11:
1964                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965                         break;
1966                 case RENDERPATH_SOFT:
1967                         DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1968                         break;
1969                 }
1970         }
1971 }
1972
1973 void GL_DepthRange(float nearfrac, float farfrac)
1974 {
1975         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1976         {
1977                 gl_state.depthrange[0] = nearfrac;
1978                 gl_state.depthrange[1] = farfrac;
1979                 switch(vid.renderpath)
1980                 {
1981                 case RENDERPATH_GL11:
1982                 case RENDERPATH_GL13:
1983                 case RENDERPATH_GL20:
1984                 case RENDERPATH_GLES1:
1985                 case RENDERPATH_GLES2:
1986 #ifdef USE_GLES2
1987                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1988 #else
1989                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1990 #endif
1991                         break;
1992                 case RENDERPATH_D3D9:
1993 #ifdef SUPPORTD3D
1994                         {
1995                                 D3DVIEWPORT9 d3dviewport;
1996                                 d3dviewport.X = gl_viewport.x;
1997                                 d3dviewport.Y = gl_viewport.y;
1998                                 d3dviewport.Width = gl_viewport.width;
1999                                 d3dviewport.Height = gl_viewport.height;
2000                                 d3dviewport.MinZ = gl_state.depthrange[0];
2001                                 d3dviewport.MaxZ = gl_state.depthrange[1];
2002                                 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2003                         }
2004 #endif
2005                         break;
2006                 case RENDERPATH_D3D10:
2007                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2008                         break;
2009                 case RENDERPATH_D3D11:
2010                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011                         break;
2012                 case RENDERPATH_SOFT:
2013                         DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2014                         break;
2015                 }
2016         }
2017 }
2018
2019 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)
2020 {
2021         switch (vid.renderpath)
2022         {
2023         case RENDERPATH_GL11:
2024         case RENDERPATH_GL13:
2025         case RENDERPATH_GL20:
2026         case RENDERPATH_GLES1:
2027         case RENDERPATH_GLES2:
2028                 CHECKGLERROR
2029                 if (enable)
2030                 {
2031                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2032                 }
2033                 else
2034                 {
2035                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2036                 }
2037                 if (vid.support.ati_separate_stencil)
2038                 {
2039                         qglStencilMask(writemask);CHECKGLERROR
2040                         qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2041                         qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2042                         qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2043                         qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2044                 }
2045                 else if (vid.support.ext_stencil_two_side)
2046                 {
2047 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2048                         qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2049                         qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2050                         qglStencilMask(writemask);CHECKGLERROR
2051                         qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2052                         qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2053                         qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2054                         qglStencilMask(writemask);CHECKGLERROR
2055                         qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2056                         qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2057 #endif
2058                 }
2059                 break;
2060         case RENDERPATH_D3D9:
2061 #ifdef SUPPORTD3D
2062                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2063                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2064                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2065                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2066                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2067                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2068                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2069                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2070                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2071                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2072                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2073                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2074                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2075 #endif
2076                 break;
2077         case RENDERPATH_D3D10:
2078                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2079                 break;
2080         case RENDERPATH_D3D11:
2081                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2082                 break;
2083         case RENDERPATH_SOFT:
2084                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2085                 break;
2086         }
2087 }
2088
2089 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2090 {
2091         switch (vid.renderpath)
2092         {
2093         case RENDERPATH_GL11:
2094         case RENDERPATH_GL13:
2095         case RENDERPATH_GL20:
2096         case RENDERPATH_GLES1:
2097         case RENDERPATH_GLES2:
2098                 CHECKGLERROR
2099                 if (enable)
2100                 {
2101                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2102                 }
2103                 else
2104                 {
2105                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2106                 }
2107                 if (vid.support.ext_stencil_two_side)
2108                 {
2109 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2110                         qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2111 #endif
2112                 }
2113                 qglStencilMask(writemask);CHECKGLERROR
2114                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2115                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2116                 CHECKGLERROR
2117                 break;
2118         case RENDERPATH_D3D9:
2119 #ifdef SUPPORTD3D
2120                 if (vid.support.ati_separate_stencil)
2121                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2122                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2123                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2124                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2125                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2126                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2127                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2128                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2129                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2130 #endif
2131                 break;
2132         case RENDERPATH_D3D10:
2133                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2134                 break;
2135         case RENDERPATH_D3D11:
2136                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2137                 break;
2138         case RENDERPATH_SOFT:
2139                 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2140                 break;
2141         }
2142 }
2143
2144 void GL_PolygonOffset(float planeoffset, float depthoffset)
2145 {
2146         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2147         {
2148                 gl_state.polygonoffset[0] = planeoffset;
2149                 gl_state.polygonoffset[1] = depthoffset;
2150                 switch(vid.renderpath)
2151                 {
2152                 case RENDERPATH_GL11:
2153                 case RENDERPATH_GL13:
2154                 case RENDERPATH_GL20:
2155                 case RENDERPATH_GLES1:
2156                 case RENDERPATH_GLES2:
2157                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2158                         break;
2159                 case RENDERPATH_D3D9:
2160 #ifdef SUPPORTD3D
2161                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2162                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2163 #endif
2164                         break;
2165                 case RENDERPATH_D3D10:
2166                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2167                         break;
2168                 case RENDERPATH_D3D11:
2169                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2170                         break;
2171                 case RENDERPATH_SOFT:
2172                         DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2173                         break;
2174                 }
2175         }
2176 }
2177
2178 void GL_SetMirrorState(qboolean state)
2179 {
2180         if (v_flipped_state != state)
2181         {
2182                 v_flipped_state = state;
2183                 if (gl_state.cullface == GL_BACK)
2184                         gl_state.cullface = GL_FRONT;
2185                 else if (gl_state.cullface == GL_FRONT)
2186                         gl_state.cullface = GL_BACK;
2187                 else
2188                         return;
2189                 switch(vid.renderpath)
2190                 {
2191                 case RENDERPATH_GL11:
2192                 case RENDERPATH_GL13:
2193                 case RENDERPATH_GL20:
2194                 case RENDERPATH_GLES1:
2195                 case RENDERPATH_GLES2:
2196                         qglCullFace(gl_state.cullface);CHECKGLERROR
2197                         break;
2198                 case RENDERPATH_D3D9:
2199 #ifdef SUPPORTD3D
2200                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2201 #endif
2202                         break;
2203                 case RENDERPATH_D3D10:
2204                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2205                         break;
2206                 case RENDERPATH_D3D11:
2207                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2208                         break;
2209                 case RENDERPATH_SOFT:
2210                         DPSOFTRAST_CullFace(gl_state.cullface);
2211                         break;
2212                 }
2213         }
2214 }
2215
2216 void GL_CullFace(int state)
2217 {
2218         if(v_flipped_state)
2219         {
2220                 if(state == GL_FRONT)
2221                         state = GL_BACK;
2222                 else if(state == GL_BACK)
2223                         state = GL_FRONT;
2224         }
2225
2226         switch(vid.renderpath)
2227         {
2228         case RENDERPATH_GL11:
2229         case RENDERPATH_GL13:
2230         case RENDERPATH_GL20:
2231         case RENDERPATH_GLES1:
2232         case RENDERPATH_GLES2:
2233                 CHECKGLERROR
2234
2235                 if (state != GL_NONE)
2236                 {
2237                         if (!gl_state.cullfaceenable)
2238                         {
2239                                 gl_state.cullfaceenable = true;
2240                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
2241                         }
2242                         if (gl_state.cullface != state)
2243                         {
2244                                 gl_state.cullface = state;
2245                                 qglCullFace(gl_state.cullface);CHECKGLERROR
2246                         }
2247                 }
2248                 else
2249                 {
2250                         if (gl_state.cullfaceenable)
2251                         {
2252                                 gl_state.cullfaceenable = false;
2253                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
2254                         }
2255                 }
2256                 break;
2257         case RENDERPATH_D3D9:
2258 #ifdef SUPPORTD3D
2259                 if (gl_state.cullface != state)
2260                 {
2261                         gl_state.cullface = state;
2262                         switch(gl_state.cullface)
2263                         {
2264                         case GL_NONE:
2265                                 gl_state.cullfaceenable = false;
2266                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2267                                 break;
2268                         case GL_FRONT:
2269                                 gl_state.cullfaceenable = true;
2270                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2271                                 break;
2272                         case GL_BACK:
2273                                 gl_state.cullfaceenable = true;
2274                                 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2275                                 break;
2276                         }
2277                 }
2278 #endif
2279                 break;
2280         case RENDERPATH_D3D10:
2281                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2282                 break;
2283         case RENDERPATH_D3D11:
2284                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2285                 break;
2286         case RENDERPATH_SOFT:
2287                 if (gl_state.cullface != state)
2288                 {
2289                         gl_state.cullface = state;
2290                         gl_state.cullfaceenable = state != GL_NONE ? true : false;
2291                         DPSOFTRAST_CullFace(gl_state.cullface);
2292                 }
2293                 break;
2294         }
2295 }
2296
2297 void GL_AlphaTest(int state)
2298 {
2299         if (gl_state.alphatest != state)
2300         {
2301                 gl_state.alphatest = state;
2302                 switch(vid.renderpath)
2303                 {
2304                 case RENDERPATH_GL11:
2305                 case RENDERPATH_GL13:
2306                 case RENDERPATH_GLES1:
2307 #ifdef GL_ALPHA_TEST
2308                         // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2309                         CHECKGLERROR
2310                         if (gl_state.alphatest)
2311                         {
2312                                 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2313                         }
2314                         else
2315                         {
2316                                 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2317                         }
2318 #endif
2319                         break;
2320                 case RENDERPATH_D3D9:
2321                 case RENDERPATH_D3D10:
2322                 case RENDERPATH_D3D11:
2323                 case RENDERPATH_SOFT:
2324                 case RENDERPATH_GL20:
2325                 case RENDERPATH_GLES2:
2326                         break;
2327                 }
2328         }
2329 }
2330
2331 void GL_AlphaToCoverage(qboolean state)
2332 {
2333         if (gl_state.alphatocoverage != state)
2334         {
2335                 gl_state.alphatocoverage = state;
2336                 switch(vid.renderpath)
2337                 {
2338                 case RENDERPATH_GL11:
2339                 case RENDERPATH_GL13:
2340                 case RENDERPATH_GLES1:
2341                 case RENDERPATH_GLES2:
2342                 case RENDERPATH_D3D9:
2343                 case RENDERPATH_D3D10:
2344                 case RENDERPATH_D3D11:
2345                 case RENDERPATH_SOFT:
2346                         break;
2347                 case RENDERPATH_GL20:
2348 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2349                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2350                         CHECKGLERROR
2351                         if (gl_state.alphatocoverage)
2352                         {
2353                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2354 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2355                         }
2356                         else
2357                         {
2358                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2359 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2360                         }
2361 #endif
2362                         break;
2363                 }
2364         }
2365 }
2366
2367 void GL_ColorMask(int r, int g, int b, int a)
2368 {
2369         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2370         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2371         if (gl_state.colormask != state)
2372         {
2373                 gl_state.colormask = state;
2374                 switch(vid.renderpath)
2375                 {
2376                 case RENDERPATH_GL11:
2377                 case RENDERPATH_GL13:
2378                 case RENDERPATH_GL20:
2379                 case RENDERPATH_GLES1:
2380                 case RENDERPATH_GLES2:
2381                         CHECKGLERROR
2382                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2383                         break;
2384                 case RENDERPATH_D3D9:
2385 #ifdef SUPPORTD3D
2386                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2387 #endif
2388                         break;
2389                 case RENDERPATH_D3D10:
2390                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2391                         break;
2392                 case RENDERPATH_D3D11:
2393                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2394                         break;
2395                 case RENDERPATH_SOFT:
2396                         DPSOFTRAST_ColorMask(r, g, b, a);
2397                         break;
2398                 }
2399         }
2400 }
2401
2402 void GL_Color(float cr, float cg, float cb, float ca)
2403 {
2404         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)
2405         {
2406                 gl_state.color4f[0] = cr;
2407                 gl_state.color4f[1] = cg;
2408                 gl_state.color4f[2] = cb;
2409                 gl_state.color4f[3] = ca;
2410                 switch(vid.renderpath)
2411                 {
2412                 case RENDERPATH_GL11:
2413                 case RENDERPATH_GL13:
2414                 case RENDERPATH_GLES1:
2415                         CHECKGLERROR
2416                         qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2417                         CHECKGLERROR
2418                         break;
2419                 case RENDERPATH_D3D9:
2420                 case RENDERPATH_D3D10:
2421                 case RENDERPATH_D3D11:
2422                         // no equivalent in D3D
2423                         break;
2424                 case RENDERPATH_SOFT:
2425                         DPSOFTRAST_Color4f(cr, cg, cb, ca);
2426                         break;
2427                 case RENDERPATH_GL20:
2428                 case RENDERPATH_GLES2:
2429                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2430                         break;
2431                 }
2432         }
2433 }
2434
2435 void GL_Scissor (int x, int y, int width, int height)
2436 {
2437         switch(vid.renderpath)
2438         {
2439         case RENDERPATH_GL11:
2440         case RENDERPATH_GL13:
2441         case RENDERPATH_GL20:
2442         case RENDERPATH_GLES1:
2443         case RENDERPATH_GLES2:
2444                 CHECKGLERROR
2445                 qglScissor(x, y,width,height);
2446                 CHECKGLERROR
2447                 break;
2448         case RENDERPATH_D3D9:
2449 #ifdef SUPPORTD3D
2450                 {
2451                         RECT d3drect;
2452                         d3drect.left = x;
2453                         d3drect.top = y;
2454                         d3drect.right = x + width;
2455                         d3drect.bottom = y + height;
2456                         IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2457                 }
2458 #endif
2459                 break;
2460         case RENDERPATH_D3D10:
2461                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2462                 break;
2463         case RENDERPATH_D3D11:
2464                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2465                 break;
2466         case RENDERPATH_SOFT:
2467                 DPSOFTRAST_Scissor(x, y, width, height);
2468                 break;
2469         }
2470 }
2471
2472 void GL_ScissorTest(int state)
2473 {
2474         if (gl_state.scissortest != state)
2475         {
2476                 gl_state.scissortest = state;
2477                 switch(vid.renderpath)
2478                 {
2479                 case RENDERPATH_GL11:
2480                 case RENDERPATH_GL13:
2481                 case RENDERPATH_GL20:
2482                 case RENDERPATH_GLES1:
2483                 case RENDERPATH_GLES2:
2484                         CHECKGLERROR
2485                         if(gl_state.scissortest)
2486                                 qglEnable(GL_SCISSOR_TEST);
2487                         else
2488                                 qglDisable(GL_SCISSOR_TEST);
2489                         CHECKGLERROR
2490                         break;
2491                 case RENDERPATH_D3D9:
2492 #ifdef SUPPORTD3D
2493                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2494 #endif
2495                         break;
2496                 case RENDERPATH_D3D10:
2497                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2498                         break;
2499                 case RENDERPATH_D3D11:
2500                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2501                         break;
2502                 case RENDERPATH_SOFT:
2503                         DPSOFTRAST_ScissorTest(gl_state.scissortest);
2504                         break;
2505                 }
2506         }
2507 }
2508
2509 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2510 {
2511         static const float blackcolor[4] = {0, 0, 0, 0};
2512         // prevent warnings when trying to clear a buffer that does not exist
2513         if (!colorvalue)
2514                 colorvalue = blackcolor;
2515         if (!vid.stencil)
2516         {
2517                 mask &= ~GL_STENCIL_BUFFER_BIT;
2518                 stencilvalue = 0;
2519         }
2520         switch(vid.renderpath)
2521         {
2522         case RENDERPATH_GL11:
2523         case RENDERPATH_GL13:
2524         case RENDERPATH_GL20:
2525         case RENDERPATH_GLES1:
2526         case RENDERPATH_GLES2:
2527                 CHECKGLERROR
2528                 if (mask & GL_COLOR_BUFFER_BIT)
2529                 {
2530                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2531                 }
2532                 if (mask & GL_DEPTH_BUFFER_BIT)
2533                 {
2534 #ifdef USE_GLES2
2535                         qglClearDepthf(depthvalue);CHECKGLERROR
2536 #else
2537                         qglClearDepth(depthvalue);CHECKGLERROR
2538 #endif
2539                 }
2540                 if (mask & GL_STENCIL_BUFFER_BIT)
2541                 {
2542                         qglClearStencil(stencilvalue);CHECKGLERROR
2543                 }
2544                 qglClear(mask);CHECKGLERROR
2545                 break;
2546         case RENDERPATH_D3D9:
2547 #ifdef SUPPORTD3D
2548                 IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
2549 #endif
2550                 break;
2551         case RENDERPATH_D3D10:
2552                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2553                 break;
2554         case RENDERPATH_D3D11:
2555                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2556                 break;
2557         case RENDERPATH_SOFT:
2558                 if (mask & GL_COLOR_BUFFER_BIT)
2559                         DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2560                 if (mask & GL_DEPTH_BUFFER_BIT)
2561                         DPSOFTRAST_ClearDepth(depthvalue);
2562                 break;
2563         }
2564 }
2565
2566 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2567 {
2568         switch(vid.renderpath)
2569         {
2570         case RENDERPATH_GL11:
2571         case RENDERPATH_GL13:
2572         case RENDERPATH_GL20:
2573         case RENDERPATH_GLES1:
2574         case RENDERPATH_GLES2:
2575                 CHECKGLERROR
2576                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2577                 break;
2578         case RENDERPATH_D3D9:
2579 #ifdef SUPPORTD3D
2580                 {
2581                         // LordHavoc: we can't directly download the backbuffer because it may be
2582                         // multisampled, and it may not be lockable, so we blit it to a lockable
2583                         // surface of the same dimensions (but without multisample) to resolve the
2584                         // multisample buffer to a normal image, and then lock that...
2585                         IDirect3DSurface9 *stretchsurface = NULL;
2586                         if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2587                         {
2588                                 D3DLOCKED_RECT lockedrect;
2589                                 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2590                                 {
2591                                         if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2592                                         {
2593                                                 int line;
2594                                                 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2595                                                 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2596                                                         memcpy(outpixels + line * width * 4, row, width * 4);
2597                                                 IDirect3DSurface9_UnlockRect(stretchsurface);
2598                                         }
2599                                 }
2600                                 IDirect3DSurface9_Release(stretchsurface);
2601                         }
2602                         // code scraps
2603                         //IDirect3DSurface9 *syssurface = NULL;
2604                         //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2605                         //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2606                         //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2607                         //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2608                         //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2609                         //IDirect3DSurface9_UnlockRect(syssurface);
2610                         //IDirect3DSurface9_Release(syssurface);
2611                 }
2612 #endif
2613                 break;
2614         case RENDERPATH_D3D10:
2615                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2616                 break;
2617         case RENDERPATH_D3D11:
2618                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2619                 break;
2620         case RENDERPATH_SOFT:
2621                 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2622                 break;
2623         }
2624 }
2625
2626 // called at beginning of frame
2627 void R_Mesh_Start(void)
2628 {
2629         BACKENDACTIVECHECK
2630         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2631         R_Mesh_SetUseVBO();
2632         if (gl_printcheckerror.integer && !gl_paranoid.integer)
2633         {
2634                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2635                 Cvar_SetValueQuick(&gl_paranoid, 1);
2636         }
2637 }
2638
2639 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2640 {
2641         int shaderobject;
2642         int shadercompiled;
2643         char compilelog[MAX_INPUTLINE];
2644         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2645         if (!shaderobject)
2646                 return false;
2647         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2648         qglCompileShader(shaderobject);CHECKGLERROR
2649         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2650         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2651         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))
2652         {
2653                 int i, j, pretextlines = 0;
2654                 for (i = 0;i < numstrings - 1;i++)
2655                         for (j = 0;strings[i][j];j++)
2656                                 if (strings[i][j] == '\n')
2657                                         pretextlines++;
2658                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2659         }
2660         if (!shadercompiled)
2661         {
2662                 qglDeleteShader(shaderobject);CHECKGLERROR
2663                 return false;
2664         }
2665         qglAttachShader(programobject, shaderobject);CHECKGLERROR
2666         qglDeleteShader(shaderobject);CHECKGLERROR
2667         return true;
2668 }
2669
2670 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)
2671 {
2672         GLint programlinked;
2673         GLuint programobject = 0;
2674         char linklog[MAX_INPUTLINE];
2675         CHECKGLERROR
2676
2677         programobject = qglCreateProgram();CHECKGLERROR
2678         if (!programobject)
2679                 return 0;
2680
2681         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2682         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
2683         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2684         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2685         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2686         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2687         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2688         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2689         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2690         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2691 #ifndef USE_GLES2
2692         if(vid.support.gl20shaders130)
2693                 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2694 #endif
2695
2696         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2697                 goto cleanup;
2698
2699 #ifdef GL_GEOMETRY_SHADER
2700         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2701                 goto cleanup;
2702 #endif
2703
2704         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2705                 goto cleanup;
2706
2707         qglLinkProgram(programobject);CHECKGLERROR
2708         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2709         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2710         if (linklog[0])
2711         {
2712                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2713                         Con_DPrintf("program link log:\n%s\n", linklog);
2714                 // software vertex shader is ok but software fragment shader is WAY
2715                 // too slow, fail program if so.
2716                 // NOTE: this string might be ATI specific, but that's ok because the
2717                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2718                 // software fragment shader due to low instruction and dependent
2719                 // texture limits.
2720                 if (strstr(linklog, "fragment shader will run in software"))
2721                         programlinked = false;
2722         }
2723         if (!programlinked)
2724                 goto cleanup;
2725         return programobject;
2726 cleanup:
2727         qglDeleteProgram(programobject);CHECKGLERROR
2728         return 0;
2729 }
2730
2731 void GL_Backend_FreeProgram(unsigned int prog)
2732 {
2733         CHECKGLERROR
2734         qglDeleteProgram(prog);
2735         CHECKGLERROR
2736 }
2737
2738 // renders triangles using vertices from the active arrays
2739 int paranoidblah = 0;
2740 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
2741 {
2742         unsigned int numelements = numtriangles * 3;
2743         int bufferobject3i;
2744         size_t bufferoffset3i;
2745         int bufferobject3s;
2746         size_t bufferoffset3s;
2747         if (numvertices < 3 || numtriangles < 1)
2748         {
2749                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2750                         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);
2751                 return;
2752         }
2753         if (!gl_mesh_prefer_short_elements.integer)
2754         {
2755                 if (element3i)
2756                         element3s = NULL;
2757                 if (element3i_indexbuffer)
2758                         element3i_indexbuffer = NULL;
2759         }
2760         // adjust the pointers for firsttriangle
2761         if (element3i)
2762                 element3i += firsttriangle * 3;
2763         if (element3i_indexbuffer)
2764                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2765         if (element3s)
2766                 element3s += firsttriangle * 3;
2767         if (element3s_indexbuffer)
2768                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2769         switch(vid.renderpath)
2770         {
2771         case RENDERPATH_GL11:
2772         case RENDERPATH_GL13:
2773         case RENDERPATH_GL20:
2774         case RENDERPATH_GLES1:
2775         case RENDERPATH_GLES2:
2776                 // check if the user specified to ignore static index buffers
2777                 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2778                 {
2779                         element3i_indexbuffer = NULL;
2780                         element3s_indexbuffer = NULL;
2781                 }
2782                 break;
2783         case RENDERPATH_D3D9:
2784         case RENDERPATH_D3D10:
2785         case RENDERPATH_D3D11:
2786                 break;
2787         case RENDERPATH_SOFT:
2788                 break;
2789         }
2790         // upload a dynamic index buffer if needed
2791         if (element3s)
2792         {
2793                 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2794                 {
2795                         if (gl_state.draw_dynamicindexbuffer)
2796                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0);
2797                         else
2798                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true);
2799                         element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2800                         element3s_bufferoffset = 0;
2801                 }
2802         }
2803         else if (element3i)
2804         {
2805                 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2806                 {
2807                         if (gl_state.draw_dynamicindexbuffer)
2808                                 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0);
2809                         else
2810                                 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false);
2811                         element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2812                         element3i_bufferoffset = 0;
2813                 }
2814         }
2815         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2816         bufferoffset3i = element3i_bufferoffset;
2817         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2818         bufferoffset3s = element3s_bufferoffset;
2819         r_refdef.stats[r_stat_draws]++;
2820         r_refdef.stats[r_stat_draws_vertices] += numvertices;
2821         r_refdef.stats[r_stat_draws_elements] += numelements;
2822         if (gl_paranoid.integer)
2823         {
2824                 unsigned int i;
2825                 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2826 #if 0
2827                 unsigned int j, size;
2828                 const int *p;
2829                 // note: there's no validation done here on buffer objects because it
2830                 // is somewhat difficult to get at the data, and gl_paranoid can be
2831                 // used without buffer objects if the need arises
2832                 // (the data could be gotten using glMapBuffer but it would be very
2833                 //  slow due to uncachable video memory reads)
2834                 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2835                         Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2836                 CHECKGLERROR
2837                 if (gl_state.pointer_vertex_pointer)
2838                         for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2839                                 paranoidblah += *p;
2840                 if (gl_state.pointer_color_enabled)
2841                 {
2842                         if (!qglIsEnabled(GL_COLOR_ARRAY))
2843                                 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2844                         CHECKGLERROR
2845                         if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2846                                 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2847                                         paranoidblah += *p;
2848                 }
2849                 for (i = 0;i < vid.texarrayunits;i++)
2850                 {
2851                         if (gl_state.units[i].arrayenabled)
2852                         {
2853                                 GL_ClientActiveTexture(i);
2854                                 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2855                                         Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2856                                 CHECKGLERROR
2857                                 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2858                                         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++)
2859                                                 paranoidblah += *p;
2860                         }
2861                 }
2862 #endif
2863                 if (element3i)
2864                 {
2865                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2866                         {
2867                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2868                                 {
2869                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2870                                         return;
2871                                 }
2872                         }
2873                 }
2874                 if (element3s)
2875                 {
2876                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2877                         {
2878                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2879                                 {
2880                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2881                                         return;
2882                                 }
2883                         }
2884                 }
2885         }
2886         if (r_render.integer || r_refdef.draw2dstage)
2887         {
2888                 switch(vid.renderpath)
2889                 {
2890                 case RENDERPATH_GL11:
2891                 case RENDERPATH_GL13:
2892                 case RENDERPATH_GL20:
2893                         CHECKGLERROR
2894                         if (gl_mesh_testmanualfeeding.integer)
2895                         {
2896 #ifndef USE_GLES2
2897                                 unsigned int i, j, element;
2898                                 const GLfloat *p;
2899                                 qglBegin(GL_TRIANGLES);
2900                                 if(vid.renderpath == RENDERPATH_GL20)
2901                                 {
2902                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2903                                         {
2904                                                 if (element3i)
2905                                                         element = element3i[i];
2906                                                 else if (element3s)
2907                                                         element = element3s[i];
2908                                                 else
2909                                                         element = firstvertex + i;
2910                                                 for (j = 0;j < vid.texarrayunits;j++)
2911                                                 {
2912                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2913                                                         {
2914                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2915                                                                 {
2916                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2917                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2918                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2919                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2920                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2921                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2922                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2923                                                                         else
2924                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2925                                                                 }
2926                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2927                                                                 {
2928                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2929                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2930                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2931                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2932                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2933                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2934                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2935                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2936                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2937                                                                 }
2938                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2939                                                                 {
2940                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2941                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2942                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2943                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2944                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2945                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2946                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2947                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2948                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2949                                                                 }
2950                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2951                                                                 {
2952                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2953                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2954                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2955                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2956                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2957                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2958                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2959                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2960                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2961                                                                 }
2962                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2963                                                                 {
2964                                                                         const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2965                                                                         if (gl_state.units[j].pointer_texcoord_components == 4)
2966                                                                                 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2967                                                                         else if (gl_state.units[j].pointer_texcoord_components == 3)
2968                                                                                 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2969                                                                         else if (gl_state.units[j].pointer_texcoord_components == 2)
2970                                                                                 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2971                                                                         else if (gl_state.units[j].pointer_texcoord_components == 1)
2972                                                                                 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2973                                                                 }
2974                                                         }
2975                                                 }
2976                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2977                                                 {
2978                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
2979                                                         {
2980                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2981                                                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2982                                                         }
2983                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2984                                                         {
2985                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2986                                                                 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2987                                                         }
2988                                                 }
2989                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2990                                                 {
2991                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2992                                                         if (gl_state.pointer_vertex_components == 4)
2993                                                                 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2994                                                         else if (gl_state.pointer_vertex_components == 3)
2995                                                                 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2996                                                         else
2997                                                                 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2998                                                 }
2999                                         }
3000                                 }
3001                                 else
3002                                 {
3003                                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3004                                         {
3005                                                 if (element3i)
3006                                                         element = element3i[i];
3007                                                 else if (element3s)
3008                                                         element = element3s[i];
3009                                                 else
3010                                                         element = firstvertex + i;
3011                                                 for (j = 0;j < vid.texarrayunits;j++)
3012                                                 {
3013                                                         if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3014                                                         {
3015                                                                 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3016                                                                 {
3017                                                                         p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3018                                                                         if (vid.texarrayunits > 1)
3019                                                                         {
3020                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3021                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3022                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3023                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3024                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3025                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3026                                                                                 else
3027                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3028                                                                         }
3029                                                                         else
3030                                                                         {
3031                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3032                                                                                         qglTexCoord4f(p[0], p[1], p[2], p[3]);
3033                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3034                                                                                         qglTexCoord3f(p[0], p[1], p[2]);
3035                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3036                                                                                         qglTexCoord2f(p[0], p[1]);
3037                                                                                 else
3038                                                                                         qglTexCoord1f(p[0]);
3039                                                                         }
3040                                                                 }
3041                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3042                                                                 {
3043                                                                         const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3044                                                                         if (vid.texarrayunits > 1)
3045                                                                         {
3046                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3047                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3048                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3049                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3050                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3051                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3052                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3053                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3054                                                                         }
3055                                                                         else
3056                                                                         {
3057                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3058                                                                                         qglTexCoord4f(s[0], s[1], s[2], s[3]);
3059                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3060                                                                                         qglTexCoord3f(s[0], s[1], s[2]);
3061                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3062                                                                                         qglTexCoord2f(s[0], s[1]);
3063                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3064                                                                                         qglTexCoord1f(s[0]);
3065                                                                         }
3066                                                                 }
3067                                                                 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3068                                                                 {
3069                                                                         const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3070                                                                         if (vid.texarrayunits > 1)
3071                                                                         {
3072                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3073                                                                                         qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3074                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3075                                                                                         qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3076                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3077                                                                                         qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3078                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3079                                                                                         qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3080                                                                         }
3081                                                                         else
3082                                                                         {
3083                                                                                 if (gl_state.units[j].pointer_texcoord_components == 4)
3084                                                                                         qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3085                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 3)
3086                                                                                         qglTexCoord3f(sb[0], sb[1], sb[2]);
3087                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 2)
3088                                                                                         qglTexCoord2f(sb[0], sb[1]);
3089                                                                                 else if (gl_state.units[j].pointer_texcoord_components == 1)
3090                                                                                         qglTexCoord1f(sb[0]);
3091                                                                         }
3092                                                                 }
3093                                                         }
3094                                                 }
3095                                                 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3096                                                 {
3097                                                         if (gl_state.pointer_color_gltype == GL_FLOAT)
3098                                                         {
3099                                                                 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3100                                                                 qglColor4f(p[0], p[1], p[2], p[3]);
3101                                                         }
3102                                                         else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3103                                                         {
3104                                                                 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3105                                                                 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3106                                                         }
3107                                                 }
3108                                                 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3109                                                 {
3110                                                         p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3111                                                         if (gl_state.pointer_vertex_components == 4)
3112                                                                 qglVertex4f(p[0], p[1], p[2], p[3]);
3113                                                         else if (gl_state.pointer_vertex_components == 3)
3114                                                                 qglVertex3f(p[0], p[1], p[2]);
3115                                                         else
3116                                                                 qglVertex2f(p[0], p[1]);
3117                                                 }
3118                                         }
3119                                 }
3120                                 qglEnd();
3121                                 CHECKGLERROR
3122 #endif
3123                         }
3124                         else if (bufferobject3s)
3125                         {
3126                                 GL_BindEBO(bufferobject3s);
3127 #ifndef USE_GLES2
3128                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3129                                 {
3130                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3131                                         CHECKGLERROR
3132                                 }
3133                                 else
3134 #endif
3135                                 {
3136                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3137                                         CHECKGLERROR
3138                                 }
3139                         }
3140                         else if (bufferobject3i)
3141                         {
3142                                 GL_BindEBO(bufferobject3i);
3143 #ifndef USE_GLES2
3144                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3145                                 {
3146                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3147                                         CHECKGLERROR
3148                                 }
3149                                 else
3150 #endif
3151                                 {
3152                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3153                                         CHECKGLERROR
3154                                 }
3155                         }
3156                         else if (element3s)
3157                         {
3158                                 GL_BindEBO(0);
3159 #ifndef USE_GLES2
3160                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3161                                 {
3162                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3163                                         CHECKGLERROR
3164                                 }
3165                                 else
3166 #endif
3167                                 {
3168                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3169                                         CHECKGLERROR
3170                                 }
3171                         }
3172                         else if (element3i)
3173                         {
3174                                 GL_BindEBO(0);
3175 #ifndef USE_GLES2
3176                                 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3177                                 {
3178                                         qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3179                                         CHECKGLERROR
3180                                 }
3181                                 else
3182 #endif
3183                                 {
3184                                         qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3185                                         CHECKGLERROR
3186                                 }
3187                         }
3188                         else
3189                         {
3190                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3191                                 CHECKGLERROR
3192                         }
3193                         break;
3194                 case RENDERPATH_D3D9:
3195 #ifdef SUPPORTD3D
3196                         if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3197                         {
3198                                 if (element3s_indexbuffer)
3199                                 {
3200                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3201                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3202                                 }
3203                                 else if (element3i_indexbuffer)
3204                                 {
3205                                         IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3206                                         IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3207                                 }
3208                                 else
3209                                         IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3210                         }
3211                         else
3212                         {
3213                                 if (element3s)
3214                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3215                                 else if (element3i)
3216                                         IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3217                                 else
3218                                         IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3219                         }
3220 #endif
3221                         break;
3222                 case RENDERPATH_D3D10:
3223                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3224                         break;
3225                 case RENDERPATH_D3D11:
3226                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3227                         break;
3228                 case RENDERPATH_SOFT:
3229                         DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3230                         break;
3231                 case RENDERPATH_GLES1:
3232                 case RENDERPATH_GLES2:
3233                         // GLES does not have glDrawRangeElements, and generally
3234                         // underperforms with index buffers, so this code path is
3235                         // relatively straightforward...
3236 #if 0
3237                         if (gl_paranoid.integer)
3238                         {
3239                                 int r, prog, enabled, i;
3240                                 GLsizei         attriblength;
3241                                 GLint           attribsize;
3242                                 GLenum          attribtype;
3243                                 GLchar          attribname[1024];
3244                                 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3245                                 if (r != GL_FRAMEBUFFER_COMPLETE)
3246                                         Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3247 #ifndef GL_CURRENT_PROGRAM
3248 #define GL_CURRENT_PROGRAM 0x8B8D
3249 #endif
3250                                 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3251                                 if (r < 0 || r > 10000)
3252                                         Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3253                                 prog = r;
3254                                 for (i = 0;i < 8;i++)
3255                                 {
3256                                         qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3257                                         if (!r)
3258                                                 continue;
3259                                         qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3260                                         Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3261                                 }
3262                         }
3263 #endif
3264                         if (element3s)
3265                         {
3266                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3267                                 CHECKGLERROR
3268                         }
3269                         else if (element3i)
3270                         {
3271                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3272                                 CHECKGLERROR
3273                         }
3274                         else
3275                         {
3276                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3277                                 CHECKGLERROR
3278                         }
3279                         break;
3280                 }
3281         }
3282 }
3283
3284 // restores backend state, used when done with 3D rendering
3285 void R_Mesh_Finish(void)
3286 {
3287         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3288 }
3289
3290 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3291 {
3292         r_meshbuffer_t *buffer;
3293         if (isuniformbuffer)
3294         {
3295                 if (!vid.support.arb_uniform_buffer_object)
3296                         return NULL;
3297         }
3298         else
3299         {
3300                 if (!vid.support.arb_vertex_buffer_object)
3301                         return NULL;
3302                 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3303                         return NULL;
3304         }
3305         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3306         memset(buffer, 0, sizeof(*buffer));
3307         buffer->bufferobject = 0;
3308         buffer->devicebuffer = NULL;
3309         buffer->size = 0;
3310         buffer->isindexbuffer = isindexbuffer;
3311         buffer->isuniformbuffer = isuniformbuffer;
3312         buffer->isdynamic = isdynamic;
3313         buffer->isindex16 = isindex16;
3314         strlcpy(buffer->name, name, sizeof(buffer->name));
3315         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3316         return buffer;
3317 }
3318
3319 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3320 {
3321         if (!buffer)
3322                 return;
3323         if (buffer->isindexbuffer)
3324         {
3325                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3326                 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3327         }
3328         else
3329         {
3330                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3331                 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3332         }
3333         switch(vid.renderpath)
3334         {
3335         case RENDERPATH_GL11:
3336         case RENDERPATH_GL13:
3337         case RENDERPATH_GL20:
3338         case RENDERPATH_GLES1:
3339         case RENDERPATH_GLES2:
3340                 if (!buffer->bufferobject)
3341                         qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3342                 if (buffer->isuniformbuffer)
3343                         GL_BindUBO(buffer->bufferobject);
3344                 else if (buffer->isindexbuffer)
3345                         GL_BindEBO(buffer->bufferobject);
3346                 else
3347                         GL_BindVBO(buffer->bufferobject);
3348                 if (subdata)
3349                         qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3350                 else
3351                         qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3352                 if (buffer->isuniformbuffer)
3353                         GL_BindUBO(0);
3354                 break;
3355         case RENDERPATH_D3D9:
3356 #ifdef SUPPORTD3D
3357                 {
3358                         int result;
3359                         void *datapointer = NULL;
3360                         if (buffer->isindexbuffer)
3361                         {
3362                                 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3363                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3364                                 {
3365                                         if (buffer->devicebuffer)
3366                                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3367                                         buffer->devicebuffer = NULL;
3368                                         if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3369                                                 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
3370                                         buffer->devicebuffer = (void *)d3d9indexbuffer;
3371                                         buffer->size = offset+size;
3372                                 }
3373                                 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3374                                 {
3375                                         if (data)
3376                                                 memcpy(datapointer, data, size);
3377                                         else
3378                                                 memset(datapointer, 0, size);
3379                                         IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3380                                 }
3381                         }
3382                         else
3383                         {
3384                                 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3385                                 if (offset+size > buffer->size || !buffer->devicebuffer)
3386                                 {
3387                                         if (buffer->devicebuffer)
3388                                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3389                                         buffer->devicebuffer = NULL;
3390                                         if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3391                                                 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
3392                                         buffer->devicebuffer = (void *)d3d9vertexbuffer;
3393                                         buffer->size = offset+size;
3394                                 }
3395                                 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3396                                 {
3397                                         if (data)
3398                                                 memcpy(datapointer, data, size);
3399                                         else
3400                                                 memset(datapointer, 0, size);
3401                                         IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3402                                 }
3403                         }
3404                 }
3405 #endif
3406                 break;
3407         case RENDERPATH_D3D10:
3408                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3409                 break;
3410         case RENDERPATH_D3D11:
3411                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3412                 break;
3413         case RENDERPATH_SOFT:
3414                 break;
3415         }
3416 }
3417
3418 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3419 {
3420         if (!buffer)
3421                 return;
3422         switch(vid.renderpath)
3423         {
3424         case RENDERPATH_GL11:
3425         case RENDERPATH_GL13:
3426         case RENDERPATH_GL20:
3427         case RENDERPATH_GLES1:
3428         case RENDERPATH_GLES2:
3429                 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3430                 break;
3431         case RENDERPATH_D3D9:
3432 #ifdef SUPPORTD3D
3433                 if (gl_state.d3dvertexbuffer == (void *)buffer)
3434                         gl_state.d3dvertexbuffer = NULL;
3435                 if (buffer->devicebuffer)
3436                 {
3437                         if (buffer->isindexbuffer)
3438                                 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3439                         else
3440                                 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3441                         buffer->devicebuffer = NULL;
3442                 }
3443 #endif
3444                 break;
3445         case RENDERPATH_D3D10:
3446                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3447                 break;
3448         case RENDERPATH_D3D11:
3449                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3450                 break;
3451         case RENDERPATH_SOFT:
3452                 break;
3453         }
3454         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3455 }
3456
3457 void GL_Mesh_ListVBOs(qboolean printeach)
3458 {
3459         int i, endindex;
3460         size_t ebocount = 0, ebomemory = 0;
3461         size_t vbocount = 0, vbomemory = 0;
3462         r_meshbuffer_t *buffer;
3463         endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3464         for (i = 0;i < endindex;i++)
3465         {
3466                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3467                 if (!buffer)
3468                         continue;
3469                 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3470                 else                       {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
3471         }
3472         Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
3473 }
3474
3475
3476
3477 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3478 {
3479         switch(vid.renderpath)
3480         {
3481         case RENDERPATH_GL11:
3482         case RENDERPATH_GL13:
3483         case RENDERPATH_GLES1:
3484                 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)
3485                 {
3486                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3487                         gl_state.pointer_vertex_components = components;
3488                         gl_state.pointer_vertex_gltype = gltype;
3489                         gl_state.pointer_vertex_stride = stride;
3490                         gl_state.pointer_vertex_pointer = pointer;
3491                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3492                         gl_state.pointer_vertex_offset = bufferoffset;
3493                         CHECKGLERROR
3494                         GL_BindVBO(bufferobject);
3495                         qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3496                 }
3497                 break;
3498         case RENDERPATH_GL20:
3499         case RENDERPATH_GLES2:
3500                 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)
3501                 {
3502                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3503                         gl_state.pointer_vertex_components = components;
3504                         gl_state.pointer_vertex_gltype = gltype;
3505                         gl_state.pointer_vertex_stride = stride;
3506                         gl_state.pointer_vertex_pointer = pointer;
3507                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3508                         gl_state.pointer_vertex_offset = bufferoffset;
3509                         CHECKGLERROR
3510                         GL_BindVBO(bufferobject);
3511                         // LordHavoc: special flag added to gltype for unnormalized types
3512                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3513                 }
3514                 break;
3515         case RENDERPATH_D3D9:
3516         case RENDERPATH_D3D10:
3517         case RENDERPATH_D3D11:
3518         case RENDERPATH_SOFT:
3519                 break;
3520         }
3521 }
3522
3523 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3524 {
3525         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3526         // the pointer only.
3527         switch(vid.renderpath)
3528         {
3529         case RENDERPATH_GL11:
3530         case RENDERPATH_GL13:
3531         case RENDERPATH_GLES1:
3532 #ifdef GL_MODELVIEW
3533                 CHECKGLERROR
3534                 if (pointer)
3535                 {
3536                         // caller wants color array enabled
3537                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3538                         if (!gl_state.pointer_color_enabled)
3539                         {
3540                                 gl_state.pointer_color_enabled = true;
3541                                 CHECKGLERROR
3542                                 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3543                         }
3544                         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)
3545                         {
3546                                 gl_state.pointer_color_components = components;
3547                                 gl_state.pointer_color_gltype = gltype;
3548                                 gl_state.pointer_color_stride = stride;
3549                                 gl_state.pointer_color_pointer = pointer;
3550                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3551                                 gl_state.pointer_color_offset = bufferoffset;
3552                                 CHECKGLERROR
3553                                 GL_BindVBO(bufferobject);
3554                                 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3555                         }
3556                 }
3557                 else
3558                 {
3559                         // caller wants color array disabled
3560                         if (gl_state.pointer_color_enabled)
3561                         {
3562                                 gl_state.pointer_color_enabled = false;
3563                                 CHECKGLERROR
3564                                 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3565                                 // when color array is on the glColor gets trashed, set it again
3566                                 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3567                         }
3568                 }
3569 #endif
3570                 break;
3571         case RENDERPATH_GL20:
3572         case RENDERPATH_GLES2:
3573                 CHECKGLERROR
3574                 if (pointer)
3575                 {
3576                         // caller wants color array enabled
3577                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3578                         if (!gl_state.pointer_color_enabled)
3579                         {
3580                                 gl_state.pointer_color_enabled = true;
3581                                 CHECKGLERROR
3582                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3583                         }
3584                         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)
3585                         {
3586                                 gl_state.pointer_color_components = components;
3587                                 gl_state.pointer_color_gltype = gltype;
3588                                 gl_state.pointer_color_stride = stride;
3589                                 gl_state.pointer_color_pointer = pointer;
3590                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3591                                 gl_state.pointer_color_offset = bufferoffset;
3592                                 CHECKGLERROR
3593                                 GL_BindVBO(bufferobject);
3594                                 // LordHavoc: special flag added to gltype for unnormalized types
3595                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3596                         }
3597                 }
3598                 else
3599                 {
3600                         // caller wants color array disabled
3601                         if (gl_state.pointer_color_enabled)
3602                         {
3603                                 gl_state.pointer_color_enabled = false;
3604                                 CHECKGLERROR
3605                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3606                                 // when color array is on the glColor gets trashed, set it again
3607                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3608                         }
3609                 }
3610                 break;
3611         case RENDERPATH_D3D9:
3612         case RENDERPATH_D3D10:
3613         case RENDERPATH_D3D11:
3614         case RENDERPATH_SOFT:
3615                 break;
3616         }
3617 }
3618
3619 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)
3620 {
3621         gltextureunit_t *unit = gl_state.units + unitnum;
3622         // update array settings
3623         // note: there is no need to check bufferobject here because all cases
3624         // that involve a valid bufferobject also supply a texcoord array
3625         switch(vid.renderpath)
3626         {
3627         case RENDERPATH_GL11:
3628         case RENDERPATH_GL13:
3629         case RENDERPATH_GLES1:
3630 #ifdef GL_MODELVIEW
3631                 CHECKGLERROR
3632                 if (pointer)
3633                 {
3634                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3635                         // texture array unit is enabled, enable the array
3636                         if (!unit->arrayenabled)
3637                         {
3638                                 unit->arrayenabled = true;
3639                                 GL_ClientActiveTexture(unitnum);
3640                                 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3641                         }
3642                         // texcoord array
3643                         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)
3644                         {
3645                                 unit->pointer_texcoord_components = components;
3646                                 unit->pointer_texcoord_gltype = gltype;
3647                                 unit->pointer_texcoord_stride = stride;
3648                                 unit->pointer_texcoord_pointer = pointer;
3649                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3650                                 unit->pointer_texcoord_offset = bufferoffset;
3651                                 GL_ClientActiveTexture(unitnum);
3652                                 GL_BindVBO(bufferobject);
3653                                 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3654                         }
3655                 }
3656                 else
3657                 {
3658                         // texture array unit is disabled, disable the array
3659                         if (unit->arrayenabled)
3660                         {
3661                                 unit->arrayenabled = false;
3662                                 GL_ClientActiveTexture(unitnum);
3663                                 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3664                         }
3665                 }
3666 #endif
3667                 break;
3668         case RENDERPATH_GL20:
3669         case RENDERPATH_GLES2:
3670                 CHECKGLERROR
3671                 if (pointer)
3672                 {
3673                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3674                         // texture array unit is enabled, enable the array
3675                         if (!unit->arrayenabled)
3676                         {
3677                                 unit->arrayenabled = true;
3678                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3679                         }
3680                         // texcoord array
3681                         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)
3682                         {
3683                                 unit->pointer_texcoord_components = components;
3684                                 unit->pointer_texcoord_gltype = gltype;
3685                                 unit->pointer_texcoord_stride = stride;
3686                                 unit->pointer_texcoord_pointer = pointer;
3687                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3688                                 unit->pointer_texcoord_offset = bufferoffset;
3689                                 GL_BindVBO(bufferobject);
3690                                 // LordHavoc: special flag added to gltype for unnormalized types
3691                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3692                         }
3693                 }
3694                 else
3695                 {
3696                         // texture array unit is disabled, disable the array
3697                         if (unit->arrayenabled)
3698                         {
3699                                 unit->arrayenabled = false;
3700                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3701                         }
3702                 }
3703                 break;
3704         case RENDERPATH_D3D9:
3705         case RENDERPATH_D3D10:
3706         case RENDERPATH_D3D11:
3707         case RENDERPATH_SOFT:
3708                 break;
3709         }
3710 }
3711
3712 int R_Mesh_TexBound(unsigned int unitnum, int id)
3713 {
3714         gltextureunit_t *unit = gl_state.units + unitnum;
3715         if (unitnum >= vid.teximageunits)
3716                 return 0;
3717         if (id == GL_TEXTURE_2D)
3718                 return unit->t2d;
3719         if (id == GL_TEXTURE_3D)
3720                 return unit->t3d;
3721         if (id == GL_TEXTURE_CUBE_MAP)
3722                 return unit->tcubemap;
3723         return 0;
3724 }
3725
3726 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3727 {
3728         switch(vid.renderpath)
3729         {
3730         case RENDERPATH_GL11:
3731         case RENDERPATH_GL13:
3732         case RENDERPATH_GL20:
3733         case RENDERPATH_GLES1:
3734         case RENDERPATH_GLES2:
3735                 R_Mesh_TexBind(0, tex);
3736                 GL_ActiveTexture(0);CHECKGLERROR
3737                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3738                 break;
3739         case RENDERPATH_D3D9:
3740 #ifdef SUPPORTD3D
3741                 {
3742                         IDirect3DSurface9 *currentsurface = NULL;
3743                         IDirect3DSurface9 *texturesurface = NULL;
3744                         RECT sourcerect;
3745                         RECT destrect;
3746                         sourcerect.left = sx;
3747                         sourcerect.top = sy;
3748                         sourcerect.right = sx + width;
3749                         sourcerect.bottom = sy + height;
3750                         destrect.left = tx;
3751                         destrect.top = ty;
3752                         destrect.right = tx + width;
3753                         destrect.bottom = ty + height;
3754                         if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3755                         {
3756                                 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &currentsurface)))
3757                                 {
3758                                         IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3759                                         IDirect3DSurface9_Release(currentsurface);
3760                                 }
3761                                 IDirect3DSurface9_Release(texturesurface);
3762                         }
3763                 }
3764 #endif
3765                 break;
3766         case RENDERPATH_D3D10:
3767                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3768                 break;
3769         case RENDERPATH_D3D11:
3770                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3771                 break;
3772         case RENDERPATH_SOFT:
3773                 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3774                 break;
3775         }
3776 }
3777
3778 #ifdef SUPPORTD3D
3779 int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
3780 #endif
3781
3782 void R_Mesh_ClearBindingsForTexture(int texnum)
3783 {
3784         gltextureunit_t *unit;
3785         unsigned int unitnum;
3786         // 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)
3787         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3788         {
3789                 unit = gl_state.units + unitnum;
3790                 if (unit->t2d == texnum)
3791                         unit->t2d = -1;
3792                 if (unit->t3d == texnum)
3793                         unit->t3d = -1;
3794                 if (unit->tcubemap == texnum)
3795                         unit->tcubemap = -1;
3796         }
3797 }
3798
3799 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3800 {
3801         gltextureunit_t *unit = gl_state.units + unitnum;
3802         int tex2d, tex3d, texcubemap, texnum;
3803         if (unitnum >= vid.teximageunits)
3804                 return;
3805 //      if (unit->texture == tex)
3806 //              return;
3807         switch(vid.renderpath)
3808         {
3809         case RENDERPATH_GL20:
3810         case RENDERPATH_GLES2:
3811                 if (!tex)
3812                 {
3813                         tex = r_texture_white;
3814                         // not initialized enough yet...
3815                         if (!tex)
3816                                 return;
3817                 }
3818                 unit->texture = tex;
3819                 texnum = R_GetTexture(tex);
3820                 switch(tex->gltexturetypeenum)
3821                 {
3822                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3823                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3824                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3825                 }
3826                 break;
3827         case RENDERPATH_GL11:
3828         case RENDERPATH_GL13:
3829         case RENDERPATH_GLES1:
3830                 unit->texture = tex;
3831                 tex2d = 0;
3832                 tex3d = 0;
3833                 texcubemap = 0;
3834                 if (tex)
3835                 {
3836                         texnum = R_GetTexture(tex);
3837                         switch(tex->gltexturetypeenum)
3838                         {
3839                         case GL_TEXTURE_2D:
3840                                 tex2d = texnum;
3841                                 break;
3842                         case GL_TEXTURE_3D:
3843                                 tex3d = texnum;
3844                                 break;
3845                         case GL_TEXTURE_CUBE_MAP:
3846                                 texcubemap = texnum;
3847                                 break;
3848                         }
3849                 }
3850                 // update 2d texture binding
3851                 if (unit->t2d != tex2d)
3852                 {
3853                         GL_ActiveTexture(unitnum);
3854                         if (tex2d)
3855                         {
3856                                 if (unit->t2d == 0)
3857                                 {
3858                                         qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3859                                 }
3860                         }
3861                         else
3862                         {
3863                                 if (unit->t2d)
3864                                 {
3865                                         qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3866                                 }
3867                         }
3868                         unit->t2d = tex2d;
3869                         qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3870                 }
3871                 // update 3d texture binding
3872                 if (unit->t3d != tex3d)
3873                 {
3874                         GL_ActiveTexture(unitnum);
3875                         if (tex3d)
3876                         {
3877                                 if (unit->t3d == 0)
3878                                 {
3879                                         qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3880                                 }
3881                         }
3882                         else
3883                         {
3884                                 if (unit->t3d)
3885                                 {
3886                                         qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3887                                 }
3888                         }
3889                         unit->t3d = tex3d;
3890                         qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3891                 }
3892                 // update cubemap texture binding
3893                 if (unit->tcubemap != texcubemap)
3894                 {
3895                         GL_ActiveTexture(unitnum);
3896                         if (texcubemap)
3897                         {
3898                                 if (unit->tcubemap == 0)
3899                                 {
3900                                         qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3901                                 }
3902                         }
3903                         else
3904                         {
3905                                 if (unit->tcubemap)
3906                                 {
3907                                         qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3908                                 }
3909                         }
3910                         unit->tcubemap = texcubemap;
3911                         qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3912                 }
3913                 break;
3914         case RENDERPATH_D3D9:
3915 #ifdef SUPPORTD3D
3916                 {
3917                         extern cvar_t gl_texture_anisotropy;
3918                         if (!tex)
3919                         {
3920                                 tex = r_texture_white;
3921                                 // not initialized enough yet...
3922                                 if (!tex)
3923                                         return;
3924                         }
3925                         // upload texture if needed
3926                         R_GetTexture(tex);
3927                         if (unit->texture == tex)
3928                                 return;
3929                         unit->texture = tex;
3930                         IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3931                         //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3932                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3933                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3934                         if (tex->d3daddressw)
3935                                 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW,  tex->d3daddressw);
3936                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3937                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3938                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3939                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3940                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3941                         IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3942                 }
3943 #endif
3944                 break;
3945         case RENDERPATH_D3D10:
3946                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3947                 break;
3948         case RENDERPATH_D3D11:
3949                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3950                 break;
3951         case RENDERPATH_SOFT:
3952                 if (!tex)
3953                 {
3954                         tex = r_texture_white;
3955                         // not initialized enough yet...
3956                         if (!tex)
3957                                 return;
3958                 }
3959                 texnum = R_GetTexture(tex);
3960                 if (unit->texture == tex)
3961                         return;
3962                 unit->texture = tex;
3963                 DPSOFTRAST_SetTexture(unitnum, texnum);
3964                 break;
3965         }
3966 }
3967
3968 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3969 {
3970         gltextureunit_t *unit = gl_state.units + unitnum;
3971         switch(vid.renderpath)
3972         {
3973         case RENDERPATH_GL11:
3974         case RENDERPATH_GL13:
3975         case RENDERPATH_GL20:
3976         case RENDERPATH_GLES1:
3977         case RENDERPATH_GLES2:
3978 #ifdef GL_MODELVIEW
3979                 if (matrix && matrix->m[3][3])
3980                 {
3981                         // texmatrix specified, check if it is different
3982                         if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3983                         {
3984                                 float glmatrix[16];
3985                                 unit->texmatrixenabled = true;
3986                                 unit->matrix = *matrix;
3987                                 CHECKGLERROR
3988                                 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3989                                 GL_ActiveTexture(unitnum);
3990                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3991                                 qglLoadMatrixf(glmatrix);CHECKGLERROR
3992                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3993                         }
3994                 }
3995                 else
3996                 {
3997                         // no texmatrix specified, revert to identity
3998                         if (unit->texmatrixenabled)
3999                         {
4000                                 unit->texmatrixenabled = false;
4001                                 unit->matrix = identitymatrix;
4002                                 CHECKGLERROR
4003                                 GL_ActiveTexture(unitnum);
4004                                 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4005                                 qglLoadIdentity();CHECKGLERROR
4006                                 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4007                         }
4008                 }
4009 #endif
4010                 break;
4011         case RENDERPATH_D3D9:
4012         case RENDERPATH_D3D10:
4013         case RENDERPATH_D3D11:
4014                 break;
4015         case RENDERPATH_SOFT:
4016                 break;
4017         }
4018 }
4019
4020 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4021 {
4022         gltextureunit_t *unit = gl_state.units + unitnum;
4023         CHECKGLERROR
4024         switch(vid.renderpath)
4025         {
4026         case RENDERPATH_GL20:
4027         case RENDERPATH_GLES2:
4028                 // do nothing
4029                 break;
4030         case RENDERPATH_GL13:
4031         case RENDERPATH_GLES1:
4032 #ifdef GL_TEXTURE_ENV
4033                 // GL_ARB_texture_env_combine
4034                 if (!combinergb)
4035                         combinergb = GL_MODULATE;
4036                 if (!combinealpha)
4037                         combinealpha = GL_MODULATE;
4038                 if (!rgbscale)
4039                         rgbscale = 1;
4040                 if (!alphascale)
4041                         alphascale = 1;
4042                 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4043                 {
4044                         if (combinergb == GL_DECAL)
4045                                 combinergb = GL_INTERPOLATE;
4046                         if (unit->combine != GL_COMBINE)
4047                         {
4048                                 unit->combine = GL_COMBINE;
4049                                 GL_ActiveTexture(unitnum);
4050                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4051                                 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4052                         }
4053                         if (unit->combinergb != combinergb)
4054                         {
4055                                 unit->combinergb = combinergb;
4056                                 GL_ActiveTexture(unitnum);
4057                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4058                         }
4059                         if (unit->combinealpha != combinealpha)
4060                         {
4061                                 unit->combinealpha = combinealpha;
4062                                 GL_ActiveTexture(unitnum);
4063                                 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4064                         }
4065                         if (unit->rgbscale != rgbscale)
4066                         {
4067                                 unit->rgbscale = rgbscale;
4068                                 GL_ActiveTexture(unitnum);
4069                                 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4070                         }
4071                         if (unit->alphascale != alphascale)
4072                         {
4073                                 unit->alphascale = alphascale;
4074                                 GL_ActiveTexture(unitnum);
4075                                 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4076                         }
4077                 }
4078                 else
4079                 {
4080                         if (unit->combine != combinergb)
4081                         {
4082                                 unit->combine = combinergb;
4083                                 GL_ActiveTexture(unitnum);
4084                                 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4085                         }
4086                 }
4087 #endif
4088                 break;
4089         case RENDERPATH_GL11:
4090                 // normal GL texenv
4091 #ifdef GL_TEXTURE_ENV
4092                 if (!combinergb)
4093                         combinergb = GL_MODULATE;
4094                 if (unit->combine != combinergb)
4095                 {
4096                         unit->combine = combinergb;
4097                         GL_ActiveTexture(unitnum);
4098                         qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4099                 }
4100 #endif
4101                 break;
4102         case RENDERPATH_D3D9:
4103         case RENDERPATH_D3D10:
4104         case RENDERPATH_D3D11:
4105                 break;
4106         case RENDERPATH_SOFT:
4107                 break;
4108         }
4109 }
4110
4111 void R_Mesh_ResetTextureState(void)
4112 {
4113         unsigned int unitnum;
4114
4115         BACKENDACTIVECHECK
4116
4117         for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4118                 R_Mesh_TexBind(unitnum, NULL);
4119         for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4120                 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4121         switch(vid.renderpath)
4122         {
4123         case RENDERPATH_GL20:
4124         case RENDERPATH_GLES2:
4125         case RENDERPATH_D3D9:
4126         case RENDERPATH_D3D10:
4127         case RENDERPATH_D3D11:
4128         case RENDERPATH_SOFT:
4129                 break;
4130         case RENDERPATH_GL11:
4131         case RENDERPATH_GL13:
4132         case RENDERPATH_GLES1:
4133                 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4134                 {
4135                         R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4136                         R_Mesh_TexMatrix(unitnum, NULL);
4137                 }
4138                 break;
4139         }
4140 }
4141
4142
4143
4144 #ifdef SUPPORTD3D
4145 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4146 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4147 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4148
4149 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4150 {
4151         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4152         D3DDECL_END()
4153 };
4154
4155 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4156 {
4157         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f  ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4158         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f   ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4159         {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4160         D3DDECL_END()
4161 };
4162
4163 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4164 {
4165         {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4166         {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f           ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4167         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4168         {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4169         {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4170         {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4171         {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4172         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub  ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4173         {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4174         D3DDECL_END()
4175 };
4176
4177 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4178 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4179 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4180 #endif
4181
4182 static void R_Mesh_InitVertexDeclarations(void)
4183 {
4184 #ifdef SUPPORTD3D
4185         r_vertex3f_d3d9decl = NULL;
4186         r_vertexgeneric_d3d9decl = NULL;
4187         r_vertexmesh_d3d9decl = NULL;
4188         switch(vid.renderpath)
4189         {
4190         case RENDERPATH_GL20:
4191         case RENDERPATH_GL13:
4192         case RENDERPATH_GL11:
4193         case RENDERPATH_GLES1:
4194         case RENDERPATH_GLES2:
4195                 break;
4196         case RENDERPATH_D3D9:
4197                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4198                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4199                 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4200                 break;
4201         case RENDERPATH_D3D10:
4202                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4203                 break;
4204         case RENDERPATH_D3D11:
4205                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4206                 break;
4207         case RENDERPATH_SOFT:
4208                 break;
4209         }
4210 #endif
4211 }
4212
4213 static void R_Mesh_DestroyVertexDeclarations(void)
4214 {
4215 #ifdef SUPPORTD3D
4216         if (r_vertex3f_d3d9decl)
4217                 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4218         r_vertex3f_d3d9decl = NULL;
4219         if (r_vertexgeneric_d3d9decl)
4220                 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4221         r_vertexgeneric_d3d9decl = NULL;
4222         if (r_vertexmesh_d3d9decl)
4223                 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4224         r_vertexmesh_d3d9decl = NULL;
4225 #endif
4226 }
4227
4228 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4229 {
4230         // upload temporary vertexbuffer for this rendering
4231         if (!gl_state.usevbo_staticvertex)
4232                 vertexbuffer = NULL;
4233         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4234         {
4235                 if (gl_state.preparevertices_dynamicvertexbuffer)
4236                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0);
4237                 else
4238                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false);
4239                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4240         }
4241         switch(vid.renderpath)
4242         {
4243         case RENDERPATH_GL20:
4244         case RENDERPATH_GLES2:
4245                 if (vertexbuffer)
4246                 {
4247                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4248                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4249                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4250                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4251                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4252                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4253                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4254                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4255                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4256                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4257                 }
4258                 else
4259                 {
4260                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4261                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4262                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4263                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4264                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4265                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4266                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4267                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4268                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4269                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4270                 }
4271                 break;
4272         case RENDERPATH_GL13:
4273         case RENDERPATH_GLES1:
4274                 if (vertexbuffer)
4275                 {
4276                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4277                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4278                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4279                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4280                 }
4281                 else
4282                 {
4283                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4284                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4285                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4286                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4287                 }
4288                 break;
4289         case RENDERPATH_GL11:
4290                 if (vertexbuffer)
4291                 {
4292                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4293                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4294                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4295                 }
4296                 else
4297                 {
4298                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4299                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4300                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4301                 }
4302                 break;
4303         case RENDERPATH_D3D9:
4304 #ifdef SUPPORTD3D
4305                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4306                 if (vertexbuffer)
4307                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4308                 else
4309                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4310                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4311                 gl_state.d3dvertexdata = (void *)vertex3f;
4312                 gl_state.d3dvertexsize = sizeof(float[3]);
4313 #endif
4314                 break;
4315         case RENDERPATH_D3D10:
4316                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4317                 break;
4318         case RENDERPATH_D3D11:
4319                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4320                 break;
4321         case RENDERPATH_SOFT:
4322                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4323                 DPSOFTRAST_SetColorPointer(NULL, 0);
4324                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4325                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4326                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4327                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4328                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4329                 break;
4330         }
4331 }
4332
4333
4334
4335 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4336 {
4337         size_t size;
4338         size = sizeof(r_vertexgeneric_t) * numvertices;
4339         if (gl_state.preparevertices_tempdatamaxsize < size)
4340         {
4341                 gl_state.preparevertices_tempdatamaxsize = size;
4342                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4343         }
4344         gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4345         gl_state.preparevertices_numvertices = numvertices;
4346         return gl_state.preparevertices_vertexgeneric;
4347 }
4348
4349 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4350 {
4351         R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4352         gl_state.preparevertices_vertexgeneric = NULL;
4353         gl_state.preparevertices_numvertices = 0;
4354         return true;
4355 }
4356
4357 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4358 {
4359         int i;
4360         r_vertexgeneric_t *vertex;
4361         switch(vid.renderpath)
4362         {
4363         case RENDERPATH_GL20:
4364         case RENDERPATH_GLES2:
4365                 if (!vid.useinterleavedarrays)
4366                 {
4367                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4368                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4369                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4370                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4371                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4372                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4373                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4374                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4375                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4376                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4377                         return;
4378                 }
4379                 break;
4380         case RENDERPATH_GL11:
4381         case RENDERPATH_GL13:
4382         case RENDERPATH_GLES1:
4383                 if (!vid.useinterleavedarrays)
4384                 {
4385                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4386                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4387                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4388                         if (vid.texunits >= 2)
4389                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4390                         if (vid.texunits >= 3)
4391                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4392                         return;
4393                 }
4394                 break;
4395         case RENDERPATH_D3D9:
4396         case RENDERPATH_D3D10:
4397         case RENDERPATH_D3D11:
4398                 break;
4399         case RENDERPATH_SOFT:
4400                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4401                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4402                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4403                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4404                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4405                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4406                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4407                 return;
4408         }
4409
4410         // no quick path for this case, convert to vertex structs
4411         vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4412         for (i = 0;i < numvertices;i++)
4413                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4414         if (color4f)
4415         {
4416                 for (i = 0;i < numvertices;i++)
4417                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4418         }
4419         else
4420         {
4421                 for (i = 0;i < numvertices;i++)
4422                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4423         }
4424         if (texcoord2f)
4425                 for (i = 0;i < numvertices;i++)
4426                         Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4427         R_Mesh_PrepareVertices_Generic_Unlock();
4428         R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4429 }
4430
4431 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4432 {
4433         // upload temporary vertexbuffer for this rendering
4434         if (!gl_state.usevbo_staticvertex)
4435                 vertexbuffer = NULL;
4436         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4437         {
4438                 if (gl_state.preparevertices_dynamicvertexbuffer)
4439                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4440                 else
4441                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4442                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4443         }
4444         switch(vid.renderpath)
4445         {
4446         case RENDERPATH_GL20:
4447         case RENDERPATH_GLES2:
4448                 if (vertexbuffer)
4449                 {
4450                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4451                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4452                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4453                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4454                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4455                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4456                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4457                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4458                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4459                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4460                 }
4461                 else
4462                 {
4463                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4464                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4465                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4466                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4467                         R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4468                         R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4469                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4470                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4471                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4472                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4473                 }
4474                 break;
4475         case RENDERPATH_GL13:
4476         case RENDERPATH_GLES1:
4477                 if (vertexbuffer)
4478                 {
4479                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4480                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4481                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4482                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4483                 }
4484                 else
4485                 {
4486                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4487                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4488                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4489                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4490                 }
4491                 break;
4492         case RENDERPATH_GL11:
4493                 if (vertexbuffer)
4494                 {
4495                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4496                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4497                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
4498                 }
4499                 else
4500                 {
4501                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4502                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4503                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
4504                 }
4505                 break;
4506         case RENDERPATH_D3D9:
4507 #ifdef SUPPORTD3D
4508                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4509                 if (vertexbuffer)
4510                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4511                 else
4512                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4513                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4514                 gl_state.d3dvertexdata = (void *)vertex;
4515                 gl_state.d3dvertexsize = sizeof(*vertex);
4516 #endif
4517                 break;
4518         case RENDERPATH_D3D10:
4519                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4520                 break;
4521         case RENDERPATH_D3D11:
4522                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4523                 break;
4524         case RENDERPATH_SOFT:
4525                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4526                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4527                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4528                 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4529                 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4530                 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4531                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4532                 break;
4533         }
4534 }
4535
4536
4537
4538 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4539 {
4540         size_t size;
4541         size = sizeof(r_vertexmesh_t) * numvertices;
4542         if (gl_state.preparevertices_tempdatamaxsize < size)
4543         {
4544                 gl_state.preparevertices_tempdatamaxsize = size;
4545                 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4546         }
4547         gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4548         gl_state.preparevertices_numvertices = numvertices;
4549         return gl_state.preparevertices_vertexmesh;
4550 }
4551
4552 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4553 {
4554         R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4555         gl_state.preparevertices_vertexmesh = NULL;
4556         gl_state.preparevertices_numvertices = 0;
4557         return true;
4558 }
4559
4560 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)
4561 {
4562         int i;
4563         r_vertexmesh_t *vertex;
4564         switch(vid.renderpath)
4565         {
4566         case RENDERPATH_GL20:
4567         case RENDERPATH_GLES2:
4568                 if (!vid.useinterleavedarrays)
4569                 {
4570                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4571                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4572                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4573                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4574                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4575                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4576                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4577                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4578                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4579                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4580                         return;
4581                 }
4582                 break;
4583         case RENDERPATH_GL11:
4584         case RENDERPATH_GL13:
4585         case RENDERPATH_GLES1:
4586                 if (!vid.useinterleavedarrays)
4587                 {
4588                         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4589                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4590                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4591                         if (vid.texunits >= 2)
4592                                 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4593                         if (vid.texunits >= 3)
4594                                 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4595                         return;
4596                 }
4597                 break;
4598         case RENDERPATH_D3D9:
4599         case RENDERPATH_D3D10:
4600         case RENDERPATH_D3D11:
4601                 break;
4602         case RENDERPATH_SOFT:
4603                 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4604                 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4605                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4606                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4607                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4608                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4609                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4610                 return;
4611         }
4612
4613         vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4614         for (i = 0;i < numvertices;i++)
4615                 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4616         if (svector3f)
4617                 for (i = 0;i < numvertices;i++)
4618                         VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4619         if (tvector3f)
4620                 for (i = 0;i < numvertices;i++)
4621                         VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4622         if (normal3f)
4623                 for (i = 0;i < numvertices;i++)
4624                         VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4625         if (color4f)
4626         {
4627                 for (i = 0;i < numvertices;i++)
4628                         Vector4Copy(color4f + 4*i, vertex[i].color4f);
4629         }
4630         else
4631         {
4632                 for (i = 0;i < numvertices;i++)
4633                         Vector4Copy(gl_state.color4f, vertex[i].color4f);
4634         }
4635         if (texcoordtexture2f)
4636                 for (i = 0;i < numvertices;i++)
4637                         Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4638         if (texcoordlightmap2f)
4639                 for (i = 0;i < numvertices;i++)
4640                         Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4641         R_Mesh_PrepareVertices_Mesh_Unlock();
4642         R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4643 }
4644
4645 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4646 {
4647         // upload temporary vertexbuffer for this rendering
4648         if (!gl_state.usevbo_staticvertex)
4649                 vertexbuffer = NULL;
4650         if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4651         {
4652                 if (gl_state.preparevertices_dynamicvertexbuffer)
4653                         R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4654                 else
4655                         gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4656                 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4657         }
4658         switch(vid.renderpath)
4659         {
4660         case RENDERPATH_GL20:
4661         case RENDERPATH_GLES2:
4662                 if (vertexbuffer)
4663                 {
4664                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4665                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4666                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4667                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f          - (unsigned char *)vertex));
4668                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
4669                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
4670                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4671                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4672                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub   - (unsigned char *)vertex));
4673                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub  - (unsigned char *)vertex));
4674                 }
4675                 else
4676                 {
4677                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4678                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4679                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4680                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
4681                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
4682                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
4683                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4684                         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
4685                         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , NULL, 0);
4686                         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4687                 }
4688                 break;
4689         case RENDERPATH_GL13:
4690         case RENDERPATH_GLES1:
4691                 if (vertexbuffer)
4692                 {
4693                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4694                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4695                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4696                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4697                 }
4698                 else
4699                 {
4700                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4701                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4702                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4703                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4704                 }
4705                 break;
4706         case RENDERPATH_GL11:
4707                 if (vertexbuffer)
4708                 {
4709                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
4710                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f            - (unsigned char *)vertex));
4711                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
4712                 }
4713                 else
4714                 {
4715                         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
4716                         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(*vertex), vertex->color4f           , NULL, 0);
4717                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4718                 }
4719                 break;
4720         case RENDERPATH_D3D9:
4721 #ifdef SUPPORTD3D
4722                 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4723                 if (vertexbuffer)
4724                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4725                 else
4726                         IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4727                 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4728                 gl_state.d3dvertexdata = (void *)vertex;
4729                 gl_state.d3dvertexsize = sizeof(*vertex);
4730 #endif
4731                 break;
4732         case RENDERPATH_D3D10:
4733                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4734                 break;
4735         case RENDERPATH_D3D11:
4736                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4737                 break;
4738         case RENDERPATH_SOFT:
4739                 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4740                 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4741                 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4742                 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4743                 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4744                 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4745                 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4746                 break;
4747         }
4748 }
4749
4750 void GL_BlendEquationSubtract(qboolean negated)
4751 {
4752         if(negated)
4753         {
4754                 switch(vid.renderpath)
4755                 {
4756                 case RENDERPATH_GL11:
4757                 case RENDERPATH_GL13:
4758                 case RENDERPATH_GL20:
4759                 case RENDERPATH_GLES1:
4760                 case RENDERPATH_GLES2:
4761                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4762                         break;
4763                 case RENDERPATH_D3D9:
4764 #ifdef SUPPORTD3D
4765                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4766 #endif
4767                         break;
4768                 case RENDERPATH_D3D10:
4769                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4770                         break;
4771                 case RENDERPATH_D3D11:
4772                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4773                         break;
4774                 case RENDERPATH_SOFT:
4775                         DPSOFTRAST_BlendSubtract(true);
4776                         break;
4777                 }
4778         }
4779         else
4780         {
4781                 switch(vid.renderpath)
4782                 {
4783                 case RENDERPATH_GL11:
4784                 case RENDERPATH_GL13:
4785                 case RENDERPATH_GL20:
4786                 case RENDERPATH_GLES1:
4787                 case RENDERPATH_GLES2:
4788                         qglBlendEquationEXT(GL_FUNC_ADD);
4789                         break;
4790                 case RENDERPATH_D3D9:
4791 #ifdef SUPPORTD3D
4792                         IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4793 #endif
4794                         break;
4795                 case RENDERPATH_D3D10:
4796                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4797                         break;
4798                 case RENDERPATH_D3D11:
4799                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4800                         break;
4801                 case RENDERPATH_SOFT:
4802                         DPSOFTRAST_BlendSubtract(false);
4803                         break;
4804                 }
4805         }
4806 }