3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
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
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
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
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
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
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"};
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"};
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
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;
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
140 #ifdef GL_INVALID_ENUM
141 case GL_INVALID_ENUM:
142 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_VALUE
146 case GL_INVALID_VALUE:
147 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
150 #ifdef GL_INVALID_OPERATION
151 case GL_INVALID_OPERATION:
152 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
155 #ifdef GL_STACK_OVERFLOW
156 case GL_STACK_OVERFLOW:
157 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
160 #ifdef GL_STACK_UNDERFLOW
161 case GL_STACK_UNDERFLOW:
162 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
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);
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);
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);
181 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
189 void SCR_ScreenShot_f (void);
191 typedef struct gltextureunit_s
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;
201 int t2d, t3d, tcubemap;
203 int rgbscale, alphascale;
205 int combinergb, combinealpha;
206 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207 int texmatrixenabled;
212 typedef struct gl_state_s
220 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
224 float polygonoffset[2];
227 float alphafuncvalue;
228 qboolean alphatocoverage;
231 unsigned int clientunit;
232 gltextureunit_t units[MAX_TEXTUREUNITS];
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;
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;
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;
257 void *preparevertices_tempdata;
258 size_t preparevertices_tempdatamaxsize;
259 r_vertexgeneric_t *preparevertices_vertexgeneric;
260 r_vertexmesh_t *preparevertices_vertexmesh;
261 int preparevertices_numvertices;
263 qboolean usevbo_staticvertex;
264 qboolean usevbo_staticindex;
265 qboolean usevbo_dynamicvertex;
266 qboolean usevbo_dynamicindex;
268 memexpandablearray_t meshbufferarray;
273 // rtexture_t *d3drt_depthtexture;
274 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
275 IDirect3DSurface9 *d3drt_depthsurface;
276 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
277 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
278 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
279 void *d3dvertexbuffer;
281 size_t d3dvertexsize;
286 static gl_state_t gl_state;
290 note: here's strip order for a terrain row:
297 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
299 *elements++ = i + row;
301 *elements++ = i + row + 1;
304 *elements++ = i + row + 1;
307 for (y = 0;y < rows - 1;y++)
309 for (x = 0;x < columns - 1;x++)
312 *elements++ = i + columns;
314 *elements++ = i + columns + 1;
317 *elements++ = i + columns + 1;
328 for (y = 0;y < rows - 1;y++)
330 for (x = 0;x < columns - 1;x++)
334 *elements++ = i + columns;
335 *elements++ = i + columns + 1;
336 *elements++ = i + columns;
337 *elements++ = i + columns + 1;
343 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
345 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
346 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
348 static void GL_VBOStats_f(void)
350 GL_Mesh_ListVBOs(true);
353 static void GL_Backend_ResetState(void);
355 static void R_Mesh_InitVertexDeclarations(void);
356 static void R_Mesh_DestroyVertexDeclarations(void);
358 static void R_Mesh_SetUseVBO(void)
360 switch(vid.renderpath)
362 case RENDERPATH_GL11:
363 case RENDERPATH_GL13:
364 case RENDERPATH_GL20:
365 case RENDERPATH_GLES1:
366 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
367 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
368 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
369 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
371 case RENDERPATH_D3D9:
372 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
373 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
375 case RENDERPATH_D3D10:
376 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
378 case RENDERPATH_D3D11:
379 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
381 case RENDERPATH_SOFT:
382 gl_state.usevbo_staticvertex = false;
383 gl_state.usevbo_staticindex = false;
384 gl_state.usevbo_dynamicvertex = false;
385 gl_state.usevbo_dynamicindex = false;
387 case RENDERPATH_GLES2:
388 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389 gl_state.usevbo_staticindex = false;
390 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
391 gl_state.usevbo_dynamicindex = false;
396 static void gl_backend_start(void)
398 memset(&gl_state, 0, sizeof(gl_state));
400 R_Mesh_InitVertexDeclarations();
403 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
405 Con_DPrintf("OpenGL backend started.\n");
409 GL_Backend_ResetState();
411 switch(vid.renderpath)
413 case RENDERPATH_GL11:
414 case RENDERPATH_GL13:
415 case RENDERPATH_GL20:
416 case RENDERPATH_GLES1:
417 case RENDERPATH_GLES2:
418 // fetch current fbo here (default fbo is not 0 on some GLES devices)
419 if (vid.support.ext_framebuffer_object)
420 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
422 case RENDERPATH_D3D9:
424 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
425 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
428 case RENDERPATH_D3D10:
429 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
431 case RENDERPATH_D3D11:
432 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
434 case RENDERPATH_SOFT:
439 static void gl_backend_shutdown(void)
441 Con_DPrint("OpenGL Backend shutting down\n");
443 switch(vid.renderpath)
445 case RENDERPATH_GL11:
446 case RENDERPATH_GL13:
447 case RENDERPATH_GL20:
448 case RENDERPATH_SOFT:
449 case RENDERPATH_GLES1:
450 case RENDERPATH_GLES2:
452 case RENDERPATH_D3D9:
454 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
455 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
458 case RENDERPATH_D3D10:
459 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
461 case RENDERPATH_D3D11:
462 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
466 if (gl_state.preparevertices_tempdata)
467 Mem_Free(gl_state.preparevertices_tempdata);
469 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
471 R_Mesh_DestroyVertexDeclarations();
473 memset(&gl_state, 0, sizeof(gl_state));
476 static void gl_backend_newmap(void)
480 static void gl_backend_devicelost(void)
483 r_meshbuffer_t *buffer;
485 gl_state.d3dvertexbuffer = NULL;
487 switch(vid.renderpath)
489 case RENDERPATH_GL11:
490 case RENDERPATH_GL13:
491 case RENDERPATH_GL20:
492 case RENDERPATH_SOFT:
493 case RENDERPATH_GLES1:
494 case RENDERPATH_GLES2:
496 case RENDERPATH_D3D9:
498 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
499 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
502 case RENDERPATH_D3D10:
503 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
505 case RENDERPATH_D3D11:
506 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
509 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
510 for (i = 0;i < endindex;i++)
512 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
513 if (!buffer || !buffer->isdynamic)
515 switch(vid.renderpath)
517 case RENDERPATH_GL11:
518 case RENDERPATH_GL13:
519 case RENDERPATH_GL20:
520 case RENDERPATH_SOFT:
521 case RENDERPATH_GLES1:
522 case RENDERPATH_GLES2:
524 case RENDERPATH_D3D9:
526 if (buffer->devicebuffer)
528 if (buffer->isindexbuffer)
529 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
531 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
532 buffer->devicebuffer = NULL;
536 case RENDERPATH_D3D10:
537 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
539 case RENDERPATH_D3D11:
540 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
546 static void gl_backend_devicerestored(void)
548 switch(vid.renderpath)
550 case RENDERPATH_GL11:
551 case RENDERPATH_GL13:
552 case RENDERPATH_GL20:
553 case RENDERPATH_SOFT:
554 case RENDERPATH_GLES1:
555 case RENDERPATH_GLES2:
557 case RENDERPATH_D3D9:
559 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
560 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
563 case RENDERPATH_D3D10:
564 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
566 case RENDERPATH_D3D11:
567 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
572 void gl_backend_init(void)
576 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
578 polygonelement3s[i * 3 + 0] = 0;
579 polygonelement3s[i * 3 + 1] = i + 1;
580 polygonelement3s[i * 3 + 2] = i + 2;
582 // elements for rendering a series of quads as triangles
583 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
585 quadelement3s[i * 6 + 0] = i * 4;
586 quadelement3s[i * 6 + 1] = i * 4 + 1;
587 quadelement3s[i * 6 + 2] = i * 4 + 2;
588 quadelement3s[i * 6 + 3] = i * 4;
589 quadelement3s[i * 6 + 4] = i * 4 + 2;
590 quadelement3s[i * 6 + 5] = i * 4 + 3;
593 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
594 polygonelement3i[i] = polygonelement3s[i];
595 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
596 quadelement3i[i] = quadelement3s[i];
598 Cvar_RegisterVariable(&r_render);
599 Cvar_RegisterVariable(&r_renderview);
600 Cvar_RegisterVariable(&r_waterwarp);
601 Cvar_RegisterVariable(&gl_polyblend);
602 Cvar_RegisterVariable(&v_flipped);
603 Cvar_RegisterVariable(&gl_dither);
604 Cvar_RegisterVariable(&gl_vbo);
605 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
606 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
607 Cvar_RegisterVariable(&gl_paranoid);
608 Cvar_RegisterVariable(&gl_printcheckerror);
610 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
611 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
612 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
614 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");
616 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
619 void GL_SetMirrorState(qboolean state);
621 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
625 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
626 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
628 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
630 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
631 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
632 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
634 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
639 switch(vid.renderpath)
641 case RENDERPATH_GL11:
642 case RENDERPATH_GL13:
643 case RENDERPATH_GL20:
644 case RENDERPATH_GLES1:
645 case RENDERPATH_GLES2:
648 case RENDERPATH_D3D9:
649 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
651 case RENDERPATH_D3D10:
652 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654 case RENDERPATH_D3D11:
655 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
657 case RENDERPATH_SOFT:
663 static int bboxedges[12][2] =
682 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
684 int i, ix1, iy1, ix2, iy2;
685 float x1, y1, x2, y2;
696 scissor[0] = r_refdef.view.viewport.x;
697 scissor[1] = r_refdef.view.viewport.y;
698 scissor[2] = r_refdef.view.viewport.width;
699 scissor[3] = r_refdef.view.viewport.height;
701 // if view is inside the box, just say yes it's visible
702 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
705 // transform all corners that are infront of the nearclip plane
706 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
707 plane4f[3] = r_refdef.view.frustum[4].dist;
709 for (i = 0;i < 8;i++)
711 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
712 dist[i] = DotProduct4(corner[i], plane4f);
713 sign[i] = dist[i] > 0;
716 VectorCopy(corner[i], vertex[numvertices]);
720 // if some points are behind the nearclip, add clipped edge points to make
721 // sure that the scissor boundary is complete
722 if (numvertices > 0 && numvertices < 8)
724 // add clipped edge points
725 for (i = 0;i < 12;i++)
729 if (sign[j] != sign[k])
731 f = dist[j] / (dist[j] - dist[k]);
732 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
738 // if we have no points to check, it is behind the view plane
742 // if we have some points to transform, check what screen area is covered
743 x1 = y1 = x2 = y2 = 0;
745 //Con_Printf("%i vertices to transform...\n", numvertices);
746 for (i = 0;i < numvertices;i++)
748 VectorCopy(vertex[i], v);
749 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
750 //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]);
753 if (x1 > v2[0]) x1 = v2[0];
754 if (x2 < v2[0]) x2 = v2[0];
755 if (y1 > v2[1]) y1 = v2[1];
756 if (y2 < v2[1]) y2 = v2[1];
765 // now convert the scissor rectangle to integer screen coordinates
766 ix1 = (int)(x1 - 1.0f);
767 //iy1 = vid.height - (int)(y2 - 1.0f);
768 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
769 iy1 = (int)(y1 - 1.0f);
770 ix2 = (int)(x2 + 1.0f);
771 //iy2 = vid.height - (int)(y1 + 1.0f);
772 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
773 iy2 = (int)(y2 + 1.0f);
774 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
776 // clamp it to the screen
777 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
778 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
779 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
780 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
782 // if it is inside out, it's not visible
783 if (ix2 <= ix1 || iy2 <= iy1)
786 // the light area is visible, set up the scissor rectangle
789 scissor[2] = ix2 - ix1;
790 scissor[3] = iy2 - iy1;
792 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
793 switch(vid.renderpath)
795 case RENDERPATH_D3D9:
796 case RENDERPATH_D3D10:
797 case RENDERPATH_D3D11:
798 scissor[1] = vid.height - scissor[1] - scissor[3];
800 case RENDERPATH_GL11:
801 case RENDERPATH_GL13:
802 case RENDERPATH_GL20:
803 case RENDERPATH_SOFT:
804 case RENDERPATH_GLES1:
805 case RENDERPATH_GLES2:
813 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
817 float clipPlane[4], v3[3], v4[3];
820 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
822 VectorSet(normal, normalx, normaly, normalz);
823 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
824 VectorScale(normal, -dist, v3);
825 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
826 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
827 clipPlane[3] = -DotProduct(v4, clipPlane);
831 // testing code for comparing results
833 VectorCopy4(clipPlane, clipPlane2);
834 R_EntityMatrix(&identitymatrix);
835 VectorSet(q, normal[0], normal[1], normal[2], -dist);
836 qglClipPlane(GL_CLIP_PLANE0, q);
837 qglGetClipPlane(GL_CLIP_PLANE0, q);
838 VectorCopy4(q, clipPlane);
842 // Calculate the clip-space corner point opposite the clipping plane
843 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
844 // transform it into camera space by multiplying it
845 // by the inverse of the projection matrix
846 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
847 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
849 q[3] = (1.0f + m[10]) / m[14];
851 // Calculate the scaled plane vector
852 d = 2.0f / DotProduct4(clipPlane, q);
854 // Replace the third row of the projection matrix
855 m[2] = clipPlane[0] * d;
856 m[6] = clipPlane[1] * d;
857 m[10] = clipPlane[2] * d + 1.0f;
858 m[14] = clipPlane[3] * d;
861 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)
863 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
865 memset(v, 0, sizeof(*v));
866 v->type = R_VIEWPORTTYPE_ORTHO;
867 v->cameramatrix = *cameramatrix;
874 memset(m, 0, sizeof(m));
875 m[0] = 2/(right - left);
876 m[5] = 2/(top - bottom);
877 m[10] = -2/(zFar - zNear);
878 m[12] = - (right + left)/(right - left);
879 m[13] = - (top + bottom)/(top - bottom);
880 m[14] = - (zFar + zNear)/(zFar - zNear);
882 switch(vid.renderpath)
884 case RENDERPATH_GL11:
885 case RENDERPATH_GL13:
886 case RENDERPATH_GL20:
887 case RENDERPATH_SOFT:
888 case RENDERPATH_GLES1:
889 case RENDERPATH_GLES2:
891 case RENDERPATH_D3D9:
892 case RENDERPATH_D3D10:
893 case RENDERPATH_D3D11:
894 m[10] = -1/(zFar - zNear);
895 m[14] = -zNear/(zFar-zNear);
898 v->screentodepth[0] = -farclip / (farclip - nearclip);
899 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
901 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
904 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
906 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
912 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
913 R_Viewport_TransformToScreen(v, test1, test2);
914 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
919 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)
921 matrix4x4_t tempmatrix, basematrix;
923 memset(v, 0, sizeof(*v));
925 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
926 v->cameramatrix = *cameramatrix;
933 memset(m, 0, sizeof(m));
934 m[0] = 1.0 / frustumx;
935 m[5] = 1.0 / frustumy;
936 m[10] = -(farclip + nearclip) / (farclip - nearclip);
938 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
939 v->screentodepth[0] = -farclip / (farclip - nearclip);
940 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
942 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
943 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
944 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
945 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
948 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
950 if(v_flipped.integer)
958 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
961 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)
963 matrix4x4_t tempmatrix, basematrix;
964 const float nudge = 1.0 - 1.0 / (1<<23);
966 memset(v, 0, sizeof(*v));
968 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
969 v->cameramatrix = *cameramatrix;
976 memset(m, 0, sizeof(m));
977 m[ 0] = 1.0 / frustumx;
978 m[ 5] = 1.0 / frustumy;
981 m[14] = -2 * nearclip * nudge;
982 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
983 v->screentodepth[1] = m[14] * -0.5;
985 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
986 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
987 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
988 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
991 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
993 if(v_flipped.integer)
1001 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1004 float cubeviewmatrix[6][16] =
1006 // standard cubemap projections
1044 float rectviewmatrix[6][16] =
1046 // sign-preserving cubemap projections
1085 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1087 matrix4x4_t tempmatrix, basematrix;
1089 memset(v, 0, sizeof(*v));
1090 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1091 v->cameramatrix = *cameramatrix;
1095 memset(m, 0, sizeof(m));
1097 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1099 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1101 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1102 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1103 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1106 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1108 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1111 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)
1113 matrix4x4_t tempmatrix, basematrix;
1115 memset(v, 0, sizeof(*v));
1116 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1117 v->cameramatrix = *cameramatrix;
1118 v->x = (side & 1) * size;
1119 v->y = (side >> 1) * size;
1123 memset(m, 0, sizeof(m));
1124 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1125 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1127 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1129 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1130 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1131 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1133 switch(vid.renderpath)
1135 case RENDERPATH_GL20:
1136 case RENDERPATH_GL13:
1137 case RENDERPATH_GL11:
1138 case RENDERPATH_SOFT:
1139 case RENDERPATH_GLES1:
1140 case RENDERPATH_GLES2:
1142 case RENDERPATH_D3D9:
1145 case RENDERPATH_D3D10:
1146 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1148 case RENDERPATH_D3D11:
1149 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1154 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1156 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1159 void R_SetViewport(const r_viewport_t *v)
1164 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1165 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1167 // copy over the matrices to our state
1168 gl_viewmatrix = v->viewmatrix;
1169 gl_projectionmatrix = v->projectmatrix;
1171 switch(vid.renderpath)
1173 case RENDERPATH_GL13:
1174 case RENDERPATH_GL11:
1175 case RENDERPATH_GLES1:
1176 #ifdef GL_PROJECTION
1178 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1179 // Load the projection matrix into OpenGL
1180 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1181 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1182 qglLoadMatrixf(m);CHECKGLERROR
1183 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1186 case RENDERPATH_D3D9:
1189 D3DVIEWPORT9 d3dviewport;
1190 d3dviewport.X = gl_viewport.x;
1191 d3dviewport.Y = gl_viewport.y;
1192 d3dviewport.Width = gl_viewport.width;
1193 d3dviewport.Height = gl_viewport.height;
1194 d3dviewport.MinZ = gl_state.depthrange[0];
1195 d3dviewport.MaxZ = gl_state.depthrange[1];
1196 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1200 case RENDERPATH_D3D10:
1201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1203 case RENDERPATH_D3D11:
1204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1206 case RENDERPATH_SOFT:
1207 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1209 case RENDERPATH_GL20:
1210 case RENDERPATH_GLES2:
1212 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1216 // force an update of the derived matrices
1217 gl_modelmatrixchanged = true;
1218 R_EntityMatrix(&gl_modelmatrix);
1221 void R_GetViewport(r_viewport_t *v)
1226 static void GL_BindVBO(int bufferobject)
1228 if (gl_state.vertexbufferobject != bufferobject)
1230 gl_state.vertexbufferobject = bufferobject;
1232 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1236 static void GL_BindEBO(int bufferobject)
1238 if (gl_state.elementbufferobject != bufferobject)
1240 gl_state.elementbufferobject = bufferobject;
1242 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1246 static void GL_BindUBO(int bufferobject)
1248 if (gl_state.uniformbufferobject != bufferobject)
1250 gl_state.uniformbufferobject = bufferobject;
1252 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1256 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1257 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1259 switch(vid.renderpath)
1261 case RENDERPATH_GL11:
1262 case RENDERPATH_GL13:
1263 case RENDERPATH_GL20:
1264 case RENDERPATH_GLES1:
1265 case RENDERPATH_GLES2:
1266 if (vid.support.arb_framebuffer_object)
1270 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1271 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1272 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1274 // FIXME: separate stencil attachment on GLES
1275 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1277 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1279 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1280 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1281 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1282 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1283 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1284 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1285 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1286 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1287 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1290 if (colortexture4 && qglDrawBuffersARB)
1292 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1293 qglReadBuffer(GL_NONE);CHECKGLERROR
1295 else if (colortexture3 && qglDrawBuffersARB)
1297 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1298 qglReadBuffer(GL_NONE);CHECKGLERROR
1300 else if (colortexture2 && qglDrawBuffersARB)
1302 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1303 qglReadBuffer(GL_NONE);CHECKGLERROR
1305 else if (colortexture && qglDrawBuffer)
1307 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1308 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1310 else if (qglDrawBuffer)
1312 qglDrawBuffer(GL_NONE);CHECKGLERROR
1313 qglReadBuffer(GL_NONE);CHECKGLERROR
1316 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1317 if (status != GL_FRAMEBUFFER_COMPLETE)
1319 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1320 gl_state.framebufferobject = 0; // GL unbinds it for us
1321 qglDeleteFramebuffers(1, (GLuint*)&temp);
1326 else if (vid.support.ext_framebuffer_object)
1330 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1331 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1332 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1333 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1334 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1335 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1336 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1337 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1338 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1339 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1340 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1341 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1342 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1345 if (colortexture4 && qglDrawBuffersARB)
1347 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1348 qglReadBuffer(GL_NONE);CHECKGLERROR
1350 else if (colortexture3 && qglDrawBuffersARB)
1352 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1353 qglReadBuffer(GL_NONE);CHECKGLERROR
1355 else if (colortexture2 && qglDrawBuffersARB)
1357 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1358 qglReadBuffer(GL_NONE);CHECKGLERROR
1360 else if (colortexture && qglDrawBuffer)
1362 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1363 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1365 else if (qglDrawBuffer)
1367 qglDrawBuffer(GL_NONE);CHECKGLERROR
1368 qglReadBuffer(GL_NONE);CHECKGLERROR
1371 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1372 if (status != GL_FRAMEBUFFER_COMPLETE)
1374 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1375 gl_state.framebufferobject = 0; // GL unbinds it for us
1376 qglDeleteFramebuffers(1, (GLuint*)&temp);
1382 case RENDERPATH_D3D9:
1383 case RENDERPATH_D3D10:
1384 case RENDERPATH_D3D11:
1386 case RENDERPATH_SOFT:
1392 void R_Mesh_DestroyFramebufferObject(int fbo)
1394 switch(vid.renderpath)
1396 case RENDERPATH_GL11:
1397 case RENDERPATH_GL13:
1398 case RENDERPATH_GL20:
1399 case RENDERPATH_GLES1:
1400 case RENDERPATH_GLES2:
1403 // GL clears the binding if we delete something bound
1404 if (gl_state.framebufferobject == fbo)
1405 gl_state.framebufferobject = 0;
1406 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1409 case RENDERPATH_D3D9:
1410 case RENDERPATH_D3D10:
1411 case RENDERPATH_D3D11:
1413 case RENDERPATH_SOFT:
1419 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1421 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1422 if (gl_state.d3drt_depthsurface != depthsurface)
1424 gl_state.d3drt_depthsurface = depthsurface;
1425 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1427 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1429 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1430 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1432 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1434 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1435 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1437 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1439 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1440 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1442 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1444 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1445 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1450 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1454 rtexture_t *textures[5];
1455 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1456 textures[4] = depthtexture;
1457 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1458 for (j = 0;j < 5;j++)
1460 for (i = 0;i < vid.teximageunits;i++)
1461 if (gl_state.units[i].texture == textures[j])
1462 R_Mesh_TexBind(i, NULL);
1463 // set up framebuffer object or render targets for the active rendering API
1464 switch(vid.renderpath)
1466 case RENDERPATH_GL11:
1467 case RENDERPATH_GL13:
1468 case RENDERPATH_GL20:
1469 case RENDERPATH_GLES1:
1470 case RENDERPATH_GLES2:
1471 if (gl_state.framebufferobject != fbo)
1473 gl_state.framebufferobject = fbo;
1474 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1477 case RENDERPATH_D3D9:
1479 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1480 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1483 IDirect3DSurface9 *surfaces[5];
1484 for (i = 0;i < 5;i++)
1489 if (textures[i]->d3dsurface)
1490 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1492 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1495 // set the render targets for real
1496 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1497 // release the texture surface levels (they won't be lost while bound...)
1498 for (i = 0;i < 5;i++)
1499 if (textures[i] && !textures[i]->d3dsurface)
1500 IDirect3DSurface9_Release(surfaces[i]);
1503 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1506 case RENDERPATH_D3D10:
1507 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1509 case RENDERPATH_D3D11:
1510 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1512 case RENDERPATH_SOFT:
1516 unsigned int *pointers[5];
1517 memset(pointers, 0, sizeof(pointers));
1518 for (i = 0;i < 5;i++)
1519 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1520 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1521 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1522 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1525 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1531 static int d3dcmpforglfunc(int f)
1535 case GL_NEVER: return D3DCMP_NEVER;
1536 case GL_LESS: return D3DCMP_LESS;
1537 case GL_EQUAL: return D3DCMP_EQUAL;
1538 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1539 case GL_GREATER: return D3DCMP_GREATER;
1540 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1541 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1542 case GL_ALWAYS: return D3DCMP_ALWAYS;
1543 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1547 static int d3dstencilopforglfunc(int f)
1551 case GL_KEEP: return D3DSTENCILOP_KEEP;
1552 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1553 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1554 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1559 static void GL_Backend_ResetState(void)
1562 gl_state.active = true;
1563 gl_state.depthtest = true;
1564 gl_state.alphatest = false;
1565 gl_state.alphafunc = GL_GEQUAL;
1566 gl_state.alphafuncvalue = 0.5f;
1567 gl_state.alphatocoverage = false;
1568 gl_state.blendfunc1 = GL_ONE;
1569 gl_state.blendfunc2 = GL_ZERO;
1570 gl_state.blend = false;
1571 gl_state.depthmask = GL_TRUE;
1572 gl_state.colormask = 15;
1573 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1574 gl_state.lockrange_first = 0;
1575 gl_state.lockrange_count = 0;
1576 gl_state.cullface = GL_FRONT;
1577 gl_state.cullfaceenable = false;
1578 gl_state.polygonoffset[0] = 0;
1579 gl_state.polygonoffset[1] = 0;
1580 gl_state.framebufferobject = 0;
1581 gl_state.depthfunc = GL_LEQUAL;
1583 switch(vid.renderpath)
1585 case RENDERPATH_D3D9:
1588 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1589 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1590 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1593 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1594 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1598 case RENDERPATH_D3D10:
1599 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1601 case RENDERPATH_D3D11:
1602 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1604 case RENDERPATH_GL11:
1605 case RENDERPATH_GL13:
1606 case RENDERPATH_GLES1:
1607 #ifdef GL_ALPHA_TEST
1610 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1611 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1612 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1613 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1614 qglDisable(GL_BLEND);CHECKGLERROR
1615 qglCullFace(gl_state.cullface);CHECKGLERROR
1616 qglDisable(GL_CULL_FACE);CHECKGLERROR
1617 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1618 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1619 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1620 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1622 if (vid.support.arb_vertex_buffer_object)
1624 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1625 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1628 if (vid.support.ext_framebuffer_object)
1630 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1631 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1634 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1635 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1637 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1638 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1639 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1641 if (vid.support.ext_framebuffer_object)
1642 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1644 gl_state.unit = MAX_TEXTUREUNITS;
1645 gl_state.clientunit = MAX_TEXTUREUNITS;
1646 for (i = 0;i < vid.texunits;i++)
1648 GL_ActiveTexture(i);
1649 GL_ClientActiveTexture(i);
1650 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1651 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1652 if (vid.support.ext_texture_3d)
1654 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1655 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1657 if (vid.support.arb_texture_cube_map)
1659 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1660 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1663 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1664 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1665 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1666 qglLoadIdentity();CHECKGLERROR
1667 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1668 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1673 case RENDERPATH_SOFT:
1674 DPSOFTRAST_ColorMask(1,1,1,1);
1675 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1676 DPSOFTRAST_CullFace(gl_state.cullface);
1677 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1678 DPSOFTRAST_DepthMask(gl_state.depthmask);
1679 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1680 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1681 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1683 case RENDERPATH_GL20:
1684 case RENDERPATH_GLES2:
1686 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1687 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1688 qglDisable(GL_BLEND);CHECKGLERROR
1689 qglCullFace(gl_state.cullface);CHECKGLERROR
1690 qglDisable(GL_CULL_FACE);CHECKGLERROR
1691 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1692 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1693 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1694 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1695 if (vid.support.arb_vertex_buffer_object)
1697 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1698 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1700 if (vid.support.ext_framebuffer_object)
1701 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1702 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1703 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1704 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1705 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1706 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1707 gl_state.unit = MAX_TEXTUREUNITS;
1708 gl_state.clientunit = MAX_TEXTUREUNITS;
1709 for (i = 0;i < vid.teximageunits;i++)
1711 GL_ActiveTexture(i);
1712 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1713 if (vid.support.ext_texture_3d)
1715 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1717 if (vid.support.arb_texture_cube_map)
1719 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1722 for (i = 0;i < vid.texarrayunits;i++)
1725 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1726 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1733 void GL_ActiveTexture(unsigned int num)
1735 if (gl_state.unit != num)
1737 gl_state.unit = num;
1738 switch(vid.renderpath)
1740 case RENDERPATH_GL11:
1741 case RENDERPATH_GL13:
1742 case RENDERPATH_GL20:
1743 case RENDERPATH_GLES1:
1744 case RENDERPATH_GLES2:
1745 if (qglActiveTexture)
1748 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1752 case RENDERPATH_D3D9:
1753 case RENDERPATH_D3D10:
1754 case RENDERPATH_D3D11:
1756 case RENDERPATH_SOFT:
1762 void GL_ClientActiveTexture(unsigned int num)
1764 if (gl_state.clientunit != num)
1766 gl_state.clientunit = num;
1767 switch(vid.renderpath)
1769 case RENDERPATH_GL11:
1770 case RENDERPATH_GL13:
1771 case RENDERPATH_GLES1:
1772 if (qglActiveTexture)
1775 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1779 case RENDERPATH_D3D9:
1780 case RENDERPATH_D3D10:
1781 case RENDERPATH_D3D11:
1783 case RENDERPATH_SOFT:
1785 case RENDERPATH_GL20:
1786 case RENDERPATH_GLES2:
1792 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1794 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1796 qboolean blendenable;
1797 gl_state.blendfunc1 = blendfunc1;
1798 gl_state.blendfunc2 = blendfunc2;
1799 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1800 switch(vid.renderpath)
1802 case RENDERPATH_GL11:
1803 case RENDERPATH_GL13:
1804 case RENDERPATH_GL20:
1805 case RENDERPATH_GLES1:
1806 case RENDERPATH_GLES2:
1808 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1809 if (gl_state.blend != blendenable)
1811 gl_state.blend = blendenable;
1812 if (!gl_state.blend)
1814 qglDisable(GL_BLEND);CHECKGLERROR
1818 qglEnable(GL_BLEND);CHECKGLERROR
1822 case RENDERPATH_D3D9:
1827 D3DBLEND d3dblendfunc[2];
1828 glblendfunc[0] = gl_state.blendfunc1;
1829 glblendfunc[1] = gl_state.blendfunc2;
1830 for (i = 0;i < 2;i++)
1832 switch(glblendfunc[i])
1834 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1835 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1836 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1837 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1838 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1839 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1840 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1841 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1842 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1843 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1846 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1847 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1848 if (gl_state.blend != blendenable)
1850 gl_state.blend = blendenable;
1851 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1856 case RENDERPATH_D3D10:
1857 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1859 case RENDERPATH_D3D11:
1860 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1862 case RENDERPATH_SOFT:
1863 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1869 void GL_DepthMask(int state)
1871 if (gl_state.depthmask != state)
1873 gl_state.depthmask = state;
1874 switch(vid.renderpath)
1876 case RENDERPATH_GL11:
1877 case RENDERPATH_GL13:
1878 case RENDERPATH_GL20:
1879 case RENDERPATH_GLES1:
1880 case RENDERPATH_GLES2:
1882 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1884 case RENDERPATH_D3D9:
1886 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1889 case RENDERPATH_D3D10:
1890 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1892 case RENDERPATH_D3D11:
1893 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1895 case RENDERPATH_SOFT:
1896 DPSOFTRAST_DepthMask(gl_state.depthmask);
1902 void GL_DepthTest(int state)
1904 if (gl_state.depthtest != state)
1906 gl_state.depthtest = state;
1907 switch(vid.renderpath)
1909 case RENDERPATH_GL11:
1910 case RENDERPATH_GL13:
1911 case RENDERPATH_GL20:
1912 case RENDERPATH_GLES1:
1913 case RENDERPATH_GLES2:
1915 if (gl_state.depthtest)
1917 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1921 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1924 case RENDERPATH_D3D9:
1926 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1929 case RENDERPATH_D3D10:
1930 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_D3D11:
1933 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 case RENDERPATH_SOFT:
1936 DPSOFTRAST_DepthTest(gl_state.depthtest);
1942 void GL_DepthFunc(int state)
1944 if (gl_state.depthfunc != state)
1946 gl_state.depthfunc = state;
1947 switch(vid.renderpath)
1949 case RENDERPATH_GL11:
1950 case RENDERPATH_GL13:
1951 case RENDERPATH_GL20:
1952 case RENDERPATH_GLES1:
1953 case RENDERPATH_GLES2:
1955 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1957 case RENDERPATH_D3D9:
1959 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1962 case RENDERPATH_D3D10:
1963 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965 case RENDERPATH_D3D11:
1966 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1968 case RENDERPATH_SOFT:
1969 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1975 void GL_DepthRange(float nearfrac, float farfrac)
1977 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1979 gl_state.depthrange[0] = nearfrac;
1980 gl_state.depthrange[1] = farfrac;
1981 switch(vid.renderpath)
1983 case RENDERPATH_GL11:
1984 case RENDERPATH_GL13:
1985 case RENDERPATH_GL20:
1986 case RENDERPATH_GLES1:
1987 case RENDERPATH_GLES2:
1989 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1991 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1994 case RENDERPATH_D3D9:
1997 D3DVIEWPORT9 d3dviewport;
1998 d3dviewport.X = gl_viewport.x;
1999 d3dviewport.Y = gl_viewport.y;
2000 d3dviewport.Width = gl_viewport.width;
2001 d3dviewport.Height = gl_viewport.height;
2002 d3dviewport.MinZ = gl_state.depthrange[0];
2003 d3dviewport.MaxZ = gl_state.depthrange[1];
2004 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2008 case RENDERPATH_D3D10:
2009 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011 case RENDERPATH_D3D11:
2012 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_SOFT:
2015 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2021 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)
2023 switch (vid.renderpath)
2025 case RENDERPATH_GL11:
2026 case RENDERPATH_GL13:
2027 case RENDERPATH_GL20:
2028 case RENDERPATH_GLES1:
2029 case RENDERPATH_GLES2:
2033 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2037 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2039 if (vid.support.ati_separate_stencil)
2041 qglStencilMask(writemask);CHECKGLERROR
2042 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2043 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2044 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2045 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2047 else if (vid.support.ext_stencil_two_side)
2049 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2050 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2051 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2052 qglStencilMask(writemask);CHECKGLERROR
2053 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2054 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2055 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2056 qglStencilMask(writemask);CHECKGLERROR
2057 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2058 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2062 case RENDERPATH_D3D9:
2064 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2065 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2066 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2067 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2068 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2069 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2070 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2071 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2072 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2073 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2074 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2075 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2076 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2079 case RENDERPATH_D3D10:
2080 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2082 case RENDERPATH_D3D11:
2083 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2085 case RENDERPATH_SOFT:
2086 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2091 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2093 switch (vid.renderpath)
2095 case RENDERPATH_GL11:
2096 case RENDERPATH_GL13:
2097 case RENDERPATH_GL20:
2098 case RENDERPATH_GLES1:
2099 case RENDERPATH_GLES2:
2103 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2107 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2109 if (vid.support.ext_stencil_two_side)
2111 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2112 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2115 qglStencilMask(writemask);CHECKGLERROR
2116 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2117 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2120 case RENDERPATH_D3D9:
2122 if (vid.support.ati_separate_stencil)
2123 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2124 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2125 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2126 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2127 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2128 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2129 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2130 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2131 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2134 case RENDERPATH_D3D10:
2135 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2137 case RENDERPATH_D3D11:
2138 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2140 case RENDERPATH_SOFT:
2141 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2146 void GL_PolygonOffset(float planeoffset, float depthoffset)
2148 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2150 gl_state.polygonoffset[0] = planeoffset;
2151 gl_state.polygonoffset[1] = depthoffset;
2152 switch(vid.renderpath)
2154 case RENDERPATH_GL11:
2155 case RENDERPATH_GL13:
2156 case RENDERPATH_GL20:
2157 case RENDERPATH_GLES1:
2158 case RENDERPATH_GLES2:
2159 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2161 case RENDERPATH_D3D9:
2163 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2164 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2167 case RENDERPATH_D3D10:
2168 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2170 case RENDERPATH_D3D11:
2171 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2173 case RENDERPATH_SOFT:
2174 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2180 void GL_SetMirrorState(qboolean state)
2182 if (v_flipped_state != state)
2184 v_flipped_state = state;
2185 if (gl_state.cullface == GL_BACK)
2186 gl_state.cullface = GL_FRONT;
2187 else if (gl_state.cullface == GL_FRONT)
2188 gl_state.cullface = GL_BACK;
2191 switch(vid.renderpath)
2193 case RENDERPATH_GL11:
2194 case RENDERPATH_GL13:
2195 case RENDERPATH_GL20:
2196 case RENDERPATH_GLES1:
2197 case RENDERPATH_GLES2:
2198 qglCullFace(gl_state.cullface);CHECKGLERROR
2200 case RENDERPATH_D3D9:
2202 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2205 case RENDERPATH_D3D10:
2206 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2208 case RENDERPATH_D3D11:
2209 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2211 case RENDERPATH_SOFT:
2212 DPSOFTRAST_CullFace(gl_state.cullface);
2218 void GL_CullFace(int state)
2222 if(state == GL_FRONT)
2224 else if(state == GL_BACK)
2228 switch(vid.renderpath)
2230 case RENDERPATH_GL11:
2231 case RENDERPATH_GL13:
2232 case RENDERPATH_GL20:
2233 case RENDERPATH_GLES1:
2234 case RENDERPATH_GLES2:
2237 if (state != GL_NONE)
2239 if (!gl_state.cullfaceenable)
2241 gl_state.cullfaceenable = true;
2242 qglEnable(GL_CULL_FACE);CHECKGLERROR
2244 if (gl_state.cullface != state)
2246 gl_state.cullface = state;
2247 qglCullFace(gl_state.cullface);CHECKGLERROR
2252 if (gl_state.cullfaceenable)
2254 gl_state.cullfaceenable = false;
2255 qglDisable(GL_CULL_FACE);CHECKGLERROR
2259 case RENDERPATH_D3D9:
2261 if (gl_state.cullface != state)
2263 gl_state.cullface = state;
2264 switch(gl_state.cullface)
2267 gl_state.cullfaceenable = false;
2268 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2271 gl_state.cullfaceenable = true;
2272 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2275 gl_state.cullfaceenable = true;
2276 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2282 case RENDERPATH_D3D10:
2283 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2285 case RENDERPATH_D3D11:
2286 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2288 case RENDERPATH_SOFT:
2289 if (gl_state.cullface != state)
2291 gl_state.cullface = state;
2292 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2293 DPSOFTRAST_CullFace(gl_state.cullface);
2299 void GL_AlphaTest(int state)
2301 if (gl_state.alphatest != state)
2303 gl_state.alphatest = state;
2304 switch(vid.renderpath)
2306 case RENDERPATH_GL11:
2307 case RENDERPATH_GL13:
2308 case RENDERPATH_GLES1:
2309 #ifdef GL_ALPHA_TEST
2310 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2312 if (gl_state.alphatest)
2314 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2318 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2322 case RENDERPATH_D3D9:
2323 case RENDERPATH_D3D10:
2324 case RENDERPATH_D3D11:
2325 case RENDERPATH_SOFT:
2326 case RENDERPATH_GL20:
2327 case RENDERPATH_GLES2:
2333 void GL_AlphaToCoverage(qboolean state)
2335 if (gl_state.alphatocoverage != state)
2337 gl_state.alphatocoverage = state;
2338 switch(vid.renderpath)
2340 case RENDERPATH_GL11:
2341 case RENDERPATH_GL13:
2342 case RENDERPATH_GLES1:
2343 case RENDERPATH_GLES2:
2344 case RENDERPATH_D3D9:
2345 case RENDERPATH_D3D10:
2346 case RENDERPATH_D3D11:
2347 case RENDERPATH_SOFT:
2349 case RENDERPATH_GL20:
2350 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2351 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2353 if (gl_state.alphatocoverage)
2355 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2356 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2360 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2361 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2369 void GL_ColorMask(int r, int g, int b, int a)
2371 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2372 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2373 if (gl_state.colormask != state)
2375 gl_state.colormask = state;
2376 switch(vid.renderpath)
2378 case RENDERPATH_GL11:
2379 case RENDERPATH_GL13:
2380 case RENDERPATH_GL20:
2381 case RENDERPATH_GLES1:
2382 case RENDERPATH_GLES2:
2384 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2386 case RENDERPATH_D3D9:
2388 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2391 case RENDERPATH_D3D10:
2392 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2394 case RENDERPATH_D3D11:
2395 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2397 case RENDERPATH_SOFT:
2398 DPSOFTRAST_ColorMask(r, g, b, a);
2404 void GL_Color(float cr, float cg, float cb, float ca)
2406 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)
2408 gl_state.color4f[0] = cr;
2409 gl_state.color4f[1] = cg;
2410 gl_state.color4f[2] = cb;
2411 gl_state.color4f[3] = ca;
2412 switch(vid.renderpath)
2414 case RENDERPATH_GL11:
2415 case RENDERPATH_GL13:
2416 case RENDERPATH_GLES1:
2418 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2421 case RENDERPATH_D3D9:
2422 case RENDERPATH_D3D10:
2423 case RENDERPATH_D3D11:
2424 // no equivalent in D3D
2426 case RENDERPATH_SOFT:
2427 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2429 case RENDERPATH_GL20:
2430 case RENDERPATH_GLES2:
2431 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2437 void GL_Scissor (int x, int y, int width, int height)
2439 switch(vid.renderpath)
2441 case RENDERPATH_GL11:
2442 case RENDERPATH_GL13:
2443 case RENDERPATH_GL20:
2444 case RENDERPATH_GLES1:
2445 case RENDERPATH_GLES2:
2447 qglScissor(x, y,width,height);
2450 case RENDERPATH_D3D9:
2456 d3drect.right = x + width;
2457 d3drect.bottom = y + height;
2458 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2462 case RENDERPATH_D3D10:
2463 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2465 case RENDERPATH_D3D11:
2466 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2468 case RENDERPATH_SOFT:
2469 DPSOFTRAST_Scissor(x, y, width, height);
2474 void GL_ScissorTest(int state)
2476 if (gl_state.scissortest != state)
2478 gl_state.scissortest = state;
2479 switch(vid.renderpath)
2481 case RENDERPATH_GL11:
2482 case RENDERPATH_GL13:
2483 case RENDERPATH_GL20:
2484 case RENDERPATH_GLES1:
2485 case RENDERPATH_GLES2:
2487 if(gl_state.scissortest)
2488 qglEnable(GL_SCISSOR_TEST);
2490 qglDisable(GL_SCISSOR_TEST);
2493 case RENDERPATH_D3D9:
2495 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2498 case RENDERPATH_D3D10:
2499 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2501 case RENDERPATH_D3D11:
2502 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2504 case RENDERPATH_SOFT:
2505 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2511 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2513 static const float blackcolor[4] = {0, 0, 0, 0};
2514 // prevent warnings when trying to clear a buffer that does not exist
2516 colorvalue = blackcolor;
2519 mask &= ~GL_STENCIL_BUFFER_BIT;
2522 switch(vid.renderpath)
2524 case RENDERPATH_GL11:
2525 case RENDERPATH_GL13:
2526 case RENDERPATH_GL20:
2527 case RENDERPATH_GLES1:
2528 case RENDERPATH_GLES2:
2530 if (mask & GL_COLOR_BUFFER_BIT)
2532 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2534 if (mask & GL_DEPTH_BUFFER_BIT)
2537 qglClearDepthf(depthvalue);CHECKGLERROR
2539 qglClearDepth(depthvalue);CHECKGLERROR
2542 if (mask & GL_STENCIL_BUFFER_BIT)
2544 qglClearStencil(stencilvalue);CHECKGLERROR
2546 qglClear(mask);CHECKGLERROR
2548 case RENDERPATH_D3D9:
2550 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);
2553 case RENDERPATH_D3D10:
2554 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2556 case RENDERPATH_D3D11:
2557 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2559 case RENDERPATH_SOFT:
2560 if (mask & GL_COLOR_BUFFER_BIT)
2561 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2562 if (mask & GL_DEPTH_BUFFER_BIT)
2563 DPSOFTRAST_ClearDepth(depthvalue);
2568 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2570 switch(vid.renderpath)
2572 case RENDERPATH_GL11:
2573 case RENDERPATH_GL13:
2574 case RENDERPATH_GL20:
2575 case RENDERPATH_GLES1:
2576 case RENDERPATH_GLES2:
2578 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2580 case RENDERPATH_D3D9:
2583 // LordHavoc: we can't directly download the backbuffer because it may be
2584 // multisampled, and it may not be lockable, so we blit it to a lockable
2585 // surface of the same dimensions (but without multisample) to resolve the
2586 // multisample buffer to a normal image, and then lock that...
2587 IDirect3DSurface9 *stretchsurface = NULL;
2588 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2590 D3DLOCKED_RECT lockedrect;
2591 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2593 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2596 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2597 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2598 memcpy(outpixels + line * width * 4, row, width * 4);
2599 IDirect3DSurface9_UnlockRect(stretchsurface);
2602 IDirect3DSurface9_Release(stretchsurface);
2605 //IDirect3DSurface9 *syssurface = NULL;
2606 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2607 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2608 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2609 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2610 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2611 //IDirect3DSurface9_UnlockRect(syssurface);
2612 //IDirect3DSurface9_Release(syssurface);
2616 case RENDERPATH_D3D10:
2617 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2619 case RENDERPATH_D3D11:
2620 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2622 case RENDERPATH_SOFT:
2623 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2628 // called at beginning of frame
2629 void R_Mesh_Start(void)
2632 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2634 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2636 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2637 Cvar_SetValueQuick(&gl_paranoid, 1);
2641 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2645 char compilelog[MAX_INPUTLINE];
2646 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2649 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2650 qglCompileShader(shaderobject);CHECKGLERROR
2651 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2652 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2653 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))
2655 int i, j, pretextlines = 0;
2656 for (i = 0;i < numstrings - 1;i++)
2657 for (j = 0;strings[i][j];j++)
2658 if (strings[i][j] == '\n')
2660 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2662 if (!shadercompiled)
2664 qglDeleteShader(shaderobject);CHECKGLERROR
2667 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2668 qglDeleteShader(shaderobject);CHECKGLERROR
2672 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)
2674 GLint programlinked;
2675 GLuint programobject = 0;
2676 char linklog[MAX_INPUTLINE];
2679 programobject = qglCreateProgram();CHECKGLERROR
2683 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2684 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2685 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2686 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2687 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2688 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2689 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2690 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2691 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2692 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2694 if(vid.support.gl20shaders130)
2695 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2698 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2701 #ifdef GL_GEOMETRY_SHADER
2702 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2706 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2709 qglLinkProgram(programobject);CHECKGLERROR
2710 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2711 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2714 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2715 Con_DPrintf("program link log:\n%s\n", linklog);
2716 // software vertex shader is ok but software fragment shader is WAY
2717 // too slow, fail program if so.
2718 // NOTE: this string might be ATI specific, but that's ok because the
2719 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2720 // software fragment shader due to low instruction and dependent
2722 if (strstr(linklog, "fragment shader will run in software"))
2723 programlinked = false;
2727 return programobject;
2729 qglDeleteProgram(programobject);CHECKGLERROR
2733 void GL_Backend_FreeProgram(unsigned int prog)
2736 qglDeleteProgram(prog);
2740 // renders triangles using vertices from the active arrays
2741 int paranoidblah = 0;
2742 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
2744 unsigned int numelements = numtriangles * 3;
2746 size_t bufferoffset3i;
2748 size_t bufferoffset3s;
2749 if (numvertices < 3 || numtriangles < 1)
2751 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2752 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);
2755 if (!gl_mesh_prefer_short_elements.integer)
2760 element3s_indexbuffer = NULL;
2763 // adjust the pointers for firsttriangle
2765 element3i += firsttriangle * 3;
2766 if (element3i_indexbuffer)
2767 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2769 element3s += firsttriangle * 3;
2770 if (element3s_indexbuffer)
2771 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2772 switch(vid.renderpath)
2774 case RENDERPATH_GL11:
2775 case RENDERPATH_GL13:
2776 case RENDERPATH_GL20:
2777 case RENDERPATH_GLES1:
2778 case RENDERPATH_GLES2:
2779 // check if the user specified to ignore static index buffers
2780 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2782 element3i_indexbuffer = NULL;
2783 element3s_indexbuffer = NULL;
2786 case RENDERPATH_D3D9:
2787 case RENDERPATH_D3D10:
2788 case RENDERPATH_D3D11:
2790 case RENDERPATH_SOFT:
2793 // upload a dynamic index buffer if needed
2796 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2797 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2801 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2802 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2804 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2805 bufferoffset3i = element3i_bufferoffset;
2806 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2807 bufferoffset3s = element3s_bufferoffset;
2808 r_refdef.stats[r_stat_draws]++;
2809 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2810 r_refdef.stats[r_stat_draws_elements] += numelements;
2811 if (gl_paranoid.integer)
2814 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2816 unsigned int j, size;
2818 // note: there's no validation done here on buffer objects because it
2819 // is somewhat difficult to get at the data, and gl_paranoid can be
2820 // used without buffer objects if the need arises
2821 // (the data could be gotten using glMapBuffer but it would be very
2822 // slow due to uncachable video memory reads)
2823 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2824 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2826 if (gl_state.pointer_vertex_pointer)
2827 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2829 if (gl_state.pointer_color_enabled)
2831 if (!qglIsEnabled(GL_COLOR_ARRAY))
2832 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2834 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2835 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2838 for (i = 0;i < vid.texarrayunits;i++)
2840 if (gl_state.units[i].arrayenabled)
2842 GL_ClientActiveTexture(i);
2843 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2844 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2846 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2847 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++)
2854 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2856 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2858 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2865 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2867 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2869 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2875 if (r_render.integer || r_refdef.draw2dstage)
2877 switch(vid.renderpath)
2879 case RENDERPATH_GL11:
2880 case RENDERPATH_GL13:
2881 case RENDERPATH_GL20:
2883 if (gl_mesh_testmanualfeeding.integer)
2886 unsigned int i, j, element;
2888 qglBegin(GL_TRIANGLES);
2889 if(vid.renderpath == RENDERPATH_GL20)
2891 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2894 element = element3i[i];
2896 element = element3s[i];
2898 element = firstvertex + i;
2899 for (j = 0;j < vid.texarrayunits;j++)
2901 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2903 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2905 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2906 if (gl_state.units[j].pointer_texcoord_components == 4)
2907 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2908 else if (gl_state.units[j].pointer_texcoord_components == 3)
2909 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2910 else if (gl_state.units[j].pointer_texcoord_components == 2)
2911 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2913 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2915 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2917 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2918 if (gl_state.units[j].pointer_texcoord_components == 4)
2919 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2920 else if (gl_state.units[j].pointer_texcoord_components == 3)
2921 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2922 else if (gl_state.units[j].pointer_texcoord_components == 2)
2923 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2924 else if (gl_state.units[j].pointer_texcoord_components == 1)
2925 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2927 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2929 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2930 if (gl_state.units[j].pointer_texcoord_components == 4)
2931 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));
2932 else if (gl_state.units[j].pointer_texcoord_components == 3)
2933 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2934 else if (gl_state.units[j].pointer_texcoord_components == 2)
2935 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2936 else if (gl_state.units[j].pointer_texcoord_components == 1)
2937 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2939 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2941 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2942 if (gl_state.units[j].pointer_texcoord_components == 4)
2943 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));
2944 else if (gl_state.units[j].pointer_texcoord_components == 3)
2945 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2946 else if (gl_state.units[j].pointer_texcoord_components == 2)
2947 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2948 else if (gl_state.units[j].pointer_texcoord_components == 1)
2949 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2951 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2953 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2954 if (gl_state.units[j].pointer_texcoord_components == 4)
2955 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2956 else if (gl_state.units[j].pointer_texcoord_components == 3)
2957 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2958 else if (gl_state.units[j].pointer_texcoord_components == 2)
2959 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2960 else if (gl_state.units[j].pointer_texcoord_components == 1)
2961 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2965 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2967 if (gl_state.pointer_color_gltype == GL_FLOAT)
2969 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2970 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2972 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2974 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2975 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2978 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2980 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2981 if (gl_state.pointer_vertex_components == 4)
2982 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2983 else if (gl_state.pointer_vertex_components == 3)
2984 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2986 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2992 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2995 element = element3i[i];
2997 element = element3s[i];
2999 element = firstvertex + i;
3000 for (j = 0;j < vid.texarrayunits;j++)
3002 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3004 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3006 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3007 if (vid.texarrayunits > 1)
3009 if (gl_state.units[j].pointer_texcoord_components == 4)
3010 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3011 else if (gl_state.units[j].pointer_texcoord_components == 3)
3012 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3013 else if (gl_state.units[j].pointer_texcoord_components == 2)
3014 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3016 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3020 if (gl_state.units[j].pointer_texcoord_components == 4)
3021 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3022 else if (gl_state.units[j].pointer_texcoord_components == 3)
3023 qglTexCoord3f(p[0], p[1], p[2]);
3024 else if (gl_state.units[j].pointer_texcoord_components == 2)
3025 qglTexCoord2f(p[0], p[1]);
3027 qglTexCoord1f(p[0]);
3030 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3032 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3033 if (vid.texarrayunits > 1)
3035 if (gl_state.units[j].pointer_texcoord_components == 4)
3036 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3037 else if (gl_state.units[j].pointer_texcoord_components == 3)
3038 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3039 else if (gl_state.units[j].pointer_texcoord_components == 2)
3040 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3041 else if (gl_state.units[j].pointer_texcoord_components == 1)
3042 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3046 if (gl_state.units[j].pointer_texcoord_components == 4)
3047 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3048 else if (gl_state.units[j].pointer_texcoord_components == 3)
3049 qglTexCoord3f(s[0], s[1], s[2]);
3050 else if (gl_state.units[j].pointer_texcoord_components == 2)
3051 qglTexCoord2f(s[0], s[1]);
3052 else if (gl_state.units[j].pointer_texcoord_components == 1)
3053 qglTexCoord1f(s[0]);
3056 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3058 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3059 if (vid.texarrayunits > 1)
3061 if (gl_state.units[j].pointer_texcoord_components == 4)
3062 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3063 else if (gl_state.units[j].pointer_texcoord_components == 3)
3064 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3065 else if (gl_state.units[j].pointer_texcoord_components == 2)
3066 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3067 else if (gl_state.units[j].pointer_texcoord_components == 1)
3068 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3072 if (gl_state.units[j].pointer_texcoord_components == 4)
3073 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3074 else if (gl_state.units[j].pointer_texcoord_components == 3)
3075 qglTexCoord3f(sb[0], sb[1], sb[2]);
3076 else if (gl_state.units[j].pointer_texcoord_components == 2)
3077 qglTexCoord2f(sb[0], sb[1]);
3078 else if (gl_state.units[j].pointer_texcoord_components == 1)
3079 qglTexCoord1f(sb[0]);
3084 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3086 if (gl_state.pointer_color_gltype == GL_FLOAT)
3088 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3089 qglColor4f(p[0], p[1], p[2], p[3]);
3091 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3093 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3094 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3097 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3099 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3100 if (gl_state.pointer_vertex_components == 4)
3101 qglVertex4f(p[0], p[1], p[2], p[3]);
3102 else if (gl_state.pointer_vertex_components == 3)
3103 qglVertex3f(p[0], p[1], p[2]);
3105 qglVertex2f(p[0], p[1]);
3113 else if (bufferobject3s)
3115 GL_BindEBO(bufferobject3s);
3117 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3119 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3125 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3129 else if (bufferobject3i)
3131 GL_BindEBO(bufferobject3i);
3133 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3135 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3141 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3149 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3151 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3157 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3165 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3167 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3173 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3179 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3183 case RENDERPATH_D3D9:
3185 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3187 if (element3s_indexbuffer)
3189 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3190 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3192 else if (element3i_indexbuffer)
3194 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3195 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3198 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3203 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3205 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3207 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3211 case RENDERPATH_D3D10:
3212 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3214 case RENDERPATH_D3D11:
3215 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3217 case RENDERPATH_SOFT:
3218 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3220 case RENDERPATH_GLES1:
3221 case RENDERPATH_GLES2:
3222 // GLES does not have glDrawRangeElements, and generally
3223 // underperforms with index buffers, so this code path is
3224 // relatively straightforward...
3226 if (gl_paranoid.integer)
3228 int r, prog, enabled, i;
3229 GLsizei attriblength;
3232 GLchar attribname[1024];
3233 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3234 if (r != GL_FRAMEBUFFER_COMPLETE)
3235 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3236 #ifndef GL_CURRENT_PROGRAM
3237 #define GL_CURRENT_PROGRAM 0x8B8D
3239 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3240 if (r < 0 || r > 10000)
3241 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3243 for (i = 0;i < 8;i++)
3245 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3248 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3249 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);
3255 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3260 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3265 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3273 // restores backend state, used when done with 3D rendering
3274 void R_Mesh_Finish(void)
3276 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3279 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3281 r_meshbuffer_t *buffer;
3282 if (isuniformbuffer)
3284 if (!vid.support.arb_uniform_buffer_object)
3289 if (!vid.support.arb_vertex_buffer_object)
3291 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3294 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3295 memset(buffer, 0, sizeof(*buffer));
3296 buffer->bufferobject = 0;
3297 buffer->devicebuffer = NULL;
3298 buffer->size = size;
3299 buffer->isindexbuffer = isindexbuffer;
3300 buffer->isuniformbuffer = isuniformbuffer;
3301 buffer->isdynamic = isdynamic;
3302 buffer->isindex16 = isindex16;
3303 strlcpy(buffer->name, name, sizeof(buffer->name));
3304 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3308 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3312 if (buffer->isindexbuffer)
3314 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3315 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3319 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3320 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3323 buffer->size = size;
3324 switch(vid.renderpath)
3326 case RENDERPATH_GL11:
3327 case RENDERPATH_GL13:
3328 case RENDERPATH_GL20:
3329 case RENDERPATH_GLES1:
3330 case RENDERPATH_GLES2:
3331 if (!buffer->bufferobject)
3332 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3333 if (buffer->isuniformbuffer)
3334 GL_BindUBO(buffer->bufferobject);
3335 else if (buffer->isindexbuffer)
3336 GL_BindEBO(buffer->bufferobject);
3338 GL_BindVBO(buffer->bufferobject);
3340 qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3342 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);
3343 if (buffer->isuniformbuffer)
3346 case RENDERPATH_D3D9:
3350 void *datapointer = NULL;
3351 if (buffer->isindexbuffer)
3353 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3354 if (offset+size > buffer->size || !buffer->devicebuffer)
3356 if (buffer->devicebuffer)
3357 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3358 buffer->devicebuffer = NULL;
3359 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)))
3360 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);
3361 buffer->devicebuffer = (void *)d3d9indexbuffer;
3362 buffer->size = offset+size;
3364 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3367 memcpy(datapointer, data, size);
3369 memset(datapointer, 0, size);
3370 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3375 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3376 if (offset+size > buffer->size || !buffer->devicebuffer)
3378 if (buffer->devicebuffer)
3379 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3380 buffer->devicebuffer = NULL;
3381 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)))
3382 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);
3383 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3384 buffer->size = offset+size;
3386 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3389 memcpy(datapointer, data, size);
3391 memset(datapointer, 0, size);
3392 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3398 case RENDERPATH_D3D10:
3399 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3401 case RENDERPATH_D3D11:
3402 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3404 case RENDERPATH_SOFT:
3409 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3413 switch(vid.renderpath)
3415 case RENDERPATH_GL11:
3416 case RENDERPATH_GL13:
3417 case RENDERPATH_GL20:
3418 case RENDERPATH_GLES1:
3419 case RENDERPATH_GLES2:
3420 // GL clears the binding if we delete something bound
3421 if (gl_state.uniformbufferobject == buffer->bufferobject)
3422 gl_state.uniformbufferobject = 0;
3423 if (gl_state.vertexbufferobject == buffer->bufferobject)
3424 gl_state.vertexbufferobject = 0;
3425 if (gl_state.elementbufferobject == buffer->bufferobject)
3426 gl_state.elementbufferobject = 0;
3427 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3429 case RENDERPATH_D3D9:
3431 if (gl_state.d3dvertexbuffer == (void *)buffer)
3432 gl_state.d3dvertexbuffer = NULL;
3433 if (buffer->devicebuffer)
3435 if (buffer->isindexbuffer)
3436 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3438 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3439 buffer->devicebuffer = NULL;
3443 case RENDERPATH_D3D10:
3444 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3446 case RENDERPATH_D3D11:
3447 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3449 case RENDERPATH_SOFT:
3452 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3455 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3456 void GL_Mesh_ListVBOs(qboolean printeach)
3461 int index16count, index16mem;
3462 int index32count, index32mem;
3463 int vertexcount, vertexmem;
3464 int uniformcount, uniformmem;
3465 int totalcount, totalmem;
3466 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3467 r_meshbuffer_t *buffer;
3468 memset(bufferstat, 0, sizeof(bufferstat));
3469 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3470 for (i = 0;i < endindex;i++)
3472 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3475 if (buffer->isuniformbuffer)
3476 type = R_BUFFERDATA_UNIFORM;
3477 else if (buffer->isindexbuffer && buffer->isindex16)
3478 type = R_BUFFERDATA_INDEX16;
3479 else if (buffer->isindexbuffer)
3480 type = R_BUFFERDATA_INDEX32;
3482 type = R_BUFFERDATA_VERTEX;
3483 isdynamic = buffer->isdynamic;
3484 bufferstat[type][isdynamic][0]++;
3485 bufferstat[type][isdynamic][1] += buffer->size;
3487 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3489 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3490 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3491 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3492 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3493 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3494 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3495 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3496 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3497 totalcount = index16count + index32count + vertexcount + uniformcount;
3498 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3499 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
3504 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3506 switch(vid.renderpath)
3508 case RENDERPATH_GL11:
3509 case RENDERPATH_GL13:
3510 case RENDERPATH_GLES1:
3511 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)
3513 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3514 gl_state.pointer_vertex_components = components;
3515 gl_state.pointer_vertex_gltype = gltype;
3516 gl_state.pointer_vertex_stride = stride;
3517 gl_state.pointer_vertex_pointer = pointer;
3518 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3519 gl_state.pointer_vertex_offset = bufferoffset;
3521 GL_BindVBO(bufferobject);
3522 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3525 case RENDERPATH_GL20:
3526 case RENDERPATH_GLES2:
3527 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)
3529 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3530 gl_state.pointer_vertex_components = components;
3531 gl_state.pointer_vertex_gltype = gltype;
3532 gl_state.pointer_vertex_stride = stride;
3533 gl_state.pointer_vertex_pointer = pointer;
3534 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3535 gl_state.pointer_vertex_offset = bufferoffset;
3537 GL_BindVBO(bufferobject);
3538 // LordHavoc: special flag added to gltype for unnormalized types
3539 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3542 case RENDERPATH_D3D9:
3543 case RENDERPATH_D3D10:
3544 case RENDERPATH_D3D11:
3545 case RENDERPATH_SOFT:
3550 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3552 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3553 // the pointer only.
3554 switch(vid.renderpath)
3556 case RENDERPATH_GL11:
3557 case RENDERPATH_GL13:
3558 case RENDERPATH_GLES1:
3563 // caller wants color array enabled
3564 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3565 if (!gl_state.pointer_color_enabled)
3567 gl_state.pointer_color_enabled = true;
3569 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3571 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)
3573 gl_state.pointer_color_components = components;
3574 gl_state.pointer_color_gltype = gltype;
3575 gl_state.pointer_color_stride = stride;
3576 gl_state.pointer_color_pointer = pointer;
3577 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3578 gl_state.pointer_color_offset = bufferoffset;
3580 GL_BindVBO(bufferobject);
3581 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3586 // caller wants color array disabled
3587 if (gl_state.pointer_color_enabled)
3589 gl_state.pointer_color_enabled = false;
3591 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3592 // when color array is on the glColor gets trashed, set it again
3593 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3598 case RENDERPATH_GL20:
3599 case RENDERPATH_GLES2:
3603 // caller wants color array enabled
3604 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3605 if (!gl_state.pointer_color_enabled)
3607 gl_state.pointer_color_enabled = true;
3609 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3611 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)
3613 gl_state.pointer_color_components = components;
3614 gl_state.pointer_color_gltype = gltype;
3615 gl_state.pointer_color_stride = stride;
3616 gl_state.pointer_color_pointer = pointer;
3617 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3618 gl_state.pointer_color_offset = bufferoffset;
3620 GL_BindVBO(bufferobject);
3621 // LordHavoc: special flag added to gltype for unnormalized types
3622 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3627 // caller wants color array disabled
3628 if (gl_state.pointer_color_enabled)
3630 gl_state.pointer_color_enabled = false;
3632 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3633 // when color array is on the glColor gets trashed, set it again
3634 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3638 case RENDERPATH_D3D9:
3639 case RENDERPATH_D3D10:
3640 case RENDERPATH_D3D11:
3641 case RENDERPATH_SOFT:
3646 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)
3648 gltextureunit_t *unit = gl_state.units + unitnum;
3649 // update array settings
3650 // note: there is no need to check bufferobject here because all cases
3651 // that involve a valid bufferobject also supply a texcoord array
3652 switch(vid.renderpath)
3654 case RENDERPATH_GL11:
3655 case RENDERPATH_GL13:
3656 case RENDERPATH_GLES1:
3661 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3662 // texture array unit is enabled, enable the array
3663 if (!unit->arrayenabled)
3665 unit->arrayenabled = true;
3666 GL_ClientActiveTexture(unitnum);
3667 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3670 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)
3672 unit->pointer_texcoord_components = components;
3673 unit->pointer_texcoord_gltype = gltype;
3674 unit->pointer_texcoord_stride = stride;
3675 unit->pointer_texcoord_pointer = pointer;
3676 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3677 unit->pointer_texcoord_offset = bufferoffset;
3678 GL_ClientActiveTexture(unitnum);
3679 GL_BindVBO(bufferobject);
3680 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3685 // texture array unit is disabled, disable the array
3686 if (unit->arrayenabled)
3688 unit->arrayenabled = false;
3689 GL_ClientActiveTexture(unitnum);
3690 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3695 case RENDERPATH_GL20:
3696 case RENDERPATH_GLES2:
3700 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3701 // texture array unit is enabled, enable the array
3702 if (!unit->arrayenabled)
3704 unit->arrayenabled = true;
3705 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3708 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)
3710 unit->pointer_texcoord_components = components;
3711 unit->pointer_texcoord_gltype = gltype;
3712 unit->pointer_texcoord_stride = stride;
3713 unit->pointer_texcoord_pointer = pointer;
3714 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3715 unit->pointer_texcoord_offset = bufferoffset;
3716 GL_BindVBO(bufferobject);
3717 // LordHavoc: special flag added to gltype for unnormalized types
3718 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3723 // texture array unit is disabled, disable the array
3724 if (unit->arrayenabled)
3726 unit->arrayenabled = false;
3727 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3731 case RENDERPATH_D3D9:
3732 case RENDERPATH_D3D10:
3733 case RENDERPATH_D3D11:
3734 case RENDERPATH_SOFT:
3739 int R_Mesh_TexBound(unsigned int unitnum, int id)
3741 gltextureunit_t *unit = gl_state.units + unitnum;
3742 if (unitnum >= vid.teximageunits)
3744 if (id == GL_TEXTURE_2D)
3746 if (id == GL_TEXTURE_3D)
3748 if (id == GL_TEXTURE_CUBE_MAP)
3749 return unit->tcubemap;
3753 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3755 switch(vid.renderpath)
3757 case RENDERPATH_GL11:
3758 case RENDERPATH_GL13:
3759 case RENDERPATH_GL20:
3760 case RENDERPATH_GLES1:
3761 case RENDERPATH_GLES2:
3762 R_Mesh_TexBind(0, tex);
3763 GL_ActiveTexture(0);CHECKGLERROR
3764 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3766 case RENDERPATH_D3D9:
3769 IDirect3DSurface9 *currentsurface = NULL;
3770 IDirect3DSurface9 *texturesurface = NULL;
3773 sourcerect.left = sx;
3774 sourcerect.top = sy;
3775 sourcerect.right = sx + width;
3776 sourcerect.bottom = sy + height;
3779 destrect.right = tx + width;
3780 destrect.bottom = ty + height;
3781 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3783 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3785 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3786 IDirect3DSurface9_Release(currentsurface);
3788 IDirect3DSurface9_Release(texturesurface);
3793 case RENDERPATH_D3D10:
3794 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3796 case RENDERPATH_D3D11:
3797 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3799 case RENDERPATH_SOFT:
3800 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3806 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};
3809 void R_Mesh_ClearBindingsForTexture(int texnum)
3811 gltextureunit_t *unit;
3812 unsigned int unitnum;
3813 // 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)
3814 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3816 unit = gl_state.units + unitnum;
3817 if (unit->t2d == texnum)
3819 if (unit->t3d == texnum)
3821 if (unit->tcubemap == texnum)
3822 unit->tcubemap = -1;
3826 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3828 gltextureunit_t *unit = gl_state.units + unitnum;
3829 int tex2d, tex3d, texcubemap, texnum;
3830 if (unitnum >= vid.teximageunits)
3832 // if (unit->texture == tex)
3834 switch(vid.renderpath)
3836 case RENDERPATH_GL20:
3837 case RENDERPATH_GLES2:
3840 tex = r_texture_white;
3841 // not initialized enough yet...
3845 unit->texture = tex;
3846 texnum = R_GetTexture(tex);
3847 switch(tex->gltexturetypeenum)
3849 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3850 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3851 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3854 case RENDERPATH_GL11:
3855 case RENDERPATH_GL13:
3856 case RENDERPATH_GLES1:
3857 unit->texture = tex;
3863 texnum = R_GetTexture(tex);
3864 switch(tex->gltexturetypeenum)
3872 case GL_TEXTURE_CUBE_MAP:
3873 texcubemap = texnum;
3877 // update 2d texture binding
3878 if (unit->t2d != tex2d)
3880 GL_ActiveTexture(unitnum);
3885 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3892 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3896 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3898 // update 3d texture binding
3899 if (unit->t3d != tex3d)
3901 GL_ActiveTexture(unitnum);
3906 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3913 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3917 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3919 // update cubemap texture binding
3920 if (unit->tcubemap != texcubemap)
3922 GL_ActiveTexture(unitnum);
3925 if (unit->tcubemap == 0)
3927 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3934 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3937 unit->tcubemap = texcubemap;
3938 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3941 case RENDERPATH_D3D9:
3944 extern cvar_t gl_texture_anisotropy;
3947 tex = r_texture_white;
3948 // not initialized enough yet...
3952 // upload texture if needed
3954 if (unit->texture == tex)
3956 unit->texture = tex;
3957 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3958 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3959 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3960 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3961 if (tex->d3daddressw)
3962 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3963 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3964 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3965 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3966 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3967 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3968 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3972 case RENDERPATH_D3D10:
3973 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3975 case RENDERPATH_D3D11:
3976 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3978 case RENDERPATH_SOFT:
3981 tex = r_texture_white;
3982 // not initialized enough yet...
3986 texnum = R_GetTexture(tex);
3987 if (unit->texture == tex)
3989 unit->texture = tex;
3990 DPSOFTRAST_SetTexture(unitnum, texnum);
3995 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3997 gltextureunit_t *unit = gl_state.units + unitnum;
3998 switch(vid.renderpath)
4000 case RENDERPATH_GL11:
4001 case RENDERPATH_GL13:
4002 case RENDERPATH_GL20:
4003 case RENDERPATH_GLES1:
4004 case RENDERPATH_GLES2:
4006 if (matrix && matrix->m[3][3])
4008 // texmatrix specified, check if it is different
4009 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4012 unit->texmatrixenabled = true;
4013 unit->matrix = *matrix;
4015 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4016 GL_ActiveTexture(unitnum);
4017 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4018 qglLoadMatrixf(glmatrix);CHECKGLERROR
4019 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4024 // no texmatrix specified, revert to identity
4025 if (unit->texmatrixenabled)
4027 unit->texmatrixenabled = false;
4028 unit->matrix = identitymatrix;
4030 GL_ActiveTexture(unitnum);
4031 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4032 qglLoadIdentity();CHECKGLERROR
4033 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4038 case RENDERPATH_D3D9:
4039 case RENDERPATH_D3D10:
4040 case RENDERPATH_D3D11:
4042 case RENDERPATH_SOFT:
4047 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4049 gltextureunit_t *unit = gl_state.units + unitnum;
4051 switch(vid.renderpath)
4053 case RENDERPATH_GL20:
4054 case RENDERPATH_GLES2:
4057 case RENDERPATH_GL13:
4058 case RENDERPATH_GLES1:
4059 #ifdef GL_TEXTURE_ENV
4060 // GL_ARB_texture_env_combine
4062 combinergb = GL_MODULATE;
4064 combinealpha = GL_MODULATE;
4069 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4071 if (combinergb == GL_DECAL)
4072 combinergb = GL_INTERPOLATE;
4073 if (unit->combine != GL_COMBINE)
4075 unit->combine = GL_COMBINE;
4076 GL_ActiveTexture(unitnum);
4077 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4078 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4080 if (unit->combinergb != combinergb)
4082 unit->combinergb = combinergb;
4083 GL_ActiveTexture(unitnum);
4084 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4086 if (unit->combinealpha != combinealpha)
4088 unit->combinealpha = combinealpha;
4089 GL_ActiveTexture(unitnum);
4090 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4092 if (unit->rgbscale != rgbscale)
4094 unit->rgbscale = rgbscale;
4095 GL_ActiveTexture(unitnum);
4096 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4098 if (unit->alphascale != alphascale)
4100 unit->alphascale = alphascale;
4101 GL_ActiveTexture(unitnum);
4102 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4107 if (unit->combine != combinergb)
4109 unit->combine = combinergb;
4110 GL_ActiveTexture(unitnum);
4111 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4116 case RENDERPATH_GL11:
4118 #ifdef GL_TEXTURE_ENV
4120 combinergb = GL_MODULATE;
4121 if (unit->combine != combinergb)
4123 unit->combine = combinergb;
4124 GL_ActiveTexture(unitnum);
4125 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4129 case RENDERPATH_D3D9:
4130 case RENDERPATH_D3D10:
4131 case RENDERPATH_D3D11:
4133 case RENDERPATH_SOFT:
4138 void R_Mesh_ResetTextureState(void)
4140 unsigned int unitnum;
4144 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4145 R_Mesh_TexBind(unitnum, NULL);
4146 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4147 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4148 switch(vid.renderpath)
4150 case RENDERPATH_GL20:
4151 case RENDERPATH_GLES2:
4152 case RENDERPATH_D3D9:
4153 case RENDERPATH_D3D10:
4154 case RENDERPATH_D3D11:
4155 case RENDERPATH_SOFT:
4157 case RENDERPATH_GL11:
4158 case RENDERPATH_GL13:
4159 case RENDERPATH_GLES1:
4160 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4162 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4163 R_Mesh_TexMatrix(unitnum, NULL);
4172 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4173 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4174 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4176 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4178 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4182 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4184 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4185 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4186 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4190 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4192 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4193 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4194 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4195 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4196 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4197 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4198 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4199 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4200 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4204 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4205 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4206 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4209 static void R_Mesh_InitVertexDeclarations(void)
4212 r_vertex3f_d3d9decl = NULL;
4213 r_vertexgeneric_d3d9decl = NULL;
4214 r_vertexmesh_d3d9decl = NULL;
4215 switch(vid.renderpath)
4217 case RENDERPATH_GL20:
4218 case RENDERPATH_GL13:
4219 case RENDERPATH_GL11:
4220 case RENDERPATH_GLES1:
4221 case RENDERPATH_GLES2:
4223 case RENDERPATH_D3D9:
4224 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4225 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4226 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4228 case RENDERPATH_D3D10:
4229 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4231 case RENDERPATH_D3D11:
4232 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4234 case RENDERPATH_SOFT:
4240 static void R_Mesh_DestroyVertexDeclarations(void)
4243 if (r_vertex3f_d3d9decl)
4244 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4245 r_vertex3f_d3d9decl = NULL;
4246 if (r_vertexgeneric_d3d9decl)
4247 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4248 r_vertexgeneric_d3d9decl = NULL;
4249 if (r_vertexmesh_d3d9decl)
4250 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4251 r_vertexmesh_d3d9decl = NULL;
4255 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4257 // upload temporary vertexbuffer for this rendering
4258 if (!gl_state.usevbo_staticvertex)
4259 vertexbuffer = NULL;
4260 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4261 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4262 switch(vid.renderpath)
4264 case RENDERPATH_GL20:
4265 case RENDERPATH_GLES2:
4268 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4269 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4270 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4271 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4272 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4273 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4274 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4275 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4276 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4277 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4281 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4282 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4283 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4284 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4285 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4286 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4287 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4288 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4289 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4290 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4293 case RENDERPATH_GL13:
4294 case RENDERPATH_GLES1:
4297 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4298 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4299 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4300 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4304 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4305 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4306 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4307 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4310 case RENDERPATH_GL11:
4313 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4314 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4315 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4319 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4320 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4321 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4324 case RENDERPATH_D3D9:
4326 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4328 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4330 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4331 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4332 gl_state.d3dvertexdata = (void *)vertex3f;
4333 gl_state.d3dvertexsize = sizeof(float[3]);
4336 case RENDERPATH_D3D10:
4337 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4339 case RENDERPATH_D3D11:
4340 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4342 case RENDERPATH_SOFT:
4343 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4344 DPSOFTRAST_SetColorPointer(NULL, 0);
4345 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4346 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4347 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4348 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4349 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4356 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4359 size = sizeof(r_vertexgeneric_t) * numvertices;
4360 if (gl_state.preparevertices_tempdatamaxsize < size)
4362 gl_state.preparevertices_tempdatamaxsize = size;
4363 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4365 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4366 gl_state.preparevertices_numvertices = numvertices;
4367 return gl_state.preparevertices_vertexgeneric;
4370 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4372 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4373 gl_state.preparevertices_vertexgeneric = NULL;
4374 gl_state.preparevertices_numvertices = 0;
4378 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4381 r_vertexgeneric_t *vertex;
4382 switch(vid.renderpath)
4384 case RENDERPATH_GL20:
4385 case RENDERPATH_GLES2:
4386 if (!vid.useinterleavedarrays && !gl_state.usevbo_dynamicvertex)
4388 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4389 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4390 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4391 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4392 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4393 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4394 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4395 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4396 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4397 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4401 case RENDERPATH_GL11:
4402 case RENDERPATH_GL13:
4403 case RENDERPATH_GLES1:
4404 if (!vid.useinterleavedarrays)
4406 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4407 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4408 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4409 if (vid.texunits >= 2)
4410 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4411 if (vid.texunits >= 3)
4412 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4416 case RENDERPATH_D3D9:
4417 case RENDERPATH_D3D10:
4418 case RENDERPATH_D3D11:
4420 case RENDERPATH_SOFT:
4421 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4422 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4423 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4424 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4425 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4426 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4427 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4431 // no quick path for this case, convert to vertex structs
4432 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4433 for (i = 0;i < numvertices;i++)
4434 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4437 for (i = 0;i < numvertices;i++)
4438 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4442 for (i = 0;i < numvertices;i++)
4443 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4446 for (i = 0;i < numvertices;i++)
4447 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4448 R_Mesh_PrepareVertices_Generic_Unlock();
4449 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4452 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4454 // upload temporary vertexbuffer for this rendering
4455 if (!gl_state.usevbo_staticvertex)
4456 vertexbuffer = NULL;
4457 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4458 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4459 switch(vid.renderpath)
4461 case RENDERPATH_GL20:
4462 case RENDERPATH_GLES2:
4465 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4466 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4467 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4468 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4469 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4470 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4471 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4472 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4473 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4474 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4478 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4479 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4480 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4481 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4482 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4483 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4484 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4485 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4486 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4487 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4490 case RENDERPATH_GL13:
4491 case RENDERPATH_GLES1:
4494 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4495 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4496 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4497 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
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 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4507 case RENDERPATH_GL11:
4510 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4511 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4512 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4516 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4517 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4518 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4521 case RENDERPATH_D3D9:
4523 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4525 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4527 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4528 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4529 gl_state.d3dvertexdata = (void *)vertex;
4530 gl_state.d3dvertexsize = sizeof(*vertex);
4533 case RENDERPATH_D3D10:
4534 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4536 case RENDERPATH_D3D11:
4537 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4539 case RENDERPATH_SOFT:
4540 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4541 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4542 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4543 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4544 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4545 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4546 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4553 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4556 size = sizeof(r_vertexmesh_t) * numvertices;
4557 if (gl_state.preparevertices_tempdatamaxsize < size)
4559 gl_state.preparevertices_tempdatamaxsize = size;
4560 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4562 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4563 gl_state.preparevertices_numvertices = numvertices;
4564 return gl_state.preparevertices_vertexmesh;
4567 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4569 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4570 gl_state.preparevertices_vertexmesh = NULL;
4571 gl_state.preparevertices_numvertices = 0;
4575 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)
4578 r_vertexmesh_t *vertex;
4579 switch(vid.renderpath)
4581 case RENDERPATH_GL20:
4582 case RENDERPATH_GLES2:
4583 if (!vid.useinterleavedarrays && !gl_state.usevbo_dynamicvertex)
4585 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4586 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4587 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4588 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4589 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4590 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4591 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4592 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4593 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4594 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4598 case RENDERPATH_GL11:
4599 case RENDERPATH_GL13:
4600 case RENDERPATH_GLES1:
4601 if (!vid.useinterleavedarrays)
4603 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4604 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4605 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4606 if (vid.texunits >= 2)
4607 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4608 if (vid.texunits >= 3)
4609 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4613 case RENDERPATH_D3D9:
4614 case RENDERPATH_D3D10:
4615 case RENDERPATH_D3D11:
4617 case RENDERPATH_SOFT:
4618 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4619 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4620 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4621 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4622 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4623 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4624 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4628 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4629 for (i = 0;i < numvertices;i++)
4630 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4632 for (i = 0;i < numvertices;i++)
4633 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4635 for (i = 0;i < numvertices;i++)
4636 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4638 for (i = 0;i < numvertices;i++)
4639 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4642 for (i = 0;i < numvertices;i++)
4643 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4647 for (i = 0;i < numvertices;i++)
4648 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4650 if (texcoordtexture2f)
4651 for (i = 0;i < numvertices;i++)
4652 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4653 if (texcoordlightmap2f)
4654 for (i = 0;i < numvertices;i++)
4655 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4656 R_Mesh_PrepareVertices_Mesh_Unlock();
4657 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4660 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4662 // upload temporary vertexbuffer for this rendering
4663 if (!gl_state.usevbo_staticvertex)
4664 vertexbuffer = NULL;
4665 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4666 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4667 switch(vid.renderpath)
4669 case RENDERPATH_GL20:
4670 case RENDERPATH_GLES2:
4673 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4674 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4675 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4676 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4677 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4678 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4679 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4680 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4681 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4682 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4686 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4687 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4688 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4689 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4690 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4691 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4692 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4693 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4694 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4695 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4698 case RENDERPATH_GL13:
4699 case RENDERPATH_GLES1:
4702 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4703 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4704 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4705 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4709 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4710 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4711 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4712 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4715 case RENDERPATH_GL11:
4718 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4719 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4720 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4724 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4725 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4726 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4729 case RENDERPATH_D3D9:
4731 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4733 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4735 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4736 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4737 gl_state.d3dvertexdata = (void *)vertex;
4738 gl_state.d3dvertexsize = sizeof(*vertex);
4741 case RENDERPATH_D3D10:
4742 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4744 case RENDERPATH_D3D11:
4745 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4747 case RENDERPATH_SOFT:
4748 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4749 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4750 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4751 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4752 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4753 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4754 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4759 void GL_BlendEquationSubtract(qboolean negated)
4763 switch(vid.renderpath)
4765 case RENDERPATH_GL11:
4766 case RENDERPATH_GL13:
4767 case RENDERPATH_GL20:
4768 case RENDERPATH_GLES1:
4769 case RENDERPATH_GLES2:
4770 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4772 case RENDERPATH_D3D9:
4774 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4777 case RENDERPATH_D3D10:
4778 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4780 case RENDERPATH_D3D11:
4781 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4783 case RENDERPATH_SOFT:
4784 DPSOFTRAST_BlendSubtract(true);
4790 switch(vid.renderpath)
4792 case RENDERPATH_GL11:
4793 case RENDERPATH_GL13:
4794 case RENDERPATH_GL20:
4795 case RENDERPATH_GLES1:
4796 case RENDERPATH_GLES2:
4797 qglBlendEquationEXT(GL_FUNC_ADD);
4799 case RENDERPATH_D3D9:
4801 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4804 case RENDERPATH_D3D10:
4805 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4807 case RENDERPATH_D3D11:
4808 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4810 case RENDERPATH_SOFT:
4811 DPSOFTRAST_BlendSubtract(false);