]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_backend.c
Remove some old fixed-function state tracking that wasn't needed.
[xonotic/darkplaces.git] / gl_backend.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4
5 // on GLES we have to use some proper #define's
6 #ifndef GL_FRAMEBUFFER
7 #define GL_FRAMEBUFFER                                   0x8D40
8 #define GL_DEPTH_ATTACHMENT                              0x8D00
9 #define GL_COLOR_ATTACHMENT0                             0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION                 0x0506
11 #endif
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1                             0x8CE1
14 #define GL_COLOR_ATTACHMENT2                             0x8CE2
15 #define GL_COLOR_ATTACHMENT3                             0x8CE3
16 #define GL_COLOR_ATTACHMENT4                             0x8CE4
17 #define GL_COLOR_ATTACHMENT5                             0x8CE5
18 #define GL_COLOR_ATTACHMENT6                             0x8CE6
19 #define GL_COLOR_ATTACHMENT7                             0x8CE7
20 #define GL_COLOR_ATTACHMENT8                             0x8CE8
21 #define GL_COLOR_ATTACHMENT9                             0x8CE9
22 #define GL_COLOR_ATTACHMENT10                            0x8CEA
23 #define GL_COLOR_ATTACHMENT11                            0x8CEB
24 #define GL_COLOR_ATTACHMENT12                            0x8CEC
25 #define GL_COLOR_ATTACHMENT13                            0x8CED
26 #define GL_COLOR_ATTACHMENT14                            0x8CEE
27 #define GL_COLOR_ATTACHMENT15                            0x8CEF
28 #endif
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER               0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER       0x8893
32 #endif
33 #ifndef GL_TEXTURE0
34 #define GL_TEXTURE0                                     0x84C0
35 #define GL_TEXTURE1                                     0x84C1
36 #define GL_TEXTURE2                                     0x84C2
37 #define GL_TEXTURE3                                     0x84C3
38 #define GL_TEXTURE4                                     0x84C4
39 #define GL_TEXTURE5                                     0x84C5
40 #define GL_TEXTURE6                                     0x84C6
41 #define GL_TEXTURE7                                     0x84C7
42 #define GL_TEXTURE8                                     0x84C8
43 #define GL_TEXTURE9                                     0x84C9
44 #define GL_TEXTURE10                            0x84CA
45 #define GL_TEXTURE11                            0x84CB
46 #define GL_TEXTURE12                            0x84CC
47 #define GL_TEXTURE13                            0x84CD
48 #define GL_TEXTURE14                            0x84CE
49 #define GL_TEXTURE15                            0x84CF
50 #define GL_TEXTURE16                            0x84D0
51 #define GL_TEXTURE17                            0x84D1
52 #define GL_TEXTURE18                            0x84D2
53 #define GL_TEXTURE19                            0x84D3
54 #define GL_TEXTURE20                            0x84D4
55 #define GL_TEXTURE21                            0x84D5
56 #define GL_TEXTURE22                            0x84D6
57 #define GL_TEXTURE23                            0x84D7
58 #define GL_TEXTURE24                            0x84D8
59 #define GL_TEXTURE25                            0x84D9
60 #define GL_TEXTURE26                            0x84DA
61 #define GL_TEXTURE27                            0x84DB
62 #define GL_TEXTURE28                            0x84DC
63 #define GL_TEXTURE29                            0x84DD
64 #define GL_TEXTURE30                            0x84DE
65 #define GL_TEXTURE31                            0x84DF
66 #endif
67
68 #ifndef GL_TEXTURE_3D
69 #define GL_TEXTURE_3D                           0x806F
70 #endif
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP                 0x8513
73 #endif
74
75
76 #define MAX_RENDERTARGETS 4
77
78 cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages.  (note: enabling may not take effect until vid_restart on some drivers)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
86
87 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
88 qboolean v_flipped_state = false;
89
90 r_viewport_t gl_viewport;
91 matrix4x4_t gl_modelmatrix;
92 matrix4x4_t gl_viewmatrix;
93 matrix4x4_t gl_modelviewmatrix;
94 matrix4x4_t gl_projectionmatrix;
95 matrix4x4_t gl_modelviewprojectionmatrix;
96 float gl_modelview16f[16];
97 float gl_modelviewprojection16f[16];
98 qboolean gl_modelmatrixchanged;
99
100 int gl_maxdrawrangeelementsvertices;
101 int gl_maxdrawrangeelementsindices;
102
103 #ifdef DEBUGGL
104 int gl_errornumber = 0;
105
106 void GL_PrintError(int errornumber, const char *filename, int linenumber)
107 {
108         switch(errornumber)
109         {
110 #ifdef GL_INVALID_ENUM
111         case GL_INVALID_ENUM:
112                 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
113                 break;
114 #endif
115 #ifdef GL_INVALID_VALUE
116         case GL_INVALID_VALUE:
117                 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
118                 break;
119 #endif
120 #ifdef GL_INVALID_OPERATION
121         case GL_INVALID_OPERATION:
122                 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
123                 break;
124 #endif
125 #ifdef GL_STACK_OVERFLOW
126         case GL_STACK_OVERFLOW:
127                 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
128                 break;
129 #endif
130 #ifdef GL_STACK_UNDERFLOW
131         case GL_STACK_UNDERFLOW:
132                 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
133                 break;
134 #endif
135 #ifdef GL_OUT_OF_MEMORY
136         case GL_OUT_OF_MEMORY:
137                 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
138                 break;
139 #endif
140 #ifdef GL_TABLE_TOO_LARGE
141         case GL_TABLE_TOO_LARGE:
142                 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
143                 break;
144 #endif
145 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
146         case GL_INVALID_FRAMEBUFFER_OPERATION:
147                 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
148                 break;
149 #endif
150         default:
151                 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
152                 break;
153         }
154 }
155
156 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
157 {
158         const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
159         switch (severity)
160         {
161         case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
162         case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
163         case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
164         }
165         switch (type)
166         {
167         case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
168         case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
169         case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
170         case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
171         case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
172         case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
173         }
174         switch (source)
175         {
176         case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
177         case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
178         case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
179         case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
180         case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
181         case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
182         }
183         Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
184 }
185 #endif
186
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
188
189 void SCR_ScreenShot_f (void);
190
191 typedef struct gltextureunit_s
192 {
193         int pointer_texcoord_components;
194         int pointer_texcoord_gltype;
195         size_t pointer_texcoord_stride;
196         const void *pointer_texcoord_pointer;
197         const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198         size_t pointer_texcoord_offset;
199
200         rtexture_t *texture;
201         int t2d, t3d, tcubemap;
202         int arrayenabled;
203 }
204 gltextureunit_t;
205
206 typedef struct gl_state_s
207 {
208         int cullface;
209         int cullfaceenable;
210         int blendfunc1;
211         int blendfunc2;
212         qboolean blend;
213         GLboolean depthmask;
214         int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
215         int depthtest;
216         int depthfunc;
217         float depthrange[2];
218         float polygonoffset[2];
219         qboolean alphatocoverage;
220         int scissortest;
221         unsigned int unit;
222         gltextureunit_t units[MAX_TEXTUREUNITS];
223         float color4f[4];
224         int lockrange_first;
225         int lockrange_count;
226         int vertexbufferobject;
227         int elementbufferobject;
228         int uniformbufferobject;
229         int framebufferobject;
230         int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
231         qboolean pointer_color_enabled;
232
233         int pointer_vertex_components;
234         int pointer_vertex_gltype;
235         size_t pointer_vertex_stride;
236         const void *pointer_vertex_pointer;
237         const r_meshbuffer_t *pointer_vertex_vertexbuffer;
238         size_t pointer_vertex_offset;
239
240         int pointer_color_components;
241         int pointer_color_gltype;
242         size_t pointer_color_stride;
243         const void *pointer_color_pointer;
244         const r_meshbuffer_t *pointer_color_vertexbuffer;
245         size_t pointer_color_offset;
246
247         void *preparevertices_tempdata;
248         size_t preparevertices_tempdatamaxsize;
249         int preparevertices_numvertices;
250
251         memexpandablearray_t meshbufferarray;
252
253         qboolean active;
254 }
255 gl_state_t;
256
257 static gl_state_t gl_state;
258
259
260 /*
261 note: here's strip order for a terrain row:
262 0--1--2--3--4
263 |\ |\ |\ |\ |
264 | \| \| \| \|
265 A--B--C--D--E
266 clockwise
267
268 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
269
270 *elements++ = i + row;
271 *elements++ = i;
272 *elements++ = i + row + 1;
273 *elements++ = i;
274 *elements++ = i + 1;
275 *elements++ = i + row + 1;
276
277
278 for (y = 0;y < rows - 1;y++)
279 {
280         for (x = 0;x < columns - 1;x++)
281         {
282                 i = y * rows + x;
283                 *elements++ = i + columns;
284                 *elements++ = i;
285                 *elements++ = i + columns + 1;
286                 *elements++ = i;
287                 *elements++ = i + 1;
288                 *elements++ = i + columns + 1;
289         }
290 }
291
292 alternative:
293 0--1--2--3--4
294 | /| /|\ | /|
295 |/ |/ | \|/ |
296 A--B--C--D--E
297 counterclockwise
298
299 for (y = 0;y < rows - 1;y++)
300 {
301         for (x = 0;x < columns - 1;x++)
302         {
303                 i = y * rows + x;
304                 *elements++ = i;
305                 *elements++ = i + columns;
306                 *elements++ = i + columns + 1;
307                 *elements++ = i + columns;
308                 *elements++ = i + columns + 1;
309                 *elements++ = i + 1;
310         }
311 }
312 */
313
314 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
315 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
316 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
317 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
318
319 static void GL_VBOStats_f(void)
320 {
321         GL_Mesh_ListVBOs(true);
322 }
323
324 static void GL_Backend_ResetState(void);
325
326 static void gl_backend_start(void)
327 {
328         memset(&gl_state, 0, sizeof(gl_state));
329
330         Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
331
332         Con_DPrintf("OpenGL backend started.\n");
333
334         CHECKGLERROR
335
336         GL_Backend_ResetState();
337
338         switch(vid.renderpath)
339         {
340         case RENDERPATH_GL32:
341         case RENDERPATH_GLES2:
342                 // fetch current fbo here (default fbo is not 0 on some GLES devices)
343                 CHECKGLERROR
344                 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
345                 break;
346         }
347 }
348
349 static void gl_backend_shutdown(void)
350 {
351         Con_DPrint("OpenGL Backend shutting down\n");
352
353         switch(vid.renderpath)
354         {
355         case RENDERPATH_GL32:
356         case RENDERPATH_GLES2:
357                 break;
358         }
359
360         if (gl_state.preparevertices_tempdata)
361                 Mem_Free(gl_state.preparevertices_tempdata);
362
363         Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
364
365         memset(&gl_state, 0, sizeof(gl_state));
366 }
367
368 static void gl_backend_newmap(void)
369 {
370 }
371
372 static void gl_backend_devicelost(void)
373 {
374         int i, endindex;
375         r_meshbuffer_t *buffer;
376         switch(vid.renderpath)
377         {
378         case RENDERPATH_GL32:
379         case RENDERPATH_GLES2:
380                 break;
381         }
382         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
383         for (i = 0;i < endindex;i++)
384         {
385                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
386                 if (!buffer || !buffer->isdynamic)
387                         continue;
388                 switch(vid.renderpath)
389                 {
390                 case RENDERPATH_GL32:
391                 case RENDERPATH_GLES2:
392                         break;
393                 }
394         }
395 }
396
397 static void gl_backend_devicerestored(void)
398 {
399         switch(vid.renderpath)
400         {
401         case RENDERPATH_GL32:
402         case RENDERPATH_GLES2:
403                 break;
404         }
405 }
406
407 void gl_backend_init(void)
408 {
409         int i;
410
411         for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
412         {
413                 polygonelement3s[i * 3 + 0] = 0;
414                 polygonelement3s[i * 3 + 1] = i + 1;
415                 polygonelement3s[i * 3 + 2] = i + 2;
416         }
417         // elements for rendering a series of quads as triangles
418         for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
419         {
420                 quadelement3s[i * 6 + 0] = i * 4;
421                 quadelement3s[i * 6 + 1] = i * 4 + 1;
422                 quadelement3s[i * 6 + 2] = i * 4 + 2;
423                 quadelement3s[i * 6 + 3] = i * 4;
424                 quadelement3s[i * 6 + 4] = i * 4 + 2;
425                 quadelement3s[i * 6 + 5] = i * 4 + 3;
426         }
427
428         for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
429                 polygonelement3i[i] = polygonelement3s[i];
430         for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
431                 quadelement3i[i] = quadelement3s[i];
432
433         Cvar_RegisterVariable(&r_render);
434         Cvar_RegisterVariable(&r_renderview);
435         Cvar_RegisterVariable(&r_waterwarp);
436         Cvar_RegisterVariable(&gl_polyblend);
437         Cvar_RegisterVariable(&v_flipped);
438         Cvar_RegisterVariable(&gl_debug);
439         Cvar_RegisterVariable(&gl_paranoid);
440         Cvar_RegisterVariable(&gl_printcheckerror);
441
442         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");
443
444         R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
445 }
446
447 void GL_SetMirrorState(qboolean state);
448
449 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
450 {
451         vec4_t temp;
452         float iw;
453         Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
454         Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
455         iw = 1.0f / out[3];
456         out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
457
458         // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
459         //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
460         out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
461
462         out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
463 }
464
465 void GL_Finish(void)
466 {
467         switch(vid.renderpath)
468         {
469         case RENDERPATH_GL32:
470         case RENDERPATH_GLES2:
471                 CHECKGLERROR
472                 qglFinish();CHECKGLERROR
473                 break;
474         }
475 }
476
477 static int bboxedges[12][2] =
478 {
479         // top
480         {0, 1}, // +X
481         {0, 2}, // +Y
482         {1, 3}, // Y, +X
483         {2, 3}, // X, +Y
484         // bottom
485         {4, 5}, // +X
486         {4, 6}, // +Y
487         {5, 7}, // Y, +X
488         {6, 7}, // X, +Y
489         // verticals
490         {0, 4}, // +Z
491         {1, 5}, // X, +Z
492         {2, 6}, // Y, +Z
493         {3, 7}, // XY, +Z
494 };
495
496 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
497 {
498         int i, ix1, iy1, ix2, iy2;
499         float x1, y1, x2, y2;
500         vec4_t v, v2;
501         float vertex[20][3];
502         int j, k;
503         vec4_t plane4f;
504         int numvertices;
505         float corner[8][4];
506         float dist[8];
507         int sign[8];
508         float f;
509
510         scissor[0] = r_refdef.view.viewport.x;
511         scissor[1] = r_refdef.view.viewport.y;
512         scissor[2] = r_refdef.view.viewport.width;
513         scissor[3] = r_refdef.view.viewport.height;
514
515         // if view is inside the box, just say yes it's visible
516         if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
517                 return false;
518
519         // transform all corners that are infront of the nearclip plane
520         VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
521         plane4f[3] = r_refdef.view.frustum[4].dist;
522         numvertices = 0;
523         for (i = 0;i < 8;i++)
524         {
525                 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
526                 dist[i] = DotProduct4(corner[i], plane4f);
527                 sign[i] = dist[i] > 0;
528                 if (!sign[i])
529                 {
530                         VectorCopy(corner[i], vertex[numvertices]);
531                         numvertices++;
532                 }
533         }
534         // if some points are behind the nearclip, add clipped edge points to make
535         // sure that the scissor boundary is complete
536         if (numvertices > 0 && numvertices < 8)
537         {
538                 // add clipped edge points
539                 for (i = 0;i < 12;i++)
540                 {
541                         j = bboxedges[i][0];
542                         k = bboxedges[i][1];
543                         if (sign[j] != sign[k])
544                         {
545                                 f = dist[j] / (dist[j] - dist[k]);
546                                 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
547                                 numvertices++;
548                         }
549                 }
550         }
551
552         // if we have no points to check, it is behind the view plane
553         if (!numvertices)
554                 return true;
555
556         // if we have some points to transform, check what screen area is covered
557         x1 = y1 = x2 = y2 = 0;
558         v[3] = 1.0f;
559         //Con_Printf("%i vertices to transform...\n", numvertices);
560         for (i = 0;i < numvertices;i++)
561         {
562                 VectorCopy(vertex[i], v);
563                 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
564                 //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]);
565                 if (i)
566                 {
567                         if (x1 > v2[0]) x1 = v2[0];
568                         if (x2 < v2[0]) x2 = v2[0];
569                         if (y1 > v2[1]) y1 = v2[1];
570                         if (y2 < v2[1]) y2 = v2[1];
571                 }
572                 else
573                 {
574                         x1 = x2 = v2[0];
575                         y1 = y2 = v2[1];
576                 }
577         }
578
579         // now convert the scissor rectangle to integer screen coordinates
580         ix1 = (int)(x1 - 1.0f);
581         //iy1 = vid.height - (int)(y2 - 1.0f);
582         //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
583         iy1 = (int)(y1 - 1.0f);
584         ix2 = (int)(x2 + 1.0f);
585         //iy2 = vid.height - (int)(y1 + 1.0f);
586         //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
587         iy2 = (int)(y2 + 1.0f);
588         //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
589
590         // clamp it to the screen
591         if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
592         if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
593         if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
594         if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
595
596         // if it is inside out, it's not visible
597         if (ix2 <= ix1 || iy2 <= iy1)
598                 return true;
599
600         // the light area is visible, set up the scissor rectangle
601         scissor[0] = ix1;
602         scissor[1] = iy1;
603         scissor[2] = ix2 - ix1;
604         scissor[3] = iy2 - iy1;
605
606         // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
607         switch(vid.renderpath)
608         {
609         case RENDERPATH_GL32:
610         case RENDERPATH_GLES2:
611                 break;
612         }
613
614         return false;
615 }
616
617
618 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
619 {
620         float q[4];
621         float d;
622         float clipPlane[4], v3[3], v4[3];
623         float normal[3];
624
625         // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
626
627         VectorSet(normal, normalx, normaly, normalz);
628         Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
629         VectorScale(normal, -dist, v3);
630         Matrix4x4_Transform(&v->viewmatrix, v3, v4);
631         // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
632         clipPlane[3] = -DotProduct(v4, clipPlane);
633
634         // Calculate the clip-space corner point opposite the clipping plane
635         // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
636         // transform it into camera space by multiplying it
637         // by the inverse of the projection matrix
638         q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
639         q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
640         q[2] = -1.0f;
641         q[3] = (1.0f + m[10]) / m[14];
642
643         // Calculate the scaled plane vector
644         d = 2.0f / DotProduct4(clipPlane, q);
645
646         // Replace the third row of the projection matrix
647         m[2] = clipPlane[0] * d;
648         m[6] = clipPlane[1] * d;
649         m[10] = clipPlane[2] * d + 1.0f;
650         m[14] = clipPlane[3] * d;
651 }
652
653 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)
654 {
655         float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
656         float m[16];
657         memset(v, 0, sizeof(*v));
658         v->type = R_VIEWPORTTYPE_ORTHO;
659         v->cameramatrix = *cameramatrix;
660         v->x = x;
661         v->y = y;
662         v->z = 0;
663         v->width = width;
664         v->height = height;
665         v->depth = 1;
666         memset(m, 0, sizeof(m));
667         m[0]  = 2/(right - left);
668         m[5]  = 2/(top - bottom);
669         m[10] = -2/(zFar - zNear);
670         m[12] = - (right + left)/(right - left);
671         m[13] = - (top + bottom)/(top - bottom);
672         m[14] = - (zFar + zNear)/(zFar - zNear);
673         m[15] = 1;
674         switch(vid.renderpath)
675         {
676         case RENDERPATH_GL32:
677         case RENDERPATH_GLES2:
678                 break;
679         }
680         v->screentodepth[0] = -farclip / (farclip - nearclip);
681         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
682
683         Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
684
685         if (nearplane)
686                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
687
688         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
689
690 #if 0
691         {
692                 vec4_t test1;
693                 vec4_t test2;
694                 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
695                 R_Viewport_TransformToScreen(v, test1, test2);
696                 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
697         }
698 #endif
699 }
700
701 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
702 {
703         matrix4x4_t tempmatrix, basematrix;
704         float m[16];
705         memset(v, 0, sizeof(*v));
706
707         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
708         v->cameramatrix = *cameramatrix;
709         v->x = x;
710         v->y = y;
711         v->z = 0;
712         v->width = width;
713         v->height = height;
714         v->depth = 1;
715         memset(m, 0, sizeof(m));
716         m[0]  = 1.0 / frustumx;
717         m[5]  = 1.0 / frustumy;
718         m[10] = -2 / (farclip - nearclip);
719         m[14] = -(farclip + nearclip) / (farclip - nearclip);
720         m[15] = 1;
721         v->screentodepth[0] = -farclip / (farclip - nearclip);
722         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
723
724         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
725         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
726         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
727         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
728
729         if (nearplane)
730                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
731
732         if(v_flipped.integer)
733         {
734                 m[0] = -m[0];
735                 m[4] = -m[4];
736                 m[8] = -m[8];
737                 m[12] = -m[12];
738         }
739
740         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
741 }
742
743 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)
744 {
745         matrix4x4_t tempmatrix, basematrix;
746         float m[16];
747         memset(v, 0, sizeof(*v));
748
749         v->type = R_VIEWPORTTYPE_PERSPECTIVE;
750         v->cameramatrix = *cameramatrix;
751         v->x = x;
752         v->y = y;
753         v->z = 0;
754         v->width = width;
755         v->height = height;
756         v->depth = 1;
757         memset(m, 0, sizeof(m));
758         m[0]  = 1.0 / frustumx;
759         m[5]  = 1.0 / frustumy;
760         m[10] = -(farclip + nearclip) / (farclip - nearclip);
761         m[11] = -1;
762         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
763         v->screentodepth[0] = -farclip / (farclip - nearclip);
764         v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
765
766         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
767         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
768         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
769         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
770
771         if (nearplane)
772                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
773
774         if(v_flipped.integer)
775         {
776                 m[0] = -m[0];
777                 m[4] = -m[4];
778                 m[8] = -m[8];
779                 m[12] = -m[12];
780         }
781
782         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
783 }
784
785 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)
786 {
787         matrix4x4_t tempmatrix, basematrix;
788         const float nudge = 1.0 - 1.0 / (1<<23);
789         float m[16];
790         memset(v, 0, sizeof(*v));
791
792         v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
793         v->cameramatrix = *cameramatrix;
794         v->x = x;
795         v->y = y;
796         v->z = 0;
797         v->width = width;
798         v->height = height;
799         v->depth = 1;
800         memset(m, 0, sizeof(m));
801         m[ 0] = 1.0 / frustumx;
802         m[ 5] = 1.0 / frustumy;
803         m[10] = -nudge;
804         m[11] = -1;
805         m[14] = -2 * nearclip * nudge;
806         v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
807         v->screentodepth[1] = m[14] * -0.5;
808
809         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
810         Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
811         Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
812         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
813
814         if (nearplane)
815                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
816
817         if(v_flipped.integer)
818         {
819                 m[0] = -m[0];
820                 m[4] = -m[4];
821                 m[8] = -m[8];
822                 m[12] = -m[12];
823         }
824
825         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
826 }
827
828 float cubeviewmatrix[6][16] =
829 {
830     // standard cubemap projections
831     { // +X
832          0, 0,-1, 0,
833          0,-1, 0, 0,
834         -1, 0, 0, 0,
835          0, 0, 0, 1,
836     },
837     { // -X
838          0, 0, 1, 0,
839          0,-1, 0, 0,
840          1, 0, 0, 0,
841          0, 0, 0, 1,
842     },
843     { // +Y
844          1, 0, 0, 0,
845          0, 0,-1, 0,
846          0, 1, 0, 0,
847          0, 0, 0, 1,
848     },
849     { // -Y
850          1, 0, 0, 0,
851          0, 0, 1, 0,
852          0,-1, 0, 0,
853          0, 0, 0, 1,
854     },
855     { // +Z
856          1, 0, 0, 0,
857          0,-1, 0, 0,
858          0, 0,-1, 0,
859          0, 0, 0, 1,
860     },
861     { // -Z
862         -1, 0, 0, 0,
863          0,-1, 0, 0,
864          0, 0, 1, 0,
865          0, 0, 0, 1,
866     },
867 };
868 float rectviewmatrix[6][16] =
869 {
870     // sign-preserving cubemap projections
871     { // +X
872          0, 0,-1, 0,
873          0, 1, 0, 0,
874          1, 0, 0, 0,
875          0, 0, 0, 1,
876     },
877     { // -X
878          0, 0, 1, 0,
879          0, 1, 0, 0,
880          1, 0, 0, 0,
881          0, 0, 0, 1,
882     },
883     { // +Y
884          1, 0, 0, 0,
885          0, 0,-1, 0,
886          0, 1, 0, 0,
887          0, 0, 0, 1,
888     },
889     { // -Y
890          1, 0, 0, 0,
891          0, 0, 1, 0,
892          0, 1, 0, 0,
893          0, 0, 0, 1,
894     },
895     { // +Z
896          1, 0, 0, 0,
897          0, 1, 0, 0,
898          0, 0,-1, 0,
899          0, 0, 0, 1,
900     },
901     { // -Z
902          1, 0, 0, 0,
903          0, 1, 0, 0,
904          0, 0, 1, 0,
905          0, 0, 0, 1,
906     },
907 };
908
909 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
910 {
911         matrix4x4_t tempmatrix, basematrix;
912         float m[16];
913         memset(v, 0, sizeof(*v));
914         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
915         v->cameramatrix = *cameramatrix;
916         v->width = size;
917         v->height = size;
918         v->depth = 1;
919         memset(m, 0, sizeof(m));
920         m[0] = m[5] = 1.0f;
921         m[10] = -(farclip + nearclip) / (farclip - nearclip);
922         m[11] = -1;
923         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
924
925         Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
926         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
927         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
928
929         if (nearplane)
930                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
931
932         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
933 }
934
935 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
936 {
937         matrix4x4_t tempmatrix, basematrix;
938         float m[16];
939         memset(v, 0, sizeof(*v));
940         v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
941         v->cameramatrix = *cameramatrix;
942         v->x = offsetx + (side & 1) * size;
943         v->y = offsety + (side >> 1) * size;
944         v->width = size;
945         v->height = size;
946         v->depth = 1;
947         memset(m, 0, sizeof(m));
948         m[0] = m[5] = 1.0f * ((float)size - border) / size;
949         m[10] = -(farclip + nearclip) / (farclip - nearclip);
950         m[11] = -1;
951         m[14] = -2 * nearclip * farclip / (farclip - nearclip);
952
953         Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
954         Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
955         Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
956
957         if (nearplane)
958                 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
959
960         Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
961 }
962
963 void R_SetViewport(const r_viewport_t *v)
964 {
965         gl_viewport = *v;
966
967         // FIXME: v_flipped_state is evil, this probably breaks somewhere
968         GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
969
970         // copy over the matrices to our state
971         gl_viewmatrix = v->viewmatrix;
972         gl_projectionmatrix = v->projectmatrix;
973
974         switch(vid.renderpath)
975         {
976         case RENDERPATH_GL32:
977         case RENDERPATH_GLES2:
978                 CHECKGLERROR
979                 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
980                 break;
981         }
982
983         // force an update of the derived matrices
984         gl_modelmatrixchanged = true;
985         R_EntityMatrix(&gl_modelmatrix);
986 }
987
988 void R_GetViewport(r_viewport_t *v)
989 {
990         *v = gl_viewport;
991 }
992
993 static void GL_BindVBO(int bufferobject)
994 {
995         if (gl_state.vertexbufferobject != bufferobject)
996         {
997                 gl_state.vertexbufferobject = bufferobject;
998                 CHECKGLERROR
999                 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1000         }
1001 }
1002
1003 static void GL_BindEBO(int bufferobject)
1004 {
1005         if (gl_state.elementbufferobject != bufferobject)
1006         {
1007                 gl_state.elementbufferobject = bufferobject;
1008                 CHECKGLERROR
1009                 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1010         }
1011 }
1012
1013 static void GL_BindUBO(int bufferobject)
1014 {
1015         if (gl_state.uniformbufferobject != bufferobject)
1016         {
1017                 gl_state.uniformbufferobject = bufferobject;
1018 #ifdef GL_UNIFORM_BUFFER
1019                 CHECKGLERROR
1020                 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1021 #endif
1022         }
1023 }
1024
1025 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1026 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1027 {
1028         int temp;
1029         GLuint status;
1030         switch(vid.renderpath)
1031         {
1032         case RENDERPATH_GL32:
1033         case RENDERPATH_GLES2:
1034                 CHECKGLERROR
1035                 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1036                 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1037                 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1038 #ifdef USE_GLES2
1039                 // FIXME: separate stencil attachment on GLES
1040                 if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1041                 if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1042 #else
1043                 if (depthtexture  && depthtexture->texnum )
1044                 {
1045                         qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1046                         if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1047                 }
1048                 if (depthtexture  && depthtexture->renderbuffernum )
1049                 {
1050                         qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1051                         if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1052                 }
1053 #endif
1054                 if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1055                 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1056                 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1057                 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1058                 if (colortexture  && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1059                 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1060                 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1061                 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1062
1063 #ifndef USE_GLES2
1064                 if (colortexture4 && qglDrawBuffersARB)
1065                 {
1066                         qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1067                         qglReadBuffer(GL_NONE);CHECKGLERROR
1068                 }
1069                 else if (colortexture3 && qglDrawBuffersARB)
1070                 {
1071                         qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1072                         qglReadBuffer(GL_NONE);CHECKGLERROR
1073                 }
1074                 else if (colortexture2 && qglDrawBuffersARB)
1075                 {
1076                         qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1077                         qglReadBuffer(GL_NONE);CHECKGLERROR
1078                 }
1079                 else if (colortexture && qglDrawBuffer)
1080                 {
1081                         qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1082                         qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1083                 }
1084                 else if (qglDrawBuffer)
1085                 {
1086                         qglDrawBuffer(GL_NONE);CHECKGLERROR
1087                         qglReadBuffer(GL_NONE);CHECKGLERROR
1088                 }
1089 #endif
1090                 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1091                 if (status != GL_FRAMEBUFFER_COMPLETE)
1092                 {
1093                         Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1094                         gl_state.framebufferobject = 0; // GL unbinds it for us
1095                         qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1096                         temp = 0;
1097                 }
1098                 return temp;
1099         }
1100         return 0;
1101 }
1102
1103 void R_Mesh_DestroyFramebufferObject(int fbo)
1104 {
1105         switch(vid.renderpath)
1106         {
1107         case RENDERPATH_GL32:
1108         case RENDERPATH_GLES2:
1109                 if (fbo)
1110                 {
1111                         // GL clears the binding if we delete something bound
1112                         if (gl_state.framebufferobject == fbo)
1113                                 gl_state.framebufferobject = 0;
1114                         qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1115                 }
1116                 break;
1117         }
1118 }
1119
1120 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1121 {
1122         unsigned int i;
1123         unsigned int j;
1124         rtexture_t *textures[5];
1125         Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1126         textures[4] = depthtexture;
1127         // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1128         for (j = 0;j < 5;j++)
1129                 if (textures[j])
1130                         for (i = 0;i < MAX_TEXTUREUNITS;i++)
1131                                 if (gl_state.units[i].texture == textures[j])
1132                                         R_Mesh_TexBind(i, NULL);
1133         // set up framebuffer object or render targets for the active rendering API
1134         switch (vid.renderpath)
1135         {
1136         case RENDERPATH_GL32:
1137         case RENDERPATH_GLES2:
1138                 if (gl_state.framebufferobject != fbo)
1139                 {
1140                         gl_state.framebufferobject = fbo;
1141                         qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1142                 }
1143                 break;
1144         }
1145 }
1146
1147 static void GL_Backend_ResetState(void)
1148 {
1149         gl_state.active = true;
1150         gl_state.depthtest = true;
1151         gl_state.alphatocoverage = false;
1152         gl_state.blendfunc1 = GL_ONE;
1153         gl_state.blendfunc2 = GL_ZERO;
1154         gl_state.blend = false;
1155         gl_state.depthmask = GL_TRUE;
1156         gl_state.colormask = 15;
1157         gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1158         gl_state.lockrange_first = 0;
1159         gl_state.lockrange_count = 0;
1160         gl_state.cullface = GL_FRONT;
1161         gl_state.cullfaceenable = false;
1162         gl_state.polygonoffset[0] = 0;
1163         gl_state.polygonoffset[1] = 0;
1164         gl_state.framebufferobject = 0;
1165         gl_state.depthfunc = GL_LEQUAL;
1166
1167         switch(vid.renderpath)
1168         {
1169         case RENDERPATH_GL32:
1170         case RENDERPATH_GLES2:
1171                 // set up debug output early
1172                 if (vid.support.arb_debug_output)
1173                 {
1174                         GLuint unused = 0;
1175                         CHECKGLERROR
1176                         if (gl_debug.integer >= 1)
1177                                 qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
1178                         if (gl_debug.integer >= 3)
1179                                 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1180                         else if (gl_debug.integer >= 1)
1181                         {
1182                                 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE);
1183                                 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE);
1184                                 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE);
1185                         }
1186                         else
1187                                 qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE);
1188                         qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL);
1189                 }
1190                 CHECKGLERROR
1191                 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1192                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1193                 qglDisable(GL_BLEND);CHECKGLERROR
1194                 qglCullFace(gl_state.cullface);CHECKGLERROR
1195                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1196                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1197                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1198                 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1199                 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1200                 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1201                 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1202                 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1203                 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1204                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1205                 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1206                 gl_state.unit = MAX_TEXTUREUNITS;
1207                 CHECKGLERROR
1208                 break;
1209         }
1210 }
1211
1212 void GL_ActiveTexture(unsigned int num)
1213 {
1214         if (gl_state.unit != num)
1215         {
1216                 gl_state.unit = num;
1217                 switch(vid.renderpath)
1218                 {
1219                 case RENDERPATH_GL32:
1220                 case RENDERPATH_GLES2:
1221                         CHECKGLERROR
1222                         qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1223                         break;
1224                 }
1225         }
1226 }
1227
1228 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1229 {
1230         if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1231         {
1232                 qboolean blendenable;
1233                 gl_state.blendfunc1 = blendfunc1;
1234                 gl_state.blendfunc2 = blendfunc2;
1235                 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1236                 switch(vid.renderpath)
1237                 {
1238                 case RENDERPATH_GL32:
1239                 case RENDERPATH_GLES2:
1240                         CHECKGLERROR
1241                         if (qglBlendFuncSeparate)
1242                         {
1243                                 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1244                         }
1245                         else
1246                         {
1247                                 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1248                         }
1249                         if (gl_state.blend != blendenable)
1250                         {
1251                                 gl_state.blend = blendenable;
1252                                 if (!gl_state.blend)
1253                                 {
1254                                         qglDisable(GL_BLEND);CHECKGLERROR
1255                                 }
1256                                 else
1257                                 {
1258                                         qglEnable(GL_BLEND);CHECKGLERROR
1259                                 }
1260                         }
1261                         break;
1262                 }
1263         }
1264 }
1265
1266 void GL_DepthMask(int state)
1267 {
1268         if (gl_state.depthmask != state)
1269         {
1270                 gl_state.depthmask = state;
1271                 switch(vid.renderpath)
1272                 {
1273                 case RENDERPATH_GL32:
1274                 case RENDERPATH_GLES2:
1275                         CHECKGLERROR
1276                         qglDepthMask(gl_state.depthmask);CHECKGLERROR
1277                         break;
1278                 }
1279         }
1280 }
1281
1282 void GL_DepthTest(int state)
1283 {
1284         if (gl_state.depthtest != state)
1285         {
1286                 gl_state.depthtest = state;
1287                 switch(vid.renderpath)
1288                 {
1289                 case RENDERPATH_GL32:
1290                 case RENDERPATH_GLES2:
1291                         CHECKGLERROR
1292                         if (gl_state.depthtest)
1293                         {
1294                                 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1295                         }
1296                         else
1297                         {
1298                                 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1299                         }
1300                         break;
1301                 }
1302         }
1303 }
1304
1305 void GL_DepthFunc(int state)
1306 {
1307         if (gl_state.depthfunc != state)
1308         {
1309                 gl_state.depthfunc = state;
1310                 switch(vid.renderpath)
1311                 {
1312                 case RENDERPATH_GL32:
1313                 case RENDERPATH_GLES2:
1314                         CHECKGLERROR
1315                         qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1316                         break;
1317                 }
1318         }
1319 }
1320
1321 void GL_DepthRange(float nearfrac, float farfrac)
1322 {
1323         if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1324         {
1325                 gl_state.depthrange[0] = nearfrac;
1326                 gl_state.depthrange[1] = farfrac;
1327                 switch(vid.renderpath)
1328                 {
1329                 case RENDERPATH_GL32:
1330                 case RENDERPATH_GLES2:
1331                         CHECKGLERROR
1332 #ifdef USE_GLES2
1333                         qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1334 #else
1335                         qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1336 #endif
1337                         break;
1338                 }
1339         }
1340 }
1341
1342 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1343 {
1344         switch (vid.renderpath)
1345         {
1346         case RENDERPATH_GL32:
1347         case RENDERPATH_GLES2:
1348                 CHECKGLERROR
1349                 if (enable)
1350                 {
1351                         qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1352                 }
1353                 else
1354                 {
1355                         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1356                 }
1357                 qglStencilMask(writemask);CHECKGLERROR
1358                 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1359                 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1360                 CHECKGLERROR
1361                 break;
1362         }
1363 }
1364
1365 void GL_PolygonOffset(float planeoffset, float depthoffset)
1366 {
1367         if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1368         {
1369                 gl_state.polygonoffset[0] = planeoffset;
1370                 gl_state.polygonoffset[1] = depthoffset;
1371                 switch(vid.renderpath)
1372                 {
1373                 case RENDERPATH_GL32:
1374                 case RENDERPATH_GLES2:
1375                         CHECKGLERROR
1376                         qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1377                         break;
1378                 }
1379         }
1380 }
1381
1382 void GL_SetMirrorState(qboolean state)
1383 {
1384         if (v_flipped_state != state)
1385         {
1386                 v_flipped_state = state;
1387                 if (gl_state.cullface == GL_BACK)
1388                         gl_state.cullface = GL_FRONT;
1389                 else if (gl_state.cullface == GL_FRONT)
1390                         gl_state.cullface = GL_BACK;
1391                 else
1392                         return;
1393                 switch(vid.renderpath)
1394                 {
1395                 case RENDERPATH_GL32:
1396                 case RENDERPATH_GLES2:
1397                         CHECKGLERROR
1398                         qglCullFace(gl_state.cullface);CHECKGLERROR
1399                         break;
1400                 }
1401         }
1402 }
1403
1404 void GL_CullFace(int state)
1405 {
1406         if(v_flipped_state)
1407         {
1408                 if(state == GL_FRONT)
1409                         state = GL_BACK;
1410                 else if(state == GL_BACK)
1411                         state = GL_FRONT;
1412         }
1413
1414         switch(vid.renderpath)
1415         {
1416         case RENDERPATH_GL32:
1417         case RENDERPATH_GLES2:
1418                 CHECKGLERROR
1419
1420                 if (state != GL_NONE)
1421                 {
1422                         if (!gl_state.cullfaceenable)
1423                         {
1424                                 gl_state.cullfaceenable = true;
1425                                 qglEnable(GL_CULL_FACE);CHECKGLERROR
1426                         }
1427                         if (gl_state.cullface != state)
1428                         {
1429                                 gl_state.cullface = state;
1430                                 qglCullFace(gl_state.cullface);CHECKGLERROR
1431                         }
1432                 }
1433                 else
1434                 {
1435                         if (gl_state.cullfaceenable)
1436                         {
1437                                 gl_state.cullfaceenable = false;
1438                                 qglDisable(GL_CULL_FACE);CHECKGLERROR
1439                         }
1440                 }
1441                 break;
1442         }
1443 }
1444
1445 void GL_AlphaToCoverage(qboolean state)
1446 {
1447         if (gl_state.alphatocoverage != state)
1448         {
1449                 gl_state.alphatocoverage = state;
1450                 switch(vid.renderpath)
1451                 {
1452                 case RENDERPATH_GLES2:
1453                         break;
1454                 case RENDERPATH_GL32:
1455 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1456                         // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1457                         CHECKGLERROR
1458                         if (gl_state.alphatocoverage)
1459                         {
1460                                 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1461 //                              qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1462                         }
1463                         else
1464                         {
1465                                 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1466 //                              qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1467                         }
1468 #endif
1469                         break;
1470                 }
1471         }
1472 }
1473
1474 void GL_ColorMask(int r, int g, int b, int a)
1475 {
1476         // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1477         int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1478         if (gl_state.colormask != state)
1479         {
1480                 gl_state.colormask = state;
1481                 switch(vid.renderpath)
1482                 {
1483                 case RENDERPATH_GL32:
1484                 case RENDERPATH_GLES2:
1485                         CHECKGLERROR
1486                         qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1487                         break;
1488                 }
1489         }
1490 }
1491
1492 void GL_Color(float cr, float cg, float cb, float ca)
1493 {
1494         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)
1495         {
1496                 gl_state.color4f[0] = cr;
1497                 gl_state.color4f[1] = cg;
1498                 gl_state.color4f[2] = cb;
1499                 gl_state.color4f[3] = ca;
1500                 switch(vid.renderpath)
1501                 {
1502                 case RENDERPATH_GL32:
1503                 case RENDERPATH_GLES2:
1504                         qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1505                         break;
1506                 }
1507         }
1508 }
1509
1510 void GL_Scissor (int x, int y, int width, int height)
1511 {
1512         switch(vid.renderpath)
1513         {
1514         case RENDERPATH_GL32:
1515         case RENDERPATH_GLES2:
1516                 CHECKGLERROR
1517                 qglScissor(x, y,width,height);CHECKGLERROR
1518                 break;
1519         }
1520 }
1521
1522 void GL_ScissorTest(int state)
1523 {
1524         if (gl_state.scissortest != state)
1525         {
1526                 gl_state.scissortest = state;
1527                 switch(vid.renderpath)
1528                 {
1529                 case RENDERPATH_GL32:
1530                 case RENDERPATH_GLES2:
1531                         CHECKGLERROR
1532                         if(gl_state.scissortest)
1533                                 qglEnable(GL_SCISSOR_TEST);
1534                         else
1535                                 qglDisable(GL_SCISSOR_TEST);
1536                         CHECKGLERROR
1537                         break;
1538                 }
1539         }
1540 }
1541
1542 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1543 {
1544         // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1545         static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1546         // prevent warnings when trying to clear a buffer that does not exist
1547         if (!colorvalue)
1548                 colorvalue = blackcolor;
1549         if (!vid.stencil)
1550         {
1551                 mask &= ~GL_STENCIL_BUFFER_BIT;
1552                 stencilvalue = 0;
1553         }
1554         switch(vid.renderpath)
1555         {
1556         case RENDERPATH_GL32:
1557         case RENDERPATH_GLES2:
1558                 CHECKGLERROR
1559                 if (mask & GL_COLOR_BUFFER_BIT)
1560                 {
1561                         qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1562                 }
1563                 if (mask & GL_DEPTH_BUFFER_BIT)
1564                 {
1565 #ifdef USE_GLES2
1566                         qglClearDepthf(depthvalue);CHECKGLERROR
1567 #else
1568                         qglClearDepth(depthvalue);CHECKGLERROR
1569 #endif
1570                 }
1571                 if (mask & GL_STENCIL_BUFFER_BIT)
1572                 {
1573                         qglClearStencil(stencilvalue);CHECKGLERROR
1574                 }
1575                 qglClear(mask);CHECKGLERROR
1576                 break;
1577         }
1578 }
1579
1580 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1581 {
1582         switch(vid.renderpath)
1583         {
1584         case RENDERPATH_GL32:
1585         case RENDERPATH_GLES2:
1586                 CHECKGLERROR
1587 #ifndef GL_BGRA
1588                 {
1589                         int i;
1590                         int r;
1591                 //      int g;
1592                         int b;
1593                 //      int a;
1594                         qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1595                         for (i = 0;i < width * height * 4;i += 4)
1596                         {
1597                                 r = outpixels[i+0];
1598                 //              g = outpixels[i+1];
1599                                 b = outpixels[i+2];
1600                 //              a = outpixels[i+3];
1601                                 outpixels[i+0] = b;
1602                 //              outpixels[i+1] = g;
1603                                 outpixels[i+2] = r;
1604                 //              outpixels[i+3] = a;
1605                         }
1606                 }
1607 #else
1608                 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1609 #endif
1610                         break;
1611         }
1612 }
1613
1614 // called at beginning of frame
1615 void R_Mesh_Start(void)
1616 {
1617         BACKENDACTIVECHECK
1618         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1619         if (gl_printcheckerror.integer && !gl_paranoid.integer)
1620         {
1621                 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1622                 Cvar_SetValueQuick(&gl_paranoid, 1);
1623         }
1624 }
1625
1626 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1627 {
1628         int shaderobject;
1629         int shadercompiled;
1630         char compilelog[MAX_INPUTLINE];
1631         shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1632         if (!shaderobject)
1633                 return false;
1634         qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1635         qglCompileShader(shaderobject);CHECKGLERROR
1636         qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1637         qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1638         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))
1639         {
1640                 int i, j, pretextlines = 0;
1641                 for (i = 0;i < numstrings - 1;i++)
1642                         for (j = 0;strings[i][j];j++)
1643                                 if (strings[i][j] == '\n')
1644                                         pretextlines++;
1645                 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1646         }
1647         if (!shadercompiled)
1648         {
1649                 qglDeleteShader(shaderobject);CHECKGLERROR
1650                 return false;
1651         }
1652         qglAttachShader(programobject, shaderobject);CHECKGLERROR
1653         qglDeleteShader(shaderobject);CHECKGLERROR
1654         return true;
1655 }
1656
1657 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)
1658 {
1659         GLint programlinked;
1660         GLuint programobject = 0;
1661         char linklog[MAX_INPUTLINE];
1662         CHECKGLERROR
1663
1664         programobject = qglCreateProgram();CHECKGLERROR
1665         if (!programobject)
1666                 return 0;
1667
1668         qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1669         qglBindAttribLocation(programobject, GLSLATTRIB_COLOR    , "Attrib_Color"    );
1670         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1671         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1672         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1673         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1674         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1675         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1676         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1677         qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1678 #ifndef USE_GLES2
1679         qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1680 #endif
1681         CHECKGLERROR
1682
1683         if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1684                 goto cleanup;
1685
1686 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1687         if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1688                 goto cleanup;
1689 #endif
1690
1691         if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1692                 goto cleanup;
1693
1694         qglLinkProgram(programobject);CHECKGLERROR
1695         qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1696         qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1697
1698         if (linklog[0])
1699         {
1700
1701                 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1702                         Con_DPrintf("program link log:\n%s\n", linklog);
1703
1704                 // software vertex shader is ok but software fragment shader is WAY
1705                 // too slow, fail program if so.
1706                 // NOTE: this string might be ATI specific, but that's ok because the
1707                 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1708                 // software fragment shader due to low instruction and dependent
1709                 // texture limits.
1710                 if (strstr(linklog, "fragment shader will run in software"))
1711                         programlinked = false;
1712         }
1713
1714         if (!programlinked)
1715                 goto cleanup;
1716
1717         return programobject;
1718 cleanup:
1719         qglDeleteProgram(programobject);CHECKGLERROR
1720         return 0;
1721 }
1722
1723 void GL_Backend_FreeProgram(unsigned int prog)
1724 {
1725         CHECKGLERROR
1726         qglDeleteProgram(prog);
1727         CHECKGLERROR
1728 }
1729
1730 // renders triangles using vertices from the active arrays
1731 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)
1732 {
1733         unsigned int numelements = numtriangles * 3;
1734         int bufferobject3i;
1735         size_t bufferoffset3i;
1736         int bufferobject3s;
1737         size_t bufferoffset3s;
1738         if (numvertices < 3 || numtriangles < 1)
1739         {
1740                 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1741                         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);
1742                 return;
1743         }
1744         // adjust the pointers for firsttriangle
1745         if (element3i)
1746                 element3i += firsttriangle * 3;
1747         if (element3i_indexbuffer)
1748                 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1749         if (element3s)
1750                 element3s += firsttriangle * 3;
1751         if (element3s_indexbuffer)
1752                 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1753         // upload a dynamic index buffer if needed
1754         if (element3s)
1755         {
1756                 if (!element3s_indexbuffer)
1757                         element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1758         }
1759         else if (element3i)
1760         {
1761                 if (!element3i_indexbuffer)
1762                         element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1763         }
1764         bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1765         bufferoffset3i = element3i_bufferoffset;
1766         bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1767         bufferoffset3s = element3s_bufferoffset;
1768         r_refdef.stats[r_stat_draws]++;
1769         r_refdef.stats[r_stat_draws_vertices] += numvertices;
1770         r_refdef.stats[r_stat_draws_elements] += numelements;
1771         if (gl_paranoid.integer)
1772         {
1773                 unsigned int i;
1774                 if (element3i)
1775                 {
1776                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1777                         {
1778                                 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1779                                 {
1780                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1781                                         return;
1782                                 }
1783                         }
1784                 }
1785                 if (element3s)
1786                 {
1787                         for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1788                         {
1789                                 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1790                                 {
1791                                         Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1792                                         return;
1793                                 }
1794                         }
1795                 }
1796         }
1797         if (r_render.integer || r_refdef.draw2dstage)
1798         {
1799                 switch(vid.renderpath)
1800                 {
1801                 case RENDERPATH_GL32:
1802                 case RENDERPATH_GLES2:
1803                         CHECKGLERROR
1804                         if (bufferobject3s)
1805                         {
1806                                 GL_BindEBO(bufferobject3s);
1807                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1808                         }
1809                         else if (bufferobject3i)
1810                         {
1811                                 GL_BindEBO(bufferobject3i);
1812                                 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1813                         }
1814                         else
1815                         {
1816                                 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1817                         }
1818                         break;
1819                 }
1820         }
1821 }
1822
1823 // restores backend state, used when done with 3D rendering
1824 void R_Mesh_Finish(void)
1825 {
1826         R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1827 }
1828
1829 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1830 {
1831         r_meshbuffer_t *buffer;
1832         buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1833         memset(buffer, 0, sizeof(*buffer));
1834         buffer->bufferobject = 0;
1835         buffer->devicebuffer = NULL;
1836         buffer->size = size;
1837         buffer->isindexbuffer = isindexbuffer;
1838         buffer->isuniformbuffer = isuniformbuffer;
1839         buffer->isdynamic = isdynamic;
1840         buffer->isindex16 = isindex16;
1841         strlcpy(buffer->name, name, sizeof(buffer->name));
1842         R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1843         return buffer;
1844 }
1845
1846 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1847 {
1848         if (!buffer)
1849                 return;
1850         if (buffer->isindexbuffer)
1851         {
1852                 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1853                 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1854         }
1855         else
1856         {
1857                 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1858                 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1859         }
1860         if (!subdata)
1861                 buffer->size = size;
1862         switch(vid.renderpath)
1863         {
1864         case RENDERPATH_GL32:
1865         case RENDERPATH_GLES2:
1866                 if (!buffer->bufferobject)
1867                         qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1868                 CHECKGLERROR
1869                 if (buffer->isuniformbuffer)
1870                         GL_BindUBO(buffer->bufferobject);
1871                 else if (buffer->isindexbuffer)
1872                         GL_BindEBO(buffer->bufferobject);
1873                 else
1874                         GL_BindVBO(buffer->bufferobject);
1875
1876                 {
1877                         int buffertype;
1878                         buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1879 #ifdef GL_UNIFORM_BUFFER
1880                         if (buffer->isuniformbuffer)
1881                                 buffertype = GL_UNIFORM_BUFFER;
1882 #endif
1883                         CHECKGLERROR
1884                         if (subdata)
1885                                 qglBufferSubData(buffertype, offset, size, data);
1886                         else
1887                                 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1888                         CHECKGLERROR
1889                 }
1890                 if (buffer->isuniformbuffer)
1891                         GL_BindUBO(0);
1892                 break;
1893         }
1894 }
1895
1896 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1897 {
1898         if (!buffer)
1899                 return;
1900         switch(vid.renderpath)
1901         {
1902         case RENDERPATH_GL32:
1903         case RENDERPATH_GLES2:
1904                 // GL clears the binding if we delete something bound
1905                 if (gl_state.uniformbufferobject == buffer->bufferobject)
1906                         gl_state.uniformbufferobject = 0;
1907                 if (gl_state.vertexbufferobject == buffer->bufferobject)
1908                         gl_state.vertexbufferobject = 0;
1909                 if (gl_state.elementbufferobject == buffer->bufferobject)
1910                         gl_state.elementbufferobject = 0;
1911                 CHECKGLERROR
1912                 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1913                 break;
1914         }
1915         Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1916 }
1917
1918 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1919 void GL_Mesh_ListVBOs(qboolean printeach)
1920 {
1921         int i, endindex;
1922         int type;
1923         int isdynamic;
1924         int index16count, index16mem;
1925         int index32count, index32mem;
1926         int vertexcount, vertexmem;
1927         int uniformcount, uniformmem;
1928         int totalcount, totalmem;
1929         size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1930         r_meshbuffer_t *buffer;
1931         memset(bufferstat, 0, sizeof(bufferstat));
1932         endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1933         for (i = 0;i < endindex;i++)
1934         {
1935                 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1936                 if (!buffer)
1937                         continue;
1938                 if (buffer->isuniformbuffer)
1939                         type = R_BUFFERDATA_UNIFORM;
1940                 else if (buffer->isindexbuffer && buffer->isindex16)
1941                         type = R_BUFFERDATA_INDEX16;
1942                 else if (buffer->isindexbuffer)
1943                         type = R_BUFFERDATA_INDEX32;
1944                 else
1945                         type = R_BUFFERDATA_VERTEX;
1946                 isdynamic = buffer->isdynamic;
1947                 bufferstat[type][isdynamic][0]++;
1948                 bufferstat[type][isdynamic][1] += buffer->size;
1949                 if (printeach)
1950                         Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1951         }
1952         index16count   = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1953         index16mem     = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1954         index32count   = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1955         index32mem     = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1956         vertexcount  = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1957         vertexmem    = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1958         uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1959         uniformmem   = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1960         totalcount = index16count + index32count + vertexcount + uniformcount;
1961         totalmem = index16mem + index32mem + vertexmem + uniformmem;
1962         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);
1963 }
1964
1965
1966
1967 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1968 {
1969         switch(vid.renderpath)
1970         {
1971         case RENDERPATH_GL32:
1972         case RENDERPATH_GLES2:
1973                 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)
1974                 {
1975                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1976                         if (!bufferobject && gl_paranoid.integer)
1977                                 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1978                         gl_state.pointer_vertex_components = components;
1979                         gl_state.pointer_vertex_gltype = gltype;
1980                         gl_state.pointer_vertex_stride = stride;
1981                         gl_state.pointer_vertex_pointer = pointer;
1982                         gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1983                         gl_state.pointer_vertex_offset = bufferoffset;
1984                         CHECKGLERROR
1985                         GL_BindVBO(bufferobject);
1986                         // LordHavoc: special flag added to gltype for unnormalized types
1987                         qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1988                 }
1989                 break;
1990         }
1991 }
1992
1993 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1994 {
1995         // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1996         // the pointer only.
1997         switch(vid.renderpath)
1998         {
1999         case RENDERPATH_GL32:
2000         case RENDERPATH_GLES2:
2001                 CHECKGLERROR
2002                 if (pointer)
2003                 {
2004                         // caller wants color array enabled
2005                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2006                         if (!gl_state.pointer_color_enabled)
2007                         {
2008                                 gl_state.pointer_color_enabled = true;
2009                                 CHECKGLERROR
2010                                 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2011                         }
2012                         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)
2013                         {
2014                                 gl_state.pointer_color_components = components;
2015                                 gl_state.pointer_color_gltype = gltype;
2016                                 gl_state.pointer_color_stride = stride;
2017                                 gl_state.pointer_color_pointer = pointer;
2018                                 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2019                                 gl_state.pointer_color_offset = bufferoffset;
2020                                 CHECKGLERROR
2021                                 GL_BindVBO(bufferobject);
2022                                 // LordHavoc: special flag added to gltype for unnormalized types
2023                                 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2024                         }
2025                 }
2026                 else
2027                 {
2028                         // caller wants color array disabled
2029                         if (gl_state.pointer_color_enabled)
2030                         {
2031                                 gl_state.pointer_color_enabled = false;
2032                                 CHECKGLERROR
2033                                 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2034                                 // when color array is on the current color gets trashed, set it again
2035                                 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2036                         }
2037                 }
2038                 break;
2039         }
2040 }
2041
2042 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)
2043 {
2044         gltextureunit_t *unit = gl_state.units + unitnum;
2045         if (unitnum >= MAX_TEXTUREUNITS)
2046                 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2047         // update array settings
2048         // note: there is no need to check bufferobject here because all cases
2049         // that involve a valid bufferobject also supply a texcoord array
2050         switch(vid.renderpath)
2051         {
2052         case RENDERPATH_GL32:
2053         case RENDERPATH_GLES2:
2054                 CHECKGLERROR
2055                 if (pointer)
2056                 {
2057                         int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2058                         // texture array unit is enabled, enable the array
2059                         if (!unit->arrayenabled)
2060                         {
2061                                 unit->arrayenabled = true;
2062                                 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2063                         }
2064                         // texcoord array
2065                         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)
2066                         {
2067                                 unit->pointer_texcoord_components = components;
2068                                 unit->pointer_texcoord_gltype = gltype;
2069                                 unit->pointer_texcoord_stride = stride;
2070                                 unit->pointer_texcoord_pointer = pointer;
2071                                 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2072                                 unit->pointer_texcoord_offset = bufferoffset;
2073                                 GL_BindVBO(bufferobject);
2074                                 // LordHavoc: special flag added to gltype for unnormalized types
2075                                 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2076                         }
2077                 }
2078                 else
2079                 {
2080                         // texture array unit is disabled, disable the array
2081                         if (unit->arrayenabled)
2082                         {
2083                                 unit->arrayenabled = false;
2084                                 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2085                         }
2086                 }
2087                 break;
2088         }
2089 }
2090
2091 int R_Mesh_TexBound(unsigned int unitnum, int id)
2092 {
2093         gltextureunit_t *unit = gl_state.units + unitnum;
2094         if (unitnum >= MAX_TEXTUREUNITS)
2095                 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2096         if (id == GL_TEXTURE_2D)
2097                 return unit->t2d;
2098         if (id == GL_TEXTURE_3D)
2099                 return unit->t3d;
2100         if (id == GL_TEXTURE_CUBE_MAP)
2101                 return unit->tcubemap;
2102         return 0;
2103 }
2104
2105 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2106 {
2107         switch(vid.renderpath)
2108         {
2109         case RENDERPATH_GL32:
2110         case RENDERPATH_GLES2:
2111                 R_Mesh_TexBind(0, tex);
2112                 GL_ActiveTexture(0);CHECKGLERROR
2113                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2114                 break;
2115         }
2116 }
2117
2118 void R_Mesh_ClearBindingsForTexture(int texnum)
2119 {
2120         gltextureunit_t *unit;
2121         unsigned int unitnum;
2122         // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2123         for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2124         {
2125                 unit = gl_state.units + unitnum;
2126                 if (unit->texture && unit->texture->texnum == texnum)
2127                         R_Mesh_TexBind(unitnum, NULL);
2128         }
2129 }
2130
2131 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2132 {
2133         gltextureunit_t *unit = gl_state.units + unitnum;
2134         int texnum;
2135         if (unitnum >= MAX_TEXTUREUNITS)
2136                 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2137         if (unit->texture == tex)
2138                 return;
2139         switch(vid.renderpath)
2140         {
2141         case RENDERPATH_GL32:
2142         case RENDERPATH_GLES2:
2143                 if (!tex)
2144                 {
2145                         tex = r_texture_white;
2146                         // not initialized enough yet...
2147                         if (!tex)
2148                                 return;
2149                 }
2150                 unit->texture = tex;
2151                 texnum = R_GetTexture(tex);
2152                 switch(tex->gltexturetypeenum)
2153                 {
2154                 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2155                 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2156                 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2157                 }
2158                 break;
2159         }
2160 }
2161
2162 void R_Mesh_ResetTextureState(void)
2163 {
2164         unsigned int unitnum;
2165
2166         BACKENDACTIVECHECK
2167
2168         for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2169                 R_Mesh_TexBind(unitnum, NULL);
2170 }
2171
2172 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2173 {
2174         // upload temporary vertexbuffer for this rendering
2175         if (!vertexbuffer)
2176                 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2177         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f  , vertexbuffer     , bufferoffset           );
2178         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , NULL      , NULL             , 0                      );
2179         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
2180         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
2181         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
2182         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL      , NULL             , 0                      );
2183         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
2184         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL      , NULL             , 0                      );
2185         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL      , NULL             , 0                      );
2186         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL      , NULL             , 0                      );
2187 }
2188
2189 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2190 {
2191         r_meshbuffer_t *buffer_vertex3f = NULL;
2192         r_meshbuffer_t *buffer_color4f = NULL;
2193         r_meshbuffer_t *buffer_texcoord2f = NULL;
2194         int bufferoffset_vertex3f = 0;
2195         int bufferoffset_color4f = 0;
2196         int bufferoffset_texcoord2f = 0;
2197         buffer_color4f    = R_BufferData_Store(numvertices * sizeof(float[4]), color4f   , R_BUFFERDATA_VERTEX, &bufferoffset_color4f   );
2198         buffer_vertex3f   = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f  , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f  );
2199         buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2200         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2201         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2202         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoord2f        , buffer_texcoord2f        , bufferoffset_texcoord2f        );
2203         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2204         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2205         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , NULL              , NULL                     , 0                              );
2206         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2207         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2208         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2209         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2210 }
2211
2212 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)
2213 {
2214         r_meshbuffer_t *buffer_vertex3f = NULL;
2215         r_meshbuffer_t *buffer_color4f = NULL;
2216         r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2217         r_meshbuffer_t *buffer_svector3f = NULL;
2218         r_meshbuffer_t *buffer_tvector3f = NULL;
2219         r_meshbuffer_t *buffer_normal3f = NULL;
2220         r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2221         int bufferoffset_vertex3f = 0;
2222         int bufferoffset_color4f = 0;
2223         int bufferoffset_texcoordtexture2f = 0;
2224         int bufferoffset_svector3f = 0;
2225         int bufferoffset_tvector3f = 0;
2226         int bufferoffset_normal3f = 0;
2227         int bufferoffset_texcoordlightmap2f = 0;
2228         buffer_color4f            = R_BufferData_Store(numvertices * sizeof(float[4]), color4f           , R_BUFFERDATA_VERTEX, &bufferoffset_color4f           );
2229         buffer_vertex3f           = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f          , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f          );
2230         buffer_svector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f         );
2231         buffer_tvector3f          = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f         , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f         );
2232         buffer_normal3f           = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f          , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f          );
2233         buffer_texcoordtexture2f  = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2234         buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2235         R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(float[3])        , vertex3f          , buffer_vertex3f          , bufferoffset_vertex3f          );
2236         R_Mesh_ColorPointer(      4, GL_FLOAT        , sizeof(float[4])        , color4f           , buffer_color4f           , bufferoffset_color4f           );
2237         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(float[2])        , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2238         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(float[3])        , svector3f         , buffer_svector3f         , bufferoffset_svector3f         );
2239         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(float[3])        , tvector3f         , buffer_tvector3f         , bufferoffset_tvector3f         );
2240         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(float[3])        , normal3f          , buffer_normal3f          , bufferoffset_normal3f          );
2241         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(float[2])        , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2242         R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(float[2])        , NULL              , NULL                     , 0                              );
2243         R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2244         R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL              , NULL                     , 0                              );
2245 }
2246
2247 void GL_BlendEquationSubtract(qboolean negated)
2248 {
2249         CHECKGLERROR
2250         if(negated)
2251         {
2252                 switch(vid.renderpath)
2253                 {
2254                 case RENDERPATH_GL32:
2255                 case RENDERPATH_GLES2:
2256                         qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2257                         break;
2258                 }
2259         }
2260         else
2261         {
2262                 switch(vid.renderpath)
2263                 {
2264                 case RENDERPATH_GL32:
2265                 case RENDERPATH_GLES2:
2266                         qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR
2267                         break;
2268                 }
2269         }
2270 }