#include "quakedef.h"
#include "cl_collision.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 vid_d3d9dev;
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
-cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
void *preparevertices_tempdata;
size_t preparevertices_tempdatamaxsize;
r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
- r_vertexposition_t *preparevertices_vertexposition;
r_vertexgeneric_t *preparevertices_vertexgeneric;
r_vertexmesh_t *preparevertices_vertexmesh;
int preparevertices_numvertices;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ gl_state.usevbo_staticvertex = false;
+ gl_state.usevbo_staticindex = false;
+ gl_state.usevbo_dynamicvertex = false;
+ gl_state.usevbo_dynamicindex = false;
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
if (gl_state.preparevertices_tempdata)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
polygonelement3i[i] = polygonelement3s[i];
- for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
quadelement3i[i] = quadelement3s[i];
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
- Cvar_RegisterVariable(&gl_mesh_separatearrays);
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");
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
break;
}
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
break;
case RENDERPATH_D3D9:
m[5] *= -1;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
+ break;
}
// force an update of the derived matrices
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
return 1;
+ case RENDERPATH_SOFT:
+ return 1;
}
return 0;
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (fbo)
+ {
+ int width, height;
+ unsigned int *pointers[5];
+ memset(pointers, 0, sizeof(pointers));
+ for (i = 0;i < 5;i++)
+ pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
+ width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+ }
+ else
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ break;
}
}
if (vid.support.ext_framebuffer_object)
{
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
}
CHECKGLERROR
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(1,1,1,1);
+ DPSOFTRAST_AlphaTest(gl_state.alphatest);
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthTest(gl_state.depthtest);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ gl_state.cullfaceenable = state != GL_NONE ? true : false;
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ }
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_AlphaTest(gl_state.alphatest);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_AlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(r, g, b, a);
+ break;
}
}
}
case RENDERPATH_D3D11:
// no equivalent in D3D
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Color4f(cr, cg, cb, ca);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Scissor(x, y, width, height);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ScissorTest(gl_state.scissortest);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (mask & GL_COLOR_BUFFER_BIT)
+ DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ DPSOFTRAST_ClearDepth(depthvalue);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+ break;
}
}
int shaderobject;
int shadercompiled;
char compilelog[MAX_INPUTLINE];
- shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
if (!shaderobject)
return false;
- qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
- qglCompileShaderARB(shaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
- qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShader(shaderobject);CHECKGLERROR
+ qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+ qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
{
int i, j, pretextlines = 0;
}
if (!shadercompiled)
{
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return false;
}
- qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglAttachShader(programobject, shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return true;
}
char linklog[MAX_INPUTLINE];
CHECKGLERROR
- programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ programobject = qglCreateProgram();CHECKGLERROR
if (!programobject)
return 0;
- if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER_ARB
- if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
goto cleanup;
#endif
- if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
goto cleanup;
- qglLinkProgramARB(programobject);CHECKGLERROR
- qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ qglLinkProgram(programobject);CHECKGLERROR
+ qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+ qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
if (linklog[0])
{
if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
goto cleanup;
return programobject;
cleanup:
- qglDeleteObjectARB(programobject);CHECKGLERROR
+ qglDeleteProgram(programobject);CHECKGLERROR
return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
{
CHECKGLERROR
- qglDeleteObjectARB(prog);
+ qglDeleteProgram(prog);
CHECKGLERROR
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
// upload a dynamic index buffer if needed
if (element3s)
bufferoffset3i = element3i_bufferoffset;
bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
bufferoffset3s = element3s_bufferoffset;
- r_refdef.stats.meshes++;
- r_refdef.stats.meshes_elements += numelements;
+ r_refdef.stats.draws++;
+ r_refdef.stats.draws_vertices += numvertices;
+ r_refdef.stats.draws_elements += numelements;
if (gl_paranoid.integer)
{
unsigned int i;
else
{
if (element3s)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
else if (element3i)
- IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
else
- IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+ IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
}
#endif
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
+ break;
}
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+ break;
}
}
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ if (!tex)
+ {
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
+ }
+ if (unit->texture == tex)
+ return;
+ unit->texture = tex;
+ DPSOFTRAST_SetTexture(unitnum, R_GetTexture(tex));
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
#ifdef SUPPORTD3D
-//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
+//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
-D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
+D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
{
- {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
D3DDECL_END()
};
-IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
#endif
static void R_Mesh_InitVertexDeclarations(void)
{
#ifdef SUPPORTD3D
- r_vertexposition_d3d9decl = NULL;
+ r_vertex3f_d3d9decl = NULL;
r_vertexgeneric_d3d9decl = NULL;
r_vertexmesh_d3d9decl = NULL;
switch(vid.renderpath)
case RENDERPATH_GL11:
break;
case RENDERPATH_D3D9:
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
#endif
}
static void R_Mesh_DestroyVertexDeclarations(void)
{
#ifdef SUPPORTD3D
- if (r_vertexposition_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
- r_vertexposition_d3d9decl = NULL;
+ if (r_vertex3f_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
+ r_vertex3f_d3d9decl = NULL;
if (r_vertexgeneric_d3d9decl)
IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
r_vertexgeneric_d3d9decl = NULL;
#endif
}
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexposition_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
- {
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
- }
- gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexposition;
-}
-
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
-{
- R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
- gl_state.preparevertices_vertexposition = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
-}
-
-void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
-{
- int i;
- r_vertexposition_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- if (vid.texunits >= 2)
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- if (vid.texunits >= 3)
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- gl_state.d3dvertexbuffer = NULL;
- gl_state.d3dvertexdata = (void *)vertex3f;
- gl_state.d3dvertexsize = sizeof(float[3]);
-#endif
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
- // no quick path for this case, convert to vertex structs
- vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
- R_Mesh_PrepareVertices_Position_Unlock();
- R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
-}
-
-void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
{
// upload temporary vertexbuffer for this rendering
if (!gl_state.usevbo_staticvertex)
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
{
if (gl_state.preparevertices_dynamicvertexbuffer)
- R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
switch(vid.renderpath)
case RENDERPATH_CGGL:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
else
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
case RENDERPATH_GL13:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
else
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
case RENDERPATH_GL11:
if (vertexbuffer)
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
else
{
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
if (vertexbuffer)
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
else
IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
gl_state.d3dvertexbuffer = (void *)vertexbuffer;
- gl_state.d3dvertexdata = (void *)vertex;
- gl_state.d3dvertexsize = sizeof(*vertex);
+ gl_state.d3dvertexdata = (void *)vertex3f;
+ gl_state.d3dvertexsize = sizeof(float[3]);
#endif
break;
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(NULL, 0);
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+ break;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+ return;
}
// no quick path for this case, convert to vertex structs
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
+ break;
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- if (gl_mesh_separatearrays.integer)
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- if (gl_mesh_separatearrays.integer)
+ if (!vid.useinterleavedarrays)
{
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
+ return;
}
vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
+ break;
}
}