case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
- if (vid.support.ext_framebuffer_object)
+ if (vid.support.arb_framebuffer_object)
+ {
+ int temp;
+ GLuint status;
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+ if (colortexture4 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture && qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ }
+ else if (qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
+ temp = 0;
+ }
+ return temp;
+ }
+ else if (vid.support.ext_framebuffer_object)
{
int temp;
GLuint status;
- qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
- if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
- // if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
- if (colortexture && colortexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
- if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
- if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
- if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
- if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
- if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
- if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
- if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
- if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
- if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+ // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
if (colortexture4 && qglDrawBuffersARB)
{
}
else if (colortexture && qglDrawBuffer)
{
- qglDrawBuffer(drawbuffers[0]);CHECKGLERROR
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
}
else if (qglDrawBuffer)
qglDrawBuffer(GL_NONE);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
}
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
if (status != GL_FRAMEBUFFER_COMPLETE)
{
- Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatusEXT returned %i\n", status);
- qglDeleteFramebuffersEXT(1, (GLuint*)&temp);
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
temp = 0;
}
return temp;
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
if (fbo)
- qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
+ qglDeleteFramebuffers(1, (GLuint*)&fbo);
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
if (gl_state.framebufferobject != fbo)
{
gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
}
break;
case RENDERPATH_D3D9:
if (vid.support.ext_framebuffer_object)
{
- //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
+ //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
+ qglBindFramebuffer(GL_FRAMEBUFFER, 0);
}
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
qglColor4f(1, 1, 1, 1);CHECKGLERROR
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
qglDisableVertexAttribArray(GLSLATTRIB_COLOR);