X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=0847eb6075a29d01c6f8e1a6e77b6d38ce16d75e;hp=707fa28c7dccb562838c5df708e037648bcf4596;hb=5a4be9fc214e0831a862d51f702510d2a002fa4b;hpb=f1677bbbbcc84af6f53e54b3046b9417d8636d9d diff --git a/gl_backend.c b/gl_backend.c index 707fa28c..0847eb60 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -8,6 +8,94 @@ extern LPDIRECT3DDEVICE9 vid_d3d9dev; extern D3DCAPS9 vid_d3d9caps; #endif +// on GLES we have to use some proper #define's +#ifndef GL_FRAMEBUFFER +#define GL_FRAMEBUFFER 0x8D40 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#endif +#ifndef GL_COLOR_ATTACHMENT1 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#endif +#ifndef GL_ARRAY_BUFFER +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#endif +//#ifndef GL_VERTEX_ARRAY +//#define GL_VERTEX_ARRAY 0x8074 +//#define GL_COLOR_ARRAY 0x8076 +//#define GL_TEXTURE_COORD_ARRAY 0x8078 +//#endif +#ifndef GL_TEXTURE0 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#endif + +#ifndef GL_TEXTURE_3D +#define GL_TEXTURE_3D 0x806F +#endif +#ifndef GL_TEXTURE_CUBE_MAP +#define GL_TEXTURE_CUBE_MAP 0x8513 +#endif +//#ifndef GL_MODELVIEW +//#define GL_MODELVIEW 0x1700 +//#endif +//#ifndef GL_PROJECTION +//#define GL_PROJECTION 0x1701 +//#endif +//#ifndef GL_DECAL +//#define GL_DECAL 0x2101 +//#endif +//#ifndef GL_INTERPOLATE +//#define GL_INTERPOLATE 0x8575 +//#endif + + #define MAX_RENDERTARGETS 4 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; @@ -84,8 +172,8 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber) Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber); break; #endif -#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT - case GL_INVALID_FRAMEBUFFER_OPERATION_EXT: +#ifdef GL_INVALID_FRAMEBUFFER_OPERATION + case GL_INVALID_FRAMEBUFFER_OPERATION: Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); break; #endif @@ -137,6 +225,7 @@ typedef struct gl_state_s int alphatest; int alphafunc; float alphafuncvalue; + qboolean alphatocoverage; int scissortest; unsigned int unit; unsigned int clientunit; @@ -146,6 +235,7 @@ typedef struct gl_state_s int lockrange_count; int vertexbufferobject; int elementbufferobject; + int uniformbufferobject; int framebufferobject; int defaultframebufferobject; // deal with platforms that use a non-zero default fbo qboolean pointer_color_enabled; @@ -169,7 +259,6 @@ typedef struct gl_state_s r_meshbuffer_t *preparevertices_dynamicvertexbuffer; r_vertexgeneric_t *preparevertices_vertexgeneric; r_vertexmesh_t *preparevertices_vertexmesh; - r_vertexbouncelight_t *preparevertices_vertexbouncelight; int preparevertices_numvertices; r_meshbuffer_t *draw_dynamicindexbuffer; @@ -259,7 +348,7 @@ unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; int quadelement3i[QUADELEMENTS_MAXQUADS*6]; unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; -void GL_VBOStats_f(void) +static void GL_VBOStats_f(void) { GL_Mesh_ListVBOs(true); } @@ -276,6 +365,7 @@ static void R_Mesh_SetUseVBO(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; @@ -326,10 +416,11 @@ static void gl_backend_start(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: // fetch current fbo here (default fbo is not 0 on some GLES devices) if (vid.support.ext_framebuffer_object) - qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &gl_state.defaultframebufferobject); + qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject); break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -358,6 +449,7 @@ static void gl_backend_shutdown(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -376,8 +468,6 @@ static void gl_backend_shutdown(void) if (gl_state.preparevertices_tempdata) Mem_Free(gl_state.preparevertices_tempdata); - if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer); Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); @@ -403,6 +493,7 @@ static void gl_backend_devicelost(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -430,6 +521,7 @@ static void gl_backend_devicelost(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -462,6 +554,7 @@ static void gl_backend_devicerestored(void) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -544,6 +637,32 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; } +void GL_Finish(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglFinish(); + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + 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; + case RENDERPATH_SOFT: + DPSOFTRAST_Finish(); + break; + } +} + static int bboxedges[12][2] = { // top @@ -586,8 +705,6 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) return false; - x1 = y1 = x2 = y2 = 0; - // transform all corners that are infront of the nearclip plane VectorNegate(r_refdef.view.frustum[4].normal, plane4f); plane4f[3] = r_refdef.view.frustum[4].dist; @@ -687,6 +804,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; } @@ -706,7 +824,7 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m VectorSet(normal, normalx, normaly, normalz); Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); - VectorScale(normal, dist, v3); + VectorScale(normal, -dist, v3); Matrix4x4_Transform(&v->viewmatrix, v3, v4); // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique clipPlane[3] = -DotProduct(v4, clipPlane); @@ -770,6 +888,7 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -1020,6 +1139,7 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri case RENDERPATH_GL13: case RENDERPATH_GL11: case RENDERPATH_SOFT: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: @@ -1055,6 +1175,8 @@ void R_SetViewport(const r_viewport_t *v) { case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GLES1: +#ifdef GL_PROJECTION CHECKGLERROR qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR // Load the projection matrix into OpenGL @@ -1062,6 +1184,7 @@ void R_SetViewport(const r_viewport_t *v) Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); qglLoadMatrixf(m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR +#endif break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -1109,7 +1232,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } @@ -1119,29 +1242,146 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR + } +} + +static void GL_BindUBO(int bufferobject) +{ + if (gl_state.uniformbufferobject != bufferobject) + { + gl_state.uniformbufferobject = bufferobject; + CHECKGLERROR + qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR } } +static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { - int temp; switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: - if (!vid.support.ext_framebuffer_object) - return 0; - qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR - R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); - if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR - if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR - if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR - if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR - if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR - return temp; + 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 +#ifdef USE_GLES2 + // FIXME: separate stencil attachment on GLES + if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR +#else + if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR +#endif + 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 + +#ifndef USE_GLES2 + 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 + } +#endif + status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE) + { + Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); + gl_state.framebufferobject = 0; // GL unbinds it for us + qglDeleteFramebuffers(1, (GLuint*)&temp); + temp = 0; + } + return temp; + } + else if (vid.support.ext_framebuffer_object) + { + int temp; + GLuint status; + qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR + R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); + // 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 + +#ifndef USE_GLES2 + 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 + } +#endif + status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE) + { + Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); + gl_state.framebufferobject = 0; // GL unbinds it for us + qglDeleteFramebuffers(1, (GLuint*)&temp); + temp = 0; + } + return temp; + } + return 0; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: @@ -1159,9 +1399,15 @@ void R_Mesh_DestroyFramebufferObject(int fbo) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (fbo) - qglDeleteFramebuffersEXT(1, (GLuint*)&fbo); + { + // GL clears the binding if we delete something bound + if (gl_state.framebufferobject == fbo) + gl_state.framebufferobject = 0; + qglDeleteFramebuffers(1, (GLuint*)&fbo); + } break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: @@ -1175,10 +1421,6 @@ void R_Mesh_DestroyFramebufferObject(int fbo) #ifdef SUPPORTD3D void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3) { -// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still) - if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3) - return; - gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface; if (gl_state.d3drt_depthsurface != depthsurface) { @@ -1208,37 +1450,6 @@ void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurfa } #endif -void R_Mesh_ResetRenderTargets(void) -{ - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - if (gl_state.framebufferobject) - { - gl_state.framebufferobject = 0; - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject); - } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); -#endif - break; - 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; - case RENDERPATH_SOFT: - DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); - break; - } -} - void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { unsigned int i; @@ -1258,11 +1469,12 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (gl_state.framebufferobject != fbo) { gl_state.framebufferobject = fbo; - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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: @@ -1271,19 +1483,24 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost if (fbo) { - IDirect3DSurface9 *colorsurfaces[4]; - for (i = 0;i < 4;i++) + IDirect3DSurface9 *surfaces[5]; + for (i = 0;i < 5;i++) { - colorsurfaces[i] = NULL; + surfaces[i] = NULL; if (textures[i]) - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]); + { + if (textures[i]->d3dsurface) + surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface; + else + IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]); + } } // set the render targets for real - R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]); + R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]); // release the texture surface levels (they won't be lost while bound...) - for (i = 0;i < 4;i++) - if (textures[i]) - IDirect3DSurface9_Release(colorsurfaces[i]); + for (i = 0;i < 5;i++) + if (textures[i] && !textures[i]->d3dsurface) + IDirect3DSurface9_Release(surfaces[i]); } else R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); @@ -1342,7 +1559,6 @@ static int d3dstencilopforglfunc(int f) } #endif - static void GL_Backend_ResetState(void) { unsigned int i; @@ -1351,6 +1567,7 @@ static void GL_Backend_ResetState(void) gl_state.alphatest = false; gl_state.alphafunc = GL_GEQUAL; gl_state.alphafuncvalue = 0.5f; + gl_state.alphatocoverage = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; @@ -1372,9 +1589,6 @@ static void GL_Backend_ResetState(void) #ifdef SUPPORTD3D { IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc)); - IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); @@ -1390,8 +1604,10 @@ static void GL_Backend_ResetState(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_ALPHA_TEST CHECKGLERROR qglColorMask(1, 1, 1, 1);CHECKGLERROR @@ -1408,14 +1624,14 @@ static void GL_Backend_ResetState(void) if (vid.support.arb_vertex_buffer_object) { - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ARRAY_BUFFER, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); } if (vid.support.ext_framebuffer_object) { - //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + //qglBindRenderbuffer(GL_RENDERBUFFER, 0); + qglBindFramebuffer(GL_FRAMEBUFFER, 0); } qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR @@ -1426,7 +1642,7 @@ static void GL_Backend_ResetState(void) qglColor4f(1, 1, 1, 1);CHECKGLERROR if (vid.support.ext_framebuffer_object) - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject); gl_state.unit = MAX_TEXTUREUNITS; gl_state.clientunit = MAX_TEXTUREUNITS; @@ -1443,8 +1659,8 @@ static void GL_Backend_ResetState(void) } if (vid.support.arb_texture_cube_map) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR } GL_BindVBO(0); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR @@ -1455,10 +1671,10 @@ static void GL_Backend_ResetState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } CHECKGLERROR +#endif 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); @@ -1479,18 +1695,13 @@ static void GL_Backend_ResetState(void) qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - // if (vid.renderpath == RENDERPATH_GL20) - // { - // qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR - // qglDisable(GL_ALPHA_TEST);CHECKGLERROR - // } if (vid.support.arb_vertex_buffer_object) { - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ARRAY_BUFFER, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); } if (vid.support.ext_framebuffer_object) - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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); @@ -1508,7 +1719,7 @@ static void GL_Backend_ResetState(void) } if (vid.support.arb_texture_cube_map) { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR } } for (i = 0;i < vid.texarrayunits;i++) @@ -1532,11 +1743,12 @@ void GL_ActiveTexture(unsigned int num) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (qglActiveTexture) { CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + qglActiveTexture(GL_TEXTURE0 + gl_state.unit); CHECKGLERROR } break; @@ -1559,10 +1771,11 @@ void GL_ClientActiveTexture(unsigned int num) { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (qglActiveTexture) { CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit); CHECKGLERROR } break; @@ -1592,6 +1805,7 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR @@ -1665,6 +1879,7 @@ void GL_DepthMask(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR @@ -1697,6 +1912,7 @@ void GL_DepthTest(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (gl_state.depthtest) @@ -1736,6 +1952,7 @@ void GL_DepthFunc(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglDepthFunc(gl_state.depthfunc);CHECKGLERROR @@ -1769,8 +1986,13 @@ void GL_DepthRange(float nearfrac, float farfrac) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: +#ifdef USE_GLES2 + qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]); +#else qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); +#endif break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -1806,6 +2028,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (enable) @@ -1821,10 +2044,12 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro qglStencilMask(writemask);CHECKGLERROR qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR - qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR + qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR + qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR } else if (vid.support.ext_stencil_two_side) { +#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR qglStencilMask(writemask);CHECKGLERROR @@ -1834,6 +2059,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro qglStencilMask(writemask);CHECKGLERROR qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR +#endif } break; case RENDERPATH_D3D9: @@ -1872,6 +2098,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (enable) @@ -1884,7 +2111,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass } if (vid.support.ext_stencil_two_side) { +#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR +#endif } qglStencilMask(writemask);CHECKGLERROR qglStencilOp(fail, zfail, zpass);CHECKGLERROR @@ -1928,6 +2157,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); break; @@ -1966,6 +2196,7 @@ void GL_SetMirrorState(qboolean state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglCullFace(gl_state.cullface);CHECKGLERROR break; @@ -2002,6 +2233,7 @@ void GL_CullFace(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR @@ -2076,6 +2308,8 @@ void GL_AlphaTest(int state) { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_ALPHA_TEST // only fixed function uses alpha test, other paths use pixel kill capability in shaders CHECKGLERROR if (gl_state.alphatest) @@ -2086,21 +2320,50 @@ void GL_AlphaTest(int state) { qglDisable(GL_ALPHA_TEST);CHECKGLERROR } - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D -// IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); #endif break; + case RENDERPATH_D3D9: case RENDERPATH_D3D10: - break; case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GL20: + case RENDERPATH_GLES2: break; + } + } +} + +void GL_AlphaToCoverage(qboolean state) +{ + if (gl_state.alphatocoverage != state) + { + gl_state.alphatocoverage = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: case RENDERPATH_SOFT: -// DPSOFTRAST_AlphaTest(gl_state.alphatest); break; case RENDERPATH_GL20: - case RENDERPATH_GLES2: +#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB + // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly + CHECKGLERROR + if (gl_state.alphatocoverage) + { + qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR +// qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR + } + else + { + qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR +// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR + } +#endif break; } } @@ -2118,6 +2381,7 @@ void GL_ColorMask(int r, int g, int b, int a) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR @@ -2152,6 +2416,7 @@ void GL_Color(float cr, float cg, float cb, float ca) { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: CHECKGLERROR qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); CHECKGLERROR @@ -2179,6 +2444,7 @@ void GL_Scissor (int x, int y, int width, int height) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglScissor(x, y,width,height); @@ -2218,6 +2484,7 @@ void GL_ScissorTest(int state) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if(gl_state.scissortest) @@ -2260,6 +2527,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR if (mask & GL_COLOR_BUFFER_BIT) @@ -2268,7 +2536,11 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva } if (mask & GL_DEPTH_BUFFER_BIT) { +#ifdef USE_GLES2 + qglClearDepthf(depthvalue);CHECKGLERROR +#else qglClearDepth(depthvalue);CHECKGLERROR +#endif } if (mask & GL_STENCIL_BUFFER_BIT) { @@ -2303,6 +2575,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: CHECKGLERROR qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR @@ -2359,7 +2632,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi void R_Mesh_Start(void) { BACKENDACTIVECHECK - R_Mesh_ResetRenderTargets(); + R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); R_Mesh_SetUseVBO(); if (gl_printcheckerror.integer && !gl_paranoid.integer) { @@ -2368,7 +2641,7 @@ void R_Mesh_Start(void) } } -qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) +static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { int shaderobject; int shadercompiled; @@ -2380,7 +2653,7 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons 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"))) + 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)) { int i, j, pretextlines = 0; for (i = 0;i < numstrings - 1;i++) @@ -2418,8 +2691,12 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5"); - qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6"); - qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight"); +#ifndef USE_GLES2 + if(vid.support.gl20shaders130) + qglBindFragDataLocation(programobject, 0, "dp_FragColor"); +#endif if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; @@ -2437,7 +2714,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver 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")) + if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer) Con_DPrintf("program link log:\n%s\n", linklog); // software vertex shader is ok but software fragment shader is WAY // too slow, fail program if so. @@ -2463,18 +2740,6 @@ void GL_Backend_FreeProgram(unsigned int prog) CHECKGLERROR } -void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) -{ - int i; - if (offset) - { - for (i = 0;i < count;i++) - *out++ = *in++ + offset; - } - else - memcpy(out, in, sizeof(*out) * count); -} - // renders triangles using vertices from the active arrays int paranoidblah = 0; void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset) @@ -2493,9 +2758,10 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!gl_mesh_prefer_short_elements.integer) { if (element3i) + { element3s = NULL; - if (element3i_indexbuffer) - element3i_indexbuffer = NULL; + element3s_indexbuffer = NULL; + } } // adjust the pointers for firsttriangle if (element3i) @@ -2511,6 +2777,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: // check if the user specified to ignore static index buffers if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset))) @@ -2532,9 +2799,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex) { if (gl_state.draw_dynamicindexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s)); + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0); else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true); + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true); element3s_indexbuffer = gl_state.draw_dynamicindexbuffer; element3s_bufferoffset = 0; } @@ -2544,9 +2811,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex) { if (gl_state.draw_dynamicindexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i)); + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0); else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false); + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false); element3i_indexbuffer = gl_state.draw_dynamicindexbuffer; element3i_bufferoffset = 0; } @@ -2555,9 +2822,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri bufferoffset3i = element3i_bufferoffset; bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; bufferoffset3s = element3s_bufferoffset; - r_refdef.stats.draws++; - r_refdef.stats.draws_vertices += numvertices; - r_refdef.stats.draws_elements += numelements; + r_refdef.stats[r_stat_draws]++; + r_refdef.stats[r_stat_draws_vertices] += numvertices; + r_refdef.stats[r_stat_draws_elements] += numelements; if (gl_paranoid.integer) { unsigned int i; @@ -2632,137 +2899,245 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri CHECKGLERROR if (gl_mesh_testmanualfeeding.integer) { +#ifndef USE_GLES2 unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if(vid.renderpath == RENDERPATH_GL20) { - if (element3i) - element = element3i[i]; - else if (element3s) - element = element3s[i]; - else - element = firstvertex + i; - for (j = 0;j < vid.texarrayunits;j++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]); else - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]); } - else + else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000)) { + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(p[0], p[1], p[2], p[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(p[0], p[1], p[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(p[0], p[1]); - else - qglTexCoord1f(p[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]); } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(s[0], s[1], s[2], s[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f)); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(s[0], s[1], s[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f)); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(s[0], s[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f)); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(s[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f)); } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) - { - const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE) { + const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f)); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f)); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f)); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f)); } - else + else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000)) { + const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(sb[0], sb[1], sb[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(sb[0], sb[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(sb[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]); } } } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4f(p[0], p[1], p[2], p[3]); + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]); + } } - else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + if (gl_state.pointer_vertex_gltype == GL_FLOAT) { - const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]); + else + qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]); } } - if (gl_state.pointer_vertex_gltype == GL_FLOAT) + } + else + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); - if (gl_state.pointer_vertex_components == 4) - qglVertex4f(p[0], p[1], p[2], p[3]); - else if (gl_state.pointer_vertex_components == 3) - qglVertex3f(p[0], p[1], p[2]); + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; else - qglVertex2f(p[0], p[1]); + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) + { + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) + { + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(p[0], p[1]); + else + qglTexCoord1f(p[0]); + } + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) + { + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(s[0]); + } + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) + { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); + } + } + } + } + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) + { + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + } + } + if (gl_state.pointer_vertex_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertex4f(p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertex3f(p[0], p[1], p[2]); + else + qglVertex2f(p[0], p[1]); + } } } qglEnd(); CHECKGLERROR +#endif } else if (bufferobject3s) { GL_BindEBO(bufferobject3s); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); CHECKGLERROR @@ -2771,12 +3146,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (bufferobject3i) { GL_BindEBO(bufferobject3i); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); CHECKGLERROR @@ -2785,12 +3162,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (element3s) { GL_BindEBO(0); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR @@ -2799,12 +3178,14 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (element3i) { GL_BindEBO(0); +#ifndef USE_GLES2 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) { qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR } else +#endif { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR @@ -2853,6 +3234,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri case RENDERPATH_SOFT: DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s); break; + case RENDERPATH_GLES1: case RENDERPATH_GLES2: // GLES does not have glDrawRangeElements, and generally // underperforms with index buffers, so this code path is @@ -2865,8 +3247,8 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri GLint attribsize; GLenum attribtype; GLchar attribname[1024]; - r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (r != GL_FRAMEBUFFER_COMPLETE_EXT) + r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR + if (r != GL_FRAMEBUFFER_COMPLETE) Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject); #ifndef GL_CURRENT_PROGRAM #define GL_CURRENT_PROGRAM 0x8B8D @@ -2908,54 +3290,75 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { - R_Mesh_ResetRenderTargets(); + R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); } -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16) +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16) { r_meshbuffer_t *buffer; - if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))) - return NULL; + if (isuniformbuffer) + { + if (!vid.support.arb_uniform_buffer_object) + return NULL; + } + else + { + if (!vid.support.arb_vertex_buffer_object) + return NULL; + if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)) + return NULL; + } buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); memset(buffer, 0, sizeof(*buffer)); buffer->bufferobject = 0; buffer->devicebuffer = NULL; - buffer->size = 0; + buffer->size = size; buffer->isindexbuffer = isindexbuffer; + buffer->isuniformbuffer = isuniformbuffer; buffer->isdynamic = isdynamic; buffer->isindex16 = isindex16; strlcpy(buffer->name, name, sizeof(buffer->name)); - R_Mesh_UpdateMeshBuffer(buffer, data, size); + R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0); return buffer; } -void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset) { if (!buffer) return; if (buffer->isindexbuffer) { - r_refdef.stats.indexbufferuploadcount++; - r_refdef.stats.indexbufferuploadsize += size; + r_refdef.stats[r_stat_indexbufferuploadcount]++; + r_refdef.stats[r_stat_indexbufferuploadsize] += size; } else { - r_refdef.stats.vertexbufferuploadcount++; - r_refdef.stats.vertexbufferuploadsize += size; + r_refdef.stats[r_stat_vertexbufferuploadcount]++; + r_refdef.stats[r_stat_vertexbufferuploadsize] += size; } + if (!subdata) + buffer->size = size; switch(vid.renderpath) { case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: if (!buffer->bufferobject) qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject); - if (buffer->isindexbuffer) + if (buffer->isuniformbuffer) + GL_BindUBO(buffer->bufferobject); + else if (buffer->isindexbuffer) GL_BindEBO(buffer->bufferobject); else GL_BindVBO(buffer->bufferobject); - qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); + if (subdata) + qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data); + else + qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); + if (buffer->isuniformbuffer) + GL_BindUBO(0); break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D @@ -2965,17 +3368,17 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isindexbuffer) { IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; - if (size > buffer->size || !buffer->devicebuffer) + if (offset+size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); buffer->devicebuffer = NULL; - if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) + if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result); buffer->devicebuffer = (void *)d3d9indexbuffer; - buffer->size = size; + buffer->size = offset+size; } - if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) { if (data) memcpy(datapointer, data, size); @@ -2987,17 +3390,17 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si else { IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; - if (size > buffer->size || !buffer->devicebuffer) + if (offset+size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); buffer->devicebuffer = NULL; - if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) + if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result); buffer->devicebuffer = (void *)d3d9vertexbuffer; - buffer->size = size; + buffer->size = offset+size; } - if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) { if (data) memcpy(datapointer, data, size); @@ -3029,7 +3432,15 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: + // GL clears the binding if we delete something bound + if (gl_state.uniformbufferobject == buffer->bufferobject) + gl_state.uniformbufferobject = 0; + if (gl_state.vertexbufferobject == buffer->bufferobject) + gl_state.vertexbufferobject = 0; + if (gl_state.elementbufferobject == buffer->bufferobject) + gl_state.elementbufferobject = 0; qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); break; case RENDERPATH_D3D9: @@ -3058,22 +3469,51 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } +static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"}; void GL_Mesh_ListVBOs(qboolean printeach) { int i, endindex; - size_t ebocount = 0, ebomemory = 0; - size_t vbocount = 0, vbomemory = 0; + int type; + int isdynamic; + int index16count, index16mem; + int index32count, index32mem; + int vertexcount, vertexmem; + int uniformcount, uniformmem; + int totalcount, totalmem; + size_t bufferstat[R_BUFFERDATA_COUNT][2][2]; r_meshbuffer_t *buffer; + memset(bufferstat, 0, sizeof(bufferstat)); endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); if (!buffer) continue; - if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} - else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + if (buffer->isuniformbuffer) + type = R_BUFFERDATA_UNIFORM; + else if (buffer->isindexbuffer && buffer->isindex16) + type = R_BUFFERDATA_INDEX16; + else if (buffer->isindexbuffer) + type = R_BUFFERDATA_INDEX32; + else + type = R_BUFFERDATA_VERTEX; + isdynamic = buffer->isdynamic; + bufferstat[type][isdynamic][0]++; + bufferstat[type][isdynamic][1] += buffer->size; + if (printeach) + Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]); } - Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); + index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]); + index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]); + index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]); + index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]); + vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]); + vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]); + uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]); + uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]); + totalcount = index16count + index32count + vertexcount + uniformcount; + totalmem = index16mem + index32mem + vertexmem + uniformmem; + 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); } @@ -3084,6 +3524,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: 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) { int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; @@ -3111,7 +3552,8 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } break; case RENDERPATH_D3D9: @@ -3130,6 +3572,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_MODELVIEW CHECKGLERROR if (pointer) { @@ -3166,6 +3610,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR } } +#endif break; case RENDERPATH_GL20: case RENDERPATH_GLES2: @@ -3190,7 +3635,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -3224,6 +3670,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si { case RENDERPATH_GL11: case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_MODELVIEW CHECKGLERROR if (pointer) { @@ -3259,6 +3707,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } +#endif break; case RENDERPATH_GL20: case RENDERPATH_GLES2: @@ -3282,7 +3731,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si unit->pointer_texcoord_vertexbuffer = vertexbuffer; unit->pointer_texcoord_offset = bufferoffset; GL_BindVBO(bufferobject); - qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -3312,7 +3762,7 @@ int R_Mesh_TexBound(unsigned int unitnum, int id) return unit->t2d; if (id == GL_TEXTURE_3D) return unit->t3d; - if (id == GL_TEXTURE_CUBE_MAP_ARB) + if (id == GL_TEXTURE_CUBE_MAP) return unit->tcubemap; return 0; } @@ -3324,6 +3774,7 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: R_Mesh_TexBind(0, tex); GL_ActiveTexture(0);CHECKGLERROR @@ -3372,6 +3823,23 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15}; #endif +void R_Mesh_ClearBindingsForTexture(int texnum) +{ + gltextureunit_t *unit; + unsigned int unitnum; + // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used) + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + { + unit = gl_state.units + unitnum; + if (unit->t2d == texnum) + unit->t2d = -1; + if (unit->t3d == texnum) + unit->t3d = -1; + if (unit->tcubemap == texnum) + unit->tcubemap = -1; + } +} + void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; @@ -3397,11 +3865,12 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; - case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break; + case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: unit->texture = tex; tex2d = 0; tex3d = 0; @@ -3417,7 +3886,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) case GL_TEXTURE_3D: tex3d = texnum; break; - case GL_TEXTURE_CUBE_MAP_ARB: + case GL_TEXTURE_CUBE_MAP: texcubemap = texnum; break; } @@ -3472,18 +3941,18 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { if (unit->tcubemap == 0) { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR } } else { if (unit->tcubemap) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR } } unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR } break; case RENDERPATH_D3D9: @@ -3548,7 +4017,9 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GL20: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: +#ifdef GL_MODELVIEW if (matrix && matrix->m[3][3]) { // texmatrix specified, check if it is different @@ -3579,6 +4050,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } +#endif break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: @@ -3600,6 +4072,8 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i // do nothing break; case RENDERPATH_GL13: + case RENDERPATH_GLES1: +#ifdef GL_TEXTURE_ENV // GL_ARB_texture_env_combine if (!combinergb) combinergb = GL_MODULATE; @@ -3612,31 +4086,31 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { if (combinergb == GL_DECAL) - combinergb = GL_INTERPOLATE_ARB; - if (unit->combine != GL_COMBINE_ARB) + combinergb = GL_INTERPOLATE; + if (unit->combine != GL_COMBINE) { - unit->combine = GL_COMBINE_ARB; + unit->combine = GL_COMBINE; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode } if (unit->combinergb != combinergb) { unit->combinergb = combinergb; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR } if (unit->combinealpha != combinealpha) { unit->combinealpha = combinealpha; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR } if (unit->rgbscale != rgbscale) { unit->rgbscale = rgbscale; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR } if (unit->alphascale != alphascale) { @@ -3654,9 +4128,11 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } } +#endif break; case RENDERPATH_GL11: // normal GL texenv +#ifdef GL_TEXTURE_ENV if (!combinergb) combinergb = GL_MODULATE; if (unit->combine != combinergb) @@ -3665,6 +4141,7 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i GL_ActiveTexture(unitnum); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } +#endif break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: @@ -3694,8 +4171,9 @@ void R_Mesh_ResetTextureState(void) case RENDERPATH_D3D11: case RENDERPATH_SOFT: break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: for (unitnum = 0;unitnum < vid.texunits;unitnum++) { R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1); @@ -3721,7 +4199,7 @@ D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] = D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = { {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, + {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; @@ -3729,27 +4207,20 @@ D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = { {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4}, - D3DDECL_END() -}; - -D3DVERTEXELEMENT9 r_vertexbouncelight_d3d9elements[] = -{ - {0, (int)((size_t)&((r_vertexbouncelight_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, - {0, (int)((size_t)&((r_vertexbouncelight_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, - {0, (int)((size_t)&((r_vertexbouncelight_t *)0)->texcoord4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; -IDirect3DVertexDeclaration9 *r_vertexbouncelight_d3d9decl; #endif static void R_Mesh_InitVertexDeclarations(void) @@ -3758,19 +4229,18 @@ static void R_Mesh_InitVertexDeclarations(void) r_vertex3f_d3d9decl = NULL; r_vertexgeneric_d3d9decl = NULL; r_vertexmesh_d3d9decl = NULL; - r_vertexbouncelight_d3d9decl = NULL; switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GLES1: case RENDERPATH_GLES2: break; case RENDERPATH_D3D9: 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); - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexbouncelight_d3d9elements, &r_vertexbouncelight_d3d9decl); break; case RENDERPATH_D3D10: Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); @@ -3796,13 +4266,10 @@ static void R_Mesh_DestroyVertexDeclarations(void) if (r_vertexmesh_d3d9decl) IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl); r_vertexmesh_d3d9decl = NULL; - if (r_vertexbouncelight_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertexbouncelight_d3d9decl); - r_vertexbouncelight_d3d9decl = NULL; #endif } -void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer) +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset) { // upload temporary vertexbuffer for this rendering if (!gl_state.usevbo_staticvertex) @@ -3810,9 +4277,9 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3])); + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } switch(vid.renderpath) @@ -3821,13 +4288,16 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con case RENDERPATH_GLES2: if (vertexbuffer) { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); 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); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } else { @@ -3838,12 +4308,16 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con 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); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (vertexbuffer) { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); 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); @@ -3859,7 +4333,7 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con case RENDERPATH_GL11: if (vertexbuffer) { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); 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); } @@ -3874,7 +4348,7 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con #ifdef SUPPORTD3D IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl); if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3])); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3])); else IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); gl_state.d3dvertexbuffer = (void *)vertexbuffer; @@ -3918,7 +4392,7 @@ r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices) qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) { - R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL); + R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0); gl_state.preparevertices_vertexgeneric = NULL; gl_state.preparevertices_numvertices = 0; return true; @@ -3941,11 +4415,15 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 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); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); return; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); @@ -3980,28 +4458,21 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 if (color4f) { for (i = 0;i < numvertices;i++) - Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); + Vector4Copy(color4f + 4*i, vertex[i].color4f); } else { - float tempcolor4f[4]; - unsigned char tempcolor4ub[4]; - Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); - tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); - tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); - tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); - tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); for (i = 0;i < numvertices;i++) - Vector4Copy(tempcolor4ub, vertex[i].color4ub); + Vector4Copy(gl_state.color4f, vertex[i].color4f); } if (texcoord2f) for (i = 0;i < numvertices;i++) Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f); R_Mesh_PrepareVertices_Generic_Unlock(); - R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL); + R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0); } -void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer) +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset) { // upload temporary vertexbuffer for this rendering if (!gl_state.usevbo_staticvertex) @@ -4009,9 +4480,9 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve 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, vertex, numvertices * sizeof(*vertex), false, 0); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } switch(vid.renderpath) @@ -4020,37 +4491,44 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve case RENDERPATH_GLES2: if (vertexbuffer) { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); 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); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } else { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , 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); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (vertexbuffer) { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } @@ -4058,14 +4536,14 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); } else { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); } break; @@ -4073,7 +4551,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve #ifdef SUPPORTD3D IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex)); else IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); gl_state.d3dvertexbuffer = (void *)vertexbuffer; @@ -4089,7 +4567,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve break; case RENDERPATH_SOFT: DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); - DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex)); + DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex)); DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f); DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL); DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL); @@ -4117,7 +4595,7 @@ r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices) qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void) { - R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL); + R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0); gl_state.preparevertices_vertexmesh = NULL; gl_state.preparevertices_numvertices = 0; return true; @@ -4140,11 +4618,15 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); return; } break; - case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); @@ -4187,19 +4669,12 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, if (color4f) { for (i = 0;i < numvertices;i++) - Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); + Vector4Copy(color4f + 4*i, vertex[i].color4f); } else { - float tempcolor4f[4]; - unsigned char tempcolor4ub[4]; - Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); - tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); - tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); - tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); - tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); for (i = 0;i < numvertices;i++) - Vector4Copy(tempcolor4ub, vertex[i].color4ub); + Vector4Copy(gl_state.color4f, vertex[i].color4f); } if (texcoordtexture2f) for (i = 0;i < numvertices;i++) @@ -4208,10 +4683,10 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, for (i = 0;i < numvertices;i++) Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f); R_Mesh_PrepareVertices_Mesh_Unlock(); - R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL); + R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0); } -void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer) +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset) { // upload temporary vertexbuffer for this rendering if (!gl_state.usevbo_staticvertex) @@ -4219,9 +4694,9 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, 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, vertex, numvertices * sizeof(*vertex), false, 0); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } switch(vid.renderpath) @@ -4230,37 +4705,44 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, case RENDERPATH_GLES2: if (vertexbuffer) { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex)); } else { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0); } break; case RENDERPATH_GL13: + case RENDERPATH_GLES1: if (vertexbuffer) { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); } else { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); } @@ -4268,14 +4750,14 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); } else { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); } break; @@ -4283,7 +4765,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, #ifdef SUPPORTD3D IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex)); else IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); gl_state.d3dvertexbuffer = (void *)vertexbuffer; @@ -4299,7 +4781,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, break; case RENDERPATH_SOFT: DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); - DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex)); + DPSOFTRAST_SetColorPointer(vertex->color4f, 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); @@ -4309,201 +4791,60 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, } } - - -r_vertexbouncelight_t *R_Mesh_PrepareVertices_BounceLight_Lock(int numvertices) -{ - size_t size; - size = sizeof(r_vertexbouncelight_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_vertexbouncelight = (r_vertexbouncelight_t *)gl_state.preparevertices_tempdata; - gl_state.preparevertices_numvertices = numvertices; - return gl_state.preparevertices_vertexbouncelight; -} - -qboolean R_Mesh_PrepareVertices_BounceLight_Unlock(void) +void GL_BlendEquationSubtract(qboolean negated) { - R_Mesh_PrepareVertices_BounceLight(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexbouncelight, NULL); - gl_state.preparevertices_vertexbouncelight = NULL; - gl_state.preparevertices_numvertices = 0; - return true; -} - -void R_Mesh_PrepareVertices_BounceLight_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord4f) -{ - int i; - r_vertexbouncelight_t *vertex; - switch(vid.renderpath) + if(negated) { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - 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); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT, sizeof(float[4]), texcoord4f, 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; - } - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - if (!vid.useinterleavedarrays) + switch(vid.renderpath) { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT, sizeof(float[4]), texcoord4f, 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_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); +#endif + break; + 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; + case RENDERPATH_SOFT: + DPSOFTRAST_BlendSubtract(true); + break; } - break; - case RENDERPATH_D3D9: - 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, 4, sizeof(float[4]), texcoord4f); - 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 - vertex = R_Mesh_PrepareVertices_BounceLight_Lock(numvertices); - for (i = 0;i < numvertices;i++) - VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); - if (color4f) - { - for (i = 0;i < numvertices;i++) - Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } else { - float tempcolor4f[4]; - unsigned char tempcolor4ub[4]; - Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); - tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); - tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); - tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); - tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); - for (i = 0;i < numvertices;i++) - Vector4Copy(tempcolor4ub, vertex[i].color4ub); - } - if (texcoord4f) - for (i = 0;i < numvertices;i++) - Vector4Copy(texcoord4f + 4*i, vertex[i].texcoord4f); - R_Mesh_PrepareVertices_BounceLight_Unlock(); - R_Mesh_PrepareVertices_BounceLight(numvertices, vertex, NULL); -} - -void R_Mesh_PrepareVertices_BounceLight(int numvertices, const r_vertexbouncelight_t *vertex, const r_meshbuffer_t *vertexbuffer) -{ - // upload temporary vertexbuffer for this rendering - if (!gl_state.usevbo_staticvertex) - vertexbuffer = NULL; - if (!vertexbuffer && gl_state.usevbo_dynamicvertex) - { - if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); - else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); - vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - if (vertexbuffer) - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , vertexbuffer, (int)((unsigned char *)vertex->texcoord4f - (unsigned char *)vertex)); - 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); - } - else - { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , 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); - } - break; - 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , vertexbuffer, (int)((unsigned char *)vertex->texcoord4f - (unsigned char *)vertex)); - 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - } - break; - 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_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , vertexbuffer, (int)((unsigned char *)vertex->texcoord4f - (unsigned char *)vertex)); - } - else + switch(vid.renderpath) { - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 4, GL_FLOAT , sizeof(*vertex), vertex->texcoord4f , NULL, 0); - } - break; - case RENDERPATH_D3D9: + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglBlendEquationEXT(GL_FUNC_ADD); + break; + case RENDERPATH_D3D9: #ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexbouncelight_d3d9decl); - if (vertexbuffer) - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); - else - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); - gl_state.d3dvertexbuffer = (void *)vertexbuffer; - gl_state.d3dvertexdata = (void *)vertex; - gl_state.d3dvertexsize = sizeof(*vertex); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); #endif - break; - 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; - case RENDERPATH_SOFT: - DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex)); - DPSOFTRAST_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex)); - DPSOFTRAST_SetTexCoordPointer(0, 4, sizeof(*vertex), vertex->texcoord4f); - 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; + break; + 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; + case RENDERPATH_SOFT: + DPSOFTRAST_BlendSubtract(false); + break; + } } }