X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=0a08f1616722cd37d38f9ce2c8f42cf316984d22;hp=8e00108cbb92b5549e6f7be20fcc837c0b60de18;hb=57d7496c097df506f385c4a301173e7576c987c7;hpb=27ad2d336694ea2dc50035130bae321316e3936f diff --git a/gl_backend.c b/gl_backend.c index 8e00108c..0a08f161 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,32 +1,51 @@ #include "quakedef.h" #include "cl_collision.h" +#include "dpsoftrast.h" +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +extern D3DCAPS9 vid_d3d9caps; +#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)"}; -cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; -cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; -cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"}; +cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; -cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; +cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; +cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; +cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; qboolean v_flipped_state = false; +r_viewport_t gl_viewport; +matrix4x4_t gl_modelmatrix; +matrix4x4_t gl_viewmatrix; +matrix4x4_t gl_modelviewmatrix; +matrix4x4_t gl_projectionmatrix; +matrix4x4_t gl_modelviewprojectionmatrix; +float gl_modelview16f[16]; +float gl_modelviewprojection16f[16]; +qboolean gl_modelmatrixchanged; + int gl_maxdrawrangeelementsvertices; int gl_maxdrawrangeelementsindices; #ifdef DEBUGGL int errornumber = 0; -void GL_PrintError(int errornumber, char *filename, int linenumber) +void GL_PrintError(int errornumber, const char *filename, int linenumber) { switch(errornumber) { @@ -64,6 +83,11 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) case GL_TABLE_TOO_LARGE: 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: + Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber); + break; #endif default: Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber); @@ -72,16 +96,109 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif -#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active"); +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); void SCR_ScreenShot_f (void); -static matrix4x4_t backend_viewmatrix; -static matrix4x4_t backend_modelmatrix; -static matrix4x4_t backend_modelviewmatrix; -static matrix4x4_t backend_projectmatrix; +typedef struct gltextureunit_s +{ + int pointer_texcoord_components; + int pointer_texcoord_gltype; + size_t pointer_texcoord_stride; + const void *pointer_texcoord_pointer; + const r_meshbuffer_t *pointer_texcoord_vertexbuffer; + size_t pointer_texcoord_offset; + + rtexture_t *texture; + int t2d, t3d, tcubemap; + int arrayenabled; + int rgbscale, alphascale; + int combine; + int combinergb, combinealpha; + // texmatrixenabled exists only to avoid unnecessary texmatrix compares + int texmatrixenabled; + matrix4x4_t matrix; +} +gltextureunit_t; + +typedef struct gl_state_s +{ + int cullface; + int cullfaceenable; + int blendfunc1; + int blendfunc2; + qboolean blend; + GLboolean depthmask; + int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) + int depthtest; + int depthfunc; + float depthrange[2]; + float polygonoffset[2]; + int alphatest; + int alphafunc; + float alphafuncvalue; + qboolean alphatocoverage; + int scissortest; + unsigned int unit; + unsigned int clientunit; + gltextureunit_t units[MAX_TEXTUREUNITS]; + float color4f[4]; + int lockrange_first; + int lockrange_count; + int vertexbufferobject; + int elementbufferobject; + int framebufferobject; + int defaultframebufferobject; // deal with platforms that use a non-zero default fbo + qboolean pointer_color_enabled; + + int pointer_vertex_components; + int pointer_vertex_gltype; + size_t pointer_vertex_stride; + const void *pointer_vertex_pointer; + const r_meshbuffer_t *pointer_vertex_vertexbuffer; + size_t pointer_vertex_offset; + + int pointer_color_components; + int pointer_color_gltype; + size_t pointer_color_stride; + const void *pointer_color_pointer; + const r_meshbuffer_t *pointer_color_vertexbuffer; + size_t pointer_color_offset; + + void *preparevertices_tempdata; + size_t preparevertices_tempdatamaxsize; + r_meshbuffer_t *preparevertices_dynamicvertexbuffer; + r_vertexgeneric_t *preparevertices_vertexgeneric; + r_vertexmesh_t *preparevertices_vertexmesh; + int preparevertices_numvertices; + + r_meshbuffer_t *draw_dynamicindexbuffer; + + qboolean usevbo_staticvertex; + qboolean usevbo_staticindex; + qboolean usevbo_dynamicvertex; + qboolean usevbo_dynamicindex; + + memexpandablearray_t meshbufferarray; + + qboolean active; + +#ifdef SUPPORTD3D +// rtexture_t *d3drt_depthtexture; +// rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; + IDirect3DSurface9 *d3drt_depthsurface; + IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS]; + IDirect3DSurface9 *d3drt_backbufferdepthsurface; + IDirect3DSurface9 *d3drt_backbuffercolorsurface; + void *d3dvertexbuffer; + void *d3dvertexdata; + size_t d3dvertexsize; +#endif +} +gl_state_t; + +static gl_state_t gl_state; -static unsigned int backendunits, backendimageunits, backendarrayunits, backendactive; /* note: here's strip order for a terrain row: @@ -137,317 +254,493 @@ for (y = 0;y < rows - 1;y++) } */ -unsigned short polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; -unsigned short quadelements[QUADELEMENTS_MAXQUADS*6]; - -void GL_Backend_AllocArrays(void) -{ -} - -void GL_Backend_FreeArrays(void) -{ -} +int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; +int quadelement3i[QUADELEMENTS_MAXQUADS*6]; +unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; void GL_VBOStats_f(void) { GL_Mesh_ListVBOs(true); } -typedef struct gl_bufferobjectinfo_s -{ - int target; - int object; - size_t size; - char name[MAX_QPATH]; -} -gl_bufferobjectinfo_t; +static void GL_Backend_ResetState(void); -memexpandablearray_t gl_bufferobjectinfoarray; +static void R_Mesh_InitVertexDeclarations(void); +static void R_Mesh_DestroyVertexDeclarations(void); -static void gl_backend_start(void) +static void R_Mesh_SetUseVBO(void) { - CHECKGLERROR - - if (qglDrawRangeElements != NULL) + switch(vid.renderpath) { - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - CHECKGLERROR - Con_DPrintf("GL_MAX_ELEMENTS_VERTICES = %i\nGL_MAX_ELEMENTS_INDICES = %i\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + 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; + gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + break; + case RENDERPATH_D3D9: + gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo; + 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: + gl_state.usevbo_staticvertex = false; + gl_state.usevbo_staticindex = false; + gl_state.usevbo_dynamicvertex = false; + gl_state.usevbo_dynamicindex = false; + break; + case RENDERPATH_GLES2: + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = false; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = false; + break; } +} - backendunits = bound(1, gl_textureunits, MAX_TEXTUREUNITS); - backendimageunits = backendunits; - backendarrayunits = backendunits; - if (gl_support_fragment_shader) - { - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); - CHECKGLERROR - Con_DPrintf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); - backendimageunits = bound(1, backendimageunits, MAX_TEXTUREUNITS); - backendarrayunits = bound(1, backendarrayunits, MAX_TEXTUREUNITS); - } - else - Con_DPrintf("GL_MAX_TEXTUREUNITS = %i\n", backendunits); +static void gl_backend_start(void) +{ + memset(&gl_state, 0, sizeof(gl_state)); - GL_Backend_AllocArrays(); + R_Mesh_InitVertexDeclarations(); - Mem_ExpandableArray_NewArray(&gl_bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + R_Mesh_SetUseVBO(); + Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR - backendactive = true; + GL_Backend_ResetState(); + + switch(vid.renderpath) + { + 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); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); +#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: + break; + } } static void gl_backend_shutdown(void) { - backendunits = 0; - backendimageunits = 0; - backendarrayunits = 0; - backendactive = false; - Con_DPrint("OpenGL Backend shutting down\n"); - Mem_ExpandableArray_FreeArray(&gl_bufferobjectinfoarray); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); +#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; + } + + 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); - GL_Backend_FreeArrays(); + R_Mesh_DestroyVertexDeclarations(); + + memset(&gl_state, 0, sizeof(gl_state)); } static void gl_backend_newmap(void) { } +static void gl_backend_devicelost(void) +{ + int i, endindex; + r_meshbuffer_t *buffer; +#ifdef SUPPORTD3D + gl_state.d3dvertexbuffer = NULL; +#endif + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); +#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; + } + 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 || !buffer->isdynamic) + continue; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (buffer->devicebuffer) + { + if (buffer->isindexbuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); + else + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = 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; + } + } +} + +static void gl_backend_devicerestored(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); +#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; + } +} + void gl_backend_init(void) { int i; for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++) { - polygonelements[i * 3 + 0] = 0; - polygonelements[i * 3 + 1] = i + 1; - polygonelements[i * 3 + 2] = i + 2; + polygonelement3s[i * 3 + 0] = 0; + polygonelement3s[i * 3 + 1] = i + 1; + polygonelement3s[i * 3 + 2] = i + 2; } // elements for rendering a series of quads as triangles for (i = 0;i < QUADELEMENTS_MAXQUADS;i++) { - quadelements[i * 6 + 0] = i * 4; - quadelements[i * 6 + 1] = i * 4 + 1; - quadelements[i * 6 + 2] = i * 4 + 2; - quadelements[i * 6 + 3] = i * 4; - quadelements[i * 6 + 4] = i * 4 + 2; - quadelements[i * 6 + 5] = i * 4 + 3; + quadelement3s[i * 6 + 0] = i * 4; + quadelement3s[i * 6 + 1] = i * 4 + 1; + quadelement3s[i * 6 + 2] = i * 4 + 2; + quadelement3s[i * 6 + 3] = i * 4; + quadelement3s[i * 6 + 4] = i * 4 + 2; + quadelement3s[i * 6 + 5] = i * 4 + 3; } + for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++) + polygonelement3i[i] = polygonelement3s[i]; + for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++) + quadelement3i[i] = quadelement3s[i]; + Cvar_RegisterVariable(&r_render); + Cvar_RegisterVariable(&r_renderview); Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_lockarrays); - Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); Cvar_RegisterVariable(&gl_vbo); + Cvar_RegisterVariable(&gl_vbo_dynamicvertex); + Cvar_RegisterVariable(&gl_vbo_dynamicindex); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); -#ifdef NORENDER - Cvar_SetValue("r_render", 0); -#endif Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - Cvar_RegisterVariable(&gl_mesh_testarrayelement); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } void GL_SetMirrorState(qboolean state); -void GL_SetupView_Orientation_Identity (void) +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - backend_viewmatrix = identitymatrix; - GL_SetMirrorState(false); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + vec4_t temp; + float iw; + Matrix4x4_Transform4 (&v->viewmatrix, in, temp); + Matrix4x4_Transform4 (&v->projectmatrix, temp, out); + iw = 1.0f / out[3]; + out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; + + // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights) + //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f; + out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f; + + out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; } -void GL_SetupView_Orientation_FromEntity(const matrix4x4_t *matrix) +void GL_Finish(void) { - matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Full(&tempmatrix, matrix); - Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); - Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); - - GL_SetMirrorState(v_flipped.integer); - if(v_flipped_state) + switch(vid.renderpath) { - Matrix4x4_Transpose(&basematrix, &backend_viewmatrix); - Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1); - Matrix4x4_Transpose(&backend_viewmatrix, &basematrix); + 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; } - - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0); - //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1); - //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]); - - // force an update of the model matrix by copying it off, resetting it, and then calling the R_Mesh_Matrix function with it - tempmatrix = backend_modelmatrix; - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); - R_Mesh_Matrix(&tempmatrix); } -static void GL_BuildFrustum(double m[16], double left, double right, double bottom, double top, double nearVal, double farVal) +static int bboxedges[12][2] = { - m[0] = 2 * nearVal / (right - left); - m[1] = 0; - m[2] = 0; - m[3] = 0; - - m[4] = 0; - m[5] = 2 * nearVal / (top - bottom); - m[6] = 0; - m[7] = 0; - - m[8] = (right + left) / (right - left); - m[9] = (top + bottom) / (top - bottom); - m[10] = - (farVal + nearVal) / (farVal - nearVal); - m[11] = -1; - - m[12] = 0; - m[13] = 0; - m[14] = - 2 * farVal * nearVal / (farVal - nearVal); - m[15] = 0; -} - -void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) + // top + {0, 1}, // +X + {0, 2}, // +Y + {1, 3}, // Y, +X + {2, 3}, // X, +Y + // bottom + {4, 5}, // +X + {4, 6}, // +Y + {5, 7}, // Y, +X + {6, 7}, // X, +Y + // verticals + {0, 4}, // +Z + {1, 5}, // X, +Z + {2, 6}, // Y, +Z + {3, 7}, // XY, +Z +}; + +qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) { - double m[16]; - - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - // set view pyramid -#if 1 - // avoid glGetDoublev whenever possible, it may stall the render pipeline - // in the tested cases (nvidia) no measurable fps difference, but it sure - // makes a difference over a network line with GLX - GL_BuildFrustum(m, -frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar); - qglLoadMatrixd(m);CHECKGLERROR -#else - qglLoadIdentity();CHECKGLERROR - qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR -#endif - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR -} + int i, ix1, iy1, ix2, iy2; + float x1, y1, x2, y2; + vec4_t v, v2; + float vertex[20][3]; + int j, k; + vec4_t plane4f; + int numvertices; + float corner[8][4]; + float dist[8]; + int sign[8]; + float f; + + scissor[0] = r_refdef.view.viewport.x; + scissor[1] = r_refdef.view.viewport.y; + scissor[2] = r_refdef.view.viewport.width; + scissor[3] = r_refdef.view.viewport.height; + + // if view is inside the box, just say yes it's visible + if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) + return false; -void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) -{ - double nudge, m[16]; + x1 = y1 = x2 = y2 = 0; - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - nudge = 1.0 - 1.0 / (1<<23); - m[ 0] = 1.0 / frustumx; - m[ 1] = 0; - m[ 2] = 0; - m[ 3] = 0; - m[ 4] = 0; - m[ 5] = 1.0 / frustumy; - m[ 6] = 0; - m[ 7] = 0; - m[ 8] = 0; - m[ 9] = 0; - m[10] = -nudge; - m[11] = -1; - m[12] = 0; - m[13] = 0; - m[14] = -2 * zNear * nudge; - m[15] = 0; - qglLoadMatrixd(m);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); -} + // 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; + numvertices = 0; + for (i = 0;i < 8;i++) + { + Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1); + dist[i] = DotProduct4(corner[i], plane4f); + sign[i] = dist[i] > 0; + if (!sign[i]) + { + VectorCopy(corner[i], vertex[numvertices]); + numvertices++; + } + } + // if some points are behind the nearclip, add clipped edge points to make + // sure that the scissor boundary is complete + if (numvertices > 0 && numvertices < 8) + { + // add clipped edge points + for (i = 0;i < 12;i++) + { + j = bboxedges[i][0]; + k = bboxedges[i][1]; + if (sign[j] != sign[k]) + { + f = dist[j] / (dist[j] - dist[k]); + VectorLerp(corner[j], f, corner[k], vertex[numvertices]); + numvertices++; + } + } + } -static void GL_BuildOrtho(double m[16], double left, double right, double bottom, double top, double zNear, double zFar) -{ - m[0] = 2/(right - left); - m[1] = 0; - m[2] = 0; - m[3] = 0; + // if we have no points to check, it is behind the view plane + if (!numvertices) + return true; - m[4] = 0; - m[5] = 2/(top - bottom); - m[6] = 0; - m[7] = 0; + // if we have some points to transform, check what screen area is covered + x1 = y1 = x2 = y2 = 0; + v[3] = 1.0f; + //Con_Printf("%i vertices to transform...\n", numvertices); + for (i = 0;i < numvertices;i++) + { + VectorCopy(vertex[i], v); + R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2); + //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); + if (i) + { + if (x1 > v2[0]) x1 = v2[0]; + if (x2 < v2[0]) x2 = v2[0]; + if (y1 > v2[1]) y1 = v2[1]; + if (y2 < v2[1]) y2 = v2[1]; + } + else + { + x1 = x2 = v2[0]; + y1 = y2 = v2[1]; + } + } - m[8] = 0; - m[9] = 0; - m[10] = -2/(zFar - zNear); - m[11] = 0; + // now convert the scissor rectangle to integer screen coordinates + ix1 = (int)(x1 - 1.0f); + //iy1 = vid.height - (int)(y2 - 1.0f); + //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f); + iy1 = (int)(y1 - 1.0f); + ix2 = (int)(x2 + 1.0f); + //iy2 = vid.height - (int)(y1 + 1.0f); + //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f); + iy2 = (int)(y2 + 1.0f); + //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); + + // clamp it to the screen + if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x; + if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y; + if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width; + if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height; + + // if it is inside out, it's not visible + if (ix2 <= ix1 || iy2 <= iy1) + return true; + + // the light area is visible, set up the scissor rectangle + scissor[0] = ix1; + scissor[1] = iy1; + scissor[2] = ix2 - ix1; + scissor[3] = iy2 - iy1; + + // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + scissor[1] = vid.height - scissor[1] - scissor[3]; + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + } - m[12] = - (right + left)/(right - left); - m[13] = - (top + bottom)/(top - bottom); - m[14] = - (zFar + zNear)/(zFar - zNear); - m[15] = 1; + return false; } -void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) -{ - double m[16]; - - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR -#if 1 - // avoid glGetDoublev whenever possible, it may stall the render pipeline - // in the tested cases (nvidia) no measurable fps difference, but it sure - // makes a difference over a network line with GLX - GL_BuildOrtho(m, x1, x2, y2, y1, zNear, zFar); - qglLoadMatrixd(m);CHECKGLERROR -#else - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR -#endif - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR -} -void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, double normalz, double dist) +static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { - double matrix[16]; - double q[4]; - double d; + float q[4]; + float d; float clipPlane[4], v3[3], v4[3]; float normal[3]; - // This is Olique Depth Projection from http://www.terathon.com/code/oblique.php - // modified to fit in this codebase. + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php VectorSet(normal, normalx, normaly, normalz); - Matrix4x4_Transform3x3(&backend_viewmatrix, normal, clipPlane); - VectorScale(normal, dist, v3); - Matrix4x4_Transform(&backend_viewmatrix, v3, v4); + Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); + 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); @@ -456,7 +749,7 @@ void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, doubl // testing code for comparing results float clipPlane2[4]; VectorCopy4(clipPlane, clipPlane2); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); VectorSet(q, normal[0], normal[1], normal[2], -dist); qglClipPlane(GL_CLIP_PLANE0, q); qglGetClipPlane(GL_CLIP_PLANE0, q); @@ -468,78 +761,383 @@ void GL_SetupView_ApplyCustomNearClipPlane(double normalx, double normaly, doubl // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix - Matrix4x4_ToArrayDoubleGL(&backend_projectmatrix, matrix); - - q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + matrix[8]) / matrix[0]; - q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + matrix[9]) / matrix[5]; + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5]; q[2] = -1.0f; - q[3] = (1.0f + matrix[10]) / matrix[14]; + q[3] = (1.0f + m[10]) / m[14]; // Calculate the scaled plane vector d = 2.0f / DotProduct4(clipPlane, q); // Replace the third row of the projection matrix - matrix[2] = clipPlane[0] * d; - matrix[6] = clipPlane[1] * d; - matrix[10] = clipPlane[2] * d + 1.0f; - matrix[14] = clipPlane[3] * d; - - // Load it back into OpenGL - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadMatrixd(matrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, matrix); + m[2] = clipPlane[0] * d; + m[6] = clipPlane[1] * d; + m[10] = clipPlane[2] * d + 1.0f; + m[14] = clipPlane[3] * d; } -typedef struct gltextureunit_s +void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane) { - const void *pointer_texcoord; - size_t pointer_texcoord_offset; - int pointer_texcoord_buffer; - int t1d, t2d, t3d, tcubemap; - int arrayenabled; - unsigned int arraycomponents; - int rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; + float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_ORTHO; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = 2/(right - left); + m[5] = 2/(top - bottom); + m[10] = -2/(zFar - zNear); + m[12] = - (right + left)/(right - left); + m[13] = - (top + bottom)/(top - bottom); + m[14] = - (zFar + zNear)/(zFar - zNear); + m[15] = 1; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + m[10] = -1/(zFar - zNear); + m[14] = -zNear/(zFar-zNear); + break; + } + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); + +#if 0 + { + vec4_t test1; + vec4_t test2; + Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f); + R_Viewport_TransformToScreen(v, test1, test2); + Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]); + } +#endif } -gltextureunit_t; -static struct gl_state_s +void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane) { - int cullface; - int cullfaceenable; - int blendfunc1; - int blendfunc2; - int blend; - GLboolean depthmask; - int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) - int depthtest; - float depthrange[2]; - float polygonoffset[2]; - int alphatest; - int scissortest; - unsigned int unit; - unsigned int clientunit; - gltextureunit_t units[MAX_TEXTUREUNITS]; - float color4f[4]; - int lockrange_first; - int lockrange_count; - int vertexbufferobject; - int elementbufferobject; - qboolean pointer_color_enabled; - const void *pointer_vertex; - const void *pointer_color; - size_t pointer_vertex_offset; - size_t pointer_color_offset; - int pointer_vertex_buffer; - int pointer_color_buffer; + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + + v->type = R_VIEWPORTTYPE_PERSPECTIVE; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = 1.0 / frustumx; + m[5] = 1.0 / frustumy; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + v->screentodepth[0] = -farclip / (farclip - nearclip); + v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} + +void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + const float nudge = 1.0 - 1.0 / (1<<23); + float m[16]; + memset(v, 0, sizeof(*v)); + + v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; + v->cameramatrix = *cameramatrix; + v->x = x; + v->y = y; + v->z = 0; + v->width = width; + v->height = height; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[ 0] = 1.0 / frustumx; + m[ 5] = 1.0 / frustumy; + m[10] = -nudge; + m[11] = -1; + m[14] = -2 * nearclip * nudge; + v->screentodepth[0] = (m[10] + 1) * 0.5 - 1; + v->screentodepth[1] = m[14] * -0.5; + + Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); + Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} + +float cubeviewmatrix[6][16] = +{ + // standard cubemap projections + { // +X + 0, 0,-1, 0, + 0,-1, 0, 0, + -1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0,-1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0,-1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + -1, 0, 0, 0, + 0,-1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; +float rectviewmatrix[6][16] = +{ + // sign-preserving cubemap projections + { // +X + 0, 0,-1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // -X + 0, 0, 1, 0, + 0, 1, 0, 0, + 1, 0, 0, 0, + 0, 0, 0, 1, + }, + { // +Y + 1, 0, 0, 0, + 0, 0,-1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // -Y + 1, 0, 0, 0, + 0, 0, 1, 0, + 0, 1, 0, 0, + 0, 0, 0, 1, + }, + { // +Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0,-1, 0, + 0, 0, 0, 1, + }, + { // -Z + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1, + }, +}; + +void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->width = size; + v->height = size; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = m[5] = 1.0f; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} + +void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) +{ + matrix4x4_t tempmatrix, basematrix; + float m[16]; + memset(v, 0, sizeof(*v)); + v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; + v->cameramatrix = *cameramatrix; + v->x = (side & 1) * size; + v->y = (side >> 1) * size; + v->width = size; + v->height = size; + v->depth = 1; + memset(m, 0, sizeof(m)); + m[0] = m[5] = 1.0f * ((float)size - border) / size; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); + + Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + break; + case RENDERPATH_D3D9: + m[5] *= -1; + 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; + } + + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} + +void R_SetViewport(const r_viewport_t *v) +{ + float m[16]; + gl_viewport = *v; + + // FIXME: v_flipped_state is evil, this probably breaks somewhere + GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); + + // copy over the matrices to our state + gl_viewmatrix = v->viewmatrix; + gl_projectionmatrix = v->projectmatrix; + + switch(vid.renderpath) + { + case RENDERPATH_GL13: + case RENDERPATH_GL11: + case RENDERPATH_GLES1: + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR + // Load the projection matrix into OpenGL + qglMatrixMode(GL_PROJECTION);CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); + qglLoadMatrixf(m);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DVIEWPORT9 d3dviewport; + d3dviewport.X = gl_viewport.x; + d3dviewport.Y = gl_viewport.y; + d3dviewport.Width = gl_viewport.width; + d3dviewport.Height = gl_viewport.height; + d3dviewport.MinZ = gl_state.depthrange[0]; + d3dviewport.MaxZ = gl_state.depthrange[1]; + IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); + } +#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_Viewport(v->x, v->y, v->width, v->height); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR + break; + } + + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); +} + +void R_GetViewport(r_viewport_t *v) +{ + *v = gl_viewport; } -gl_state; static void GL_BindVBO(int bufferobject) { @@ -547,8 +1145,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } @@ -558,111 +1155,244 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } -void GL_SetupTextureState(void) +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { - unsigned int i; - gltextureunit_t *unit; - CHECKGLERROR - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < MAX_TEXTUREUNITS;i++) + int temp; + switch(vid.renderpath) { - unit = gl_state.units + i; - unit->t1d = 0; - unit->t2d = 0; - unit->t3d = 0; - unit->tcubemap = 0; - unit->arrayenabled = false; - unit->arraycomponents = 0; - unit->pointer_texcoord = NULL; - unit->pointer_texcoord_buffer = 0; - unit->pointer_texcoord_offset = 0; - unit->rgbscale = 1; - unit->alphascale = 1; - unit->combinergb = GL_MODULATE; - unit->combinealpha = GL_MODULATE; - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; + 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; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + return 1; + case RENDERPATH_SOFT: + return 1; } + return 0; +} - for (i = 0;i < backendimageunits;i++) +void R_Mesh_DestroyFramebufferObject(int fbo) +{ + switch(vid.renderpath) { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + if (fbo) + qglDeleteFramebuffersEXT(1, (GLuint*)&fbo); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } +} - for (i = 0;i < backendarrayunits;i++) +#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) + { + gl_state.d3drt_depthsurface = depthsurface; + IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); + } + if (gl_state.d3drt_colorsurfaces[0] != colorsurface0) + { + gl_state.d3drt_colorsurfaces[0] = colorsurface0; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]); + } + if (gl_state.d3drt_colorsurfaces[1] != colorsurface1) + { + gl_state.d3drt_colorsurfaces[1] = colorsurface1; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]); + } + if (gl_state.d3drt_colorsurfaces[2] != colorsurface2) + { + gl_state.d3drt_colorsurfaces[2] = colorsurface2; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]); + } + if (gl_state.d3drt_colorsurfaces[3] != colorsurface3) { - GL_ClientActiveTexture(i); - GL_BindVBO(0); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + gl_state.d3drt_colorsurfaces[3] = colorsurface3; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]); } +} +#endif - for (i = 0;i < backendunits;i++) +void R_Mesh_ResetRenderTargets(void) +{ + switch(vid.renderpath) { - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + if (gl_state.framebufferobject) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + gl_state.framebufferobject = 0; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject); } - if (gl_texturecubemap) + 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; + unsigned int j; + rtexture_t *textures[5]; + Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4); + textures[4] = depthtexture; + // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target + for (j = 0;j < 5;j++) + if (textures[j]) + for (i = 0;i < vid.teximageunits;i++) + if (gl_state.units[i].texture == textures[j]) + R_Mesh_TexBind(i, NULL); + // set up framebuffer object or render targets for the active rendering API + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + if (gl_state.framebufferobject != fbo) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + gl_state.framebufferobject = fbo; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject); } - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, GL_CONSTANT_ARB);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + // set up the new render targets, a NULL depthtexture intentionally binds nothing + // 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++) + { + colorsurfaces[i] = NULL; + if (textures[i]) + IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]); + } + // set the render targets for real + R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[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]); } else + 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: + if (fbo) { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + int width, height; + unsigned int *pointers[5]; + memset(pointers, 0, sizeof(pointers)); + for (i = 0;i < 5;i++) + pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL; + width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); + height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); + DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]); } - CHECKGLERROR + else + DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); + break; } - CHECKGLERROR } -void GL_Backend_ResetState(void) +#ifdef SUPPORTD3D +static int d3dcmpforglfunc(int f) { - memset(&gl_state, 0, sizeof(gl_state)); + switch(f) + { + case GL_NEVER: return D3DCMP_NEVER; + case GL_LESS: return D3DCMP_LESS; + case GL_EQUAL: return D3DCMP_EQUAL; + case GL_LEQUAL: return D3DCMP_LESSEQUAL; + case GL_GREATER: return D3DCMP_GREATER; + case GL_NOTEQUAL: return D3DCMP_NOTEQUAL; + case GL_GEQUAL: return D3DCMP_GREATEREQUAL; + case GL_ALWAYS: return D3DCMP_ALWAYS; + default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS; + } +} + +static int d3dstencilopforglfunc(int f) +{ + switch(f) + { + case GL_KEEP: return D3DSTENCILOP_KEEP; + case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps + case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps + default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP; + } +} +#endif + +extern cvar_t r_transparent_alphatocoverage; + +static void GL_Backend_ResetState(void) +{ + unsigned int i; + gl_state.active = true; gl_state.depthtest = true; 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; @@ -671,41 +1401,159 @@ void GL_Backend_ResetState(void) gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces - gl_state.cullfaceenable = true; + gl_state.cullface = GL_FRONT; + gl_state.cullfaceenable = false; gl_state.polygonoffset[0] = 0; gl_state.polygonoffset[1] = 0; + gl_state.framebufferobject = 0; + gl_state.depthfunc = GL_LEQUAL; - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask); + 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); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); + } +#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_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + CHECKGLERROR - qglColorMask(1, 1, 1, 1); - qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR - qglDisable(GL_ALPHA_TEST);CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - qglDisable(GL_BLEND);CHECKGLERROR - qglCullFace(gl_state.cullface);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + qglColorMask(1, 1, 1, 1);CHECKGLERROR + qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } - if (gl_support_arb_vertex_buffer_object) - { - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); - } + if (vid.support.ext_framebuffer_object) + { + //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColor4f(1, 1, 1, 1);CHECKGLERROR - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); - GL_SetupTextureState(); + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < vid.texunits;i++) + { + GL_ActiveTexture(i); + GL_ClientActiveTexture(i); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + } + CHECKGLERROR + break; + case RENDERPATH_SOFT: + DPSOFTRAST_ColorMask(1,1,1,1); + DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); + DPSOFTRAST_CullFace(gl_state.cullface); + DPSOFTRAST_DepthFunc(gl_state.depthfunc); + DPSOFTRAST_DepthMask(gl_state.depthmask); + DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); + DPSOFTRAST_Viewport(0, 0, vid.width, vid.height); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + CHECKGLERROR + qglColorMask(1, 1, 1, 1);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject); + qglEnableVertexAttribArray(GLSLATTRIB_POSITION); + qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR + qglDisableVertexAttribArray(GLSLATTRIB_COLOR); + qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR + qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1); + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; + for (i = 0;i < vid.teximageunits;i++) + { + GL_ActiveTexture(i); + qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR + if (vid.support.ext_texture_3d) + { + qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR + } + if (vid.support.arb_texture_cube_map) + { + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR + } + } + for (i = 0;i < vid.texarrayunits;i++) + { + GL_BindVBO(0); + qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR + } + CHECKGLERROR + break; + } } void GL_ActiveTexture(unsigned int num) @@ -713,11 +1561,26 @@ void GL_ActiveTexture(unsigned int num) if (gl_state.unit != num) { gl_state.unit = num; - if (qglActiveTexture) + switch(vid.renderpath) { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); - CHECKGLERROR + 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); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } } } @@ -727,11 +1590,27 @@ void GL_ClientActiveTexture(unsigned int num) if (gl_state.clientunit != num) { gl_state.clientunit = num; - if (qglActiveTexture) + switch(vid.renderpath) { - CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); - CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + break; } } } @@ -740,34 +1619,75 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + qboolean blendenable; + gl_state.blendfunc1 = blendfunc1; + gl_state.blendfunc2 = blendfunc2; + blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); + switch(vid.renderpath) { - if (gl_state.blendfunc1 == GL_ONE) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + if (gl_state.blend != blendenable) { - if (gl_state.blend) + gl_state.blend = blendenable; + if (!gl_state.blend) { - gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } - } - else - { - if (!gl_state.blend) + else { - gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } - } - else - { - if (!gl_state.blend) + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + int i; + int glblendfunc[2]; + D3DBLEND d3dblendfunc[2]; + glblendfunc[0] = gl_state.blendfunc1; + glblendfunc[1] = gl_state.blendfunc2; + for (i = 0;i < 2;i++) + { + switch(glblendfunc[i]) + { + case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break; + case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break; + case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break; + case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break; + case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break; + case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break; + case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break; + case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break; + case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break; + case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break; + } + } + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]); + if (gl_state.blend != blendenable) + { + gl_state.blend = blendenable; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend); + } } +#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_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); + break; } } } @@ -776,8 +1696,32 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { - CHECKGLERROR - qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + gl_state.depthmask = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); +#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_DepthMask(gl_state.depthmask); + break; + } } } @@ -786,25 +1730,233 @@ void GL_DepthTest(int state) if (gl_state.depthtest != state) { gl_state.depthtest = state; - CHECKGLERROR - if (gl_state.depthtest) - { - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - } - else + switch(vid.renderpath) { - qglDisable(GL_DEPTH_TEST);CHECKGLERROR - } - } -} - -void GL_DepthRange(float nearfrac, float farfrac) -{ + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); +#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_DepthTest(gl_state.depthtest); + break; + } + } +} + +void GL_DepthFunc(int state) +{ + if (gl_state.depthfunc != state) + { + gl_state.depthfunc = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + qglDepthFunc(gl_state.depthfunc);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); +#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_DepthFunc(gl_state.depthfunc); + break; + } + } +} + +void GL_DepthRange(float nearfrac, float farfrac) +{ if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) { gl_state.depthrange[0] = nearfrac; gl_state.depthrange[1] = farfrac; - qglDepthRange(nearfrac, farfrac); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DVIEWPORT9 d3dviewport; + d3dviewport.X = gl_viewport.x; + d3dviewport.Y = gl_viewport.y; + d3dviewport.Width = gl_viewport.width; + d3dviewport.Height = gl_viewport.height; + d3dviewport.MinZ = gl_state.depthrange[0]; + d3dviewport.MaxZ = gl_state.depthrange[1]; + IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); + } +#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_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); + break; + } + } +} + +void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask) +{ + switch (vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + if (enable) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } + if (vid.support.ati_separate_stencil) + { + qglStencilMask(writemask);CHECKGLERROR + qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR + qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR + qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR + } + else if (vid.support.ext_stencil_two_side) + { + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR + qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR + qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR + qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); +#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: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } +} + +void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask) +{ + switch (vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + if (enable) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } + if (vid.support.ext_stencil_two_side) + { + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + } + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(fail, zfail, zpass);CHECKGLERROR + qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (vid.support.ati_separate_stencil) + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); +#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: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } @@ -814,27 +1966,74 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) { gl_state.polygonoffset[0] = planeoffset; gl_state.polygonoffset[1] = depthoffset; - qglPolygonOffset(planeoffset, depthoffset); + switch(vid.renderpath) + { + 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; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); +#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_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + break; + } } } void GL_SetMirrorState(qboolean state) { - if(!state != !v_flipped_state) + if (v_flipped_state != state) { - // change cull face mode! - if(gl_state.cullface == GL_BACK) - qglCullFace((gl_state.cullface = GL_FRONT)); - else if(gl_state.cullface == GL_FRONT) - qglCullFace((gl_state.cullface = GL_BACK)); + v_flipped_state = state; + if (gl_state.cullface == GL_BACK) + gl_state.cullface = GL_FRONT; + else if (gl_state.cullface == GL_FRONT) + gl_state.cullface = GL_BACK; + else + return; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglCullFace(gl_state.cullface);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW); +#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_CullFace(gl_state.cullface); + break; + } } - v_flipped_state = state; } void GL_CullFace(int state) { - CHECKGLERROR - if(v_flipped_state) { if(state == GL_FRONT) @@ -843,26 +2042,74 @@ void GL_CullFace(int state) state = GL_FRONT; } - if (state != GL_NONE) + switch(vid.renderpath) { - if (!gl_state.cullfaceenable) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + + if (state != GL_NONE) + { + if (!gl_state.cullfaceenable) + { + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR + } + if (gl_state.cullface != state) + { + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR + } + } + else { - gl_state.cullfaceenable = true; - qglEnable(GL_CULL_FACE);CHECKGLERROR + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D if (gl_state.cullface != state) { gl_state.cullface = state; - qglCullFace(gl_state.cullface);CHECKGLERROR + switch(gl_state.cullface) + { + case GL_NONE: + gl_state.cullfaceenable = false; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); + break; + case GL_FRONT: + gl_state.cullfaceenable = true; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW); + break; + case GL_BACK: + gl_state.cullfaceenable = true; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW); + break; + } } - } - else - { - if (gl_state.cullfaceenable) +#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: + if (gl_state.cullface != state) { - gl_state.cullfaceenable = false; - qglDisable(GL_CULL_FACE);CHECKGLERROR + gl_state.cullface = state; + gl_state.cullfaceenable = state != GL_NONE ? true : false; + DPSOFTRAST_CullFace(gl_state.cullface); } + break; } } @@ -871,26 +2118,99 @@ void GL_AlphaTest(int state) if (gl_state.alphatest != state) { gl_state.alphatest = state; - CHECKGLERROR - if (gl_state.alphatest) + switch(vid.renderpath) { - qglEnable(GL_ALPHA_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + // only fixed function uses alpha test, other paths use pixel kill capability in shaders + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + break; } - else + } +} + +void GL_AlphaToCoverage(qboolean state) +{ + if (gl_state.alphatocoverage != state) + { + gl_state.alphatocoverage = state; + switch(vid.renderpath) { - qglDisable(GL_ALPHA_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + case RENDERPATH_GL20: + // 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 + } + break; } } } void GL_ColorMask(int r, int g, int b, int a) { - int state = r*8 + g*4 + b*2 + a*1; + // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA + int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0); if (gl_state.colormask != state) { gl_state.colormask = state; - CHECKGLERROR - qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + switch(vid.renderpath) + { + 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 + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state); +#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_ColorMask(r, g, b, a); + break; + } } } @@ -902,88 +2222,229 @@ void GL_Color(float cr, float cg, float cb, float ca) gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; - CHECKGLERROR - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); - CHECKGLERROR - } -} - -void GL_LockArrays(int first, int count) -{ - if (count < gl_lockarrays_minimumvertices.integer) - { - first = 0; - count = 0; - } - if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) - { - if (gl_state.lockrange_count) - { - gl_state.lockrange_count = 0; - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR - } - if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer) + switch(vid.renderpath) { - gl_state.lockrange_first = first; - gl_state.lockrange_count = count; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: CHECKGLERROR - qglLockArraysEXT(first, count); + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + // no equivalent in D3D + break; + case RENDERPATH_SOFT: + DPSOFTRAST_Color4f(cr, cg, cb, ca); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca); + break; } } } void GL_Scissor (int x, int y, int width, int height) { - CHECKGLERROR - qglScissor(x, vid.height - (y + height),width,height); - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + qglScissor(x, y,width,height); + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + RECT d3drect; + d3drect.left = x; + d3drect.top = y; + d3drect.right = x + width; + d3drect.bottom = y + height; + IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect); + } +#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_Scissor(x, y, width, height); + break; + } } void GL_ScissorTest(int state) { - if(gl_state.scissortest == state) - return; - - CHECKGLERROR - if((gl_state.scissortest = state)) - qglEnable(GL_SCISSOR_TEST); - else - qglDisable(GL_SCISSOR_TEST); - CHECKGLERROR + if (gl_state.scissortest != state) + { + gl_state.scissortest = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + if(gl_state.scissortest) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest); +#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_ScissorTest(gl_state.scissortest); + break; + } + } } -void GL_Clear(int mask) +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue) { - CHECKGLERROR - qglClear(mask);CHECKGLERROR + static const float blackcolor[4] = {0, 0, 0, 0}; + // prevent warnings when trying to clear a buffer that does not exist + if (!colorvalue) + colorvalue = blackcolor; + if (!vid.stencil) + { + mask &= ~GL_STENCIL_BUFFER_BIT; + stencilvalue = 0; + } + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + CHECKGLERROR + if (mask & GL_COLOR_BUFFER_BIT) + { + qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR + } + if (mask & GL_DEPTH_BUFFER_BIT) + { + qglClearDepth(depthvalue);CHECKGLERROR + } + if (mask & GL_STENCIL_BUFFER_BIT) + { + qglClearStencil(stencilvalue);CHECKGLERROR + } + qglClear(mask);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue); +#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: + if (mask & GL_COLOR_BUFFER_BIT) + DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]); + if (mask & GL_DEPTH_BUFFER_BIT) + DPSOFTRAST_ClearDepth(depthvalue); + break; + } } -void GL_TransformToScreen(const vec4_t in, vec4_t out) +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels) { - vec4_t temp; - float iw; - Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); - Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); - iw = 1.0f / out[3]; - out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f; - out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f; - out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f; + switch(vid.renderpath) + { + 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 + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + // LordHavoc: we can't directly download the backbuffer because it may be + // multisampled, and it may not be lockable, so we blit it to a lockable + // surface of the same dimensions (but without multisample) to resolve the + // multisample buffer to a normal image, and then lock that... + IDirect3DSurface9 *stretchsurface = NULL; + if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL))) + { + D3DLOCKED_RECT lockedrect; + if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT))) + { + if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY))) + { + int line; + unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y); + for (line = 0;line < height;line++, row -= lockedrect.Pitch) + memcpy(outpixels + line * width * 4, row, width * 4); + IDirect3DSurface9_UnlockRect(stretchsurface); + } + } + IDirect3DSurface9_Release(stretchsurface); + } + // code scraps + //IDirect3DSurface9 *syssurface = NULL; + //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL))) + //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL))) + //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface); + //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface))) + //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY))) + //IDirect3DSurface9_UnlockRect(syssurface); + //IDirect3DSurface9_Release(syssurface); + } +#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_GetPixelsBGRA(x, y, width, height, outpixels); + break; + } } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK - CHECKGLERROR + R_Mesh_ResetRenderTargets(); + R_Mesh_SetUseVBO(); if (gl_printcheckerror.integer && !gl_paranoid.integer) { Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); Cvar_SetValueQuick(&gl_paranoid, 1); } - GL_Backend_ResetState(); } qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) @@ -991,29 +2452,29 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons int shaderobject; int shadercompiled; char compilelog[MAX_INPUTLINE]; - shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR + shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR if (!shaderobject) return false; - qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR - qglCompileShaderARB(shaderobject);CHECKGLERROR - qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR - qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0] && developer.integer > 0) + qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR + qglCompileShader(shaderobject);CHECKGLERROR + qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR + qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR + if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning"))) { int i, j, pretextlines = 0; for (i = 0;i < numstrings - 1;i++) for (j = 0;strings[i][j];j++) if (strings[i][j] == '\n') pretextlines++; - Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); + Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines); } if (!shadercompiled) { - qglDeleteObjectARB(shaderobject);CHECKGLERROR + qglDeleteShader(shaderobject);CHECKGLERROR return false; } - qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR - qglDeleteObjectARB(shaderobject);CHECKGLERROR + qglAttachShader(programobject, shaderobject);CHECKGLERROR + qglDeleteShader(shaderobject);CHECKGLERROR return true; } @@ -1024,27 +2485,41 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver char linklog[MAX_INPUTLINE]; CHECKGLERROR - programobject = qglCreateProgramObjectARB();CHECKGLERROR + programobject = qglCreateProgram();CHECKGLERROR if (!programobject) return 0; - if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" ); + qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" ); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2"); + 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"); + if(vid.support.gl20shaders130) + qglBindFragDataLocation(programobject, 0, "dp_FragColor"); + + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; -#ifdef GL_GEOMETRY_SHADER_ARB - if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) +#ifdef GL_GEOMETRY_SHADER + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list)) goto cleanup; #endif - if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list)) goto cleanup; - qglLinkProgramARB(programobject);CHECKGLERROR - qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR - qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + qglLinkProgram(programobject);CHECKGLERROR + qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR + qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", linklog); + if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning")) + 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. // NOTE: this string might be ATI specific, but that's ok because the @@ -1058,19 +2533,17 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver goto cleanup; return programobject; cleanup: - qglDeleteObjectARB(programobject);CHECKGLERROR + qglDeleteProgram(programobject);CHECKGLERROR return 0; } void GL_Backend_FreeProgram(unsigned int prog) { CHECKGLERROR - qglDeleteObjectARB(prog); + qglDeleteProgram(prog); CHECKGLERROR } -int gl_backend_rebindtextures; - void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; @@ -1085,46 +2558,94 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // 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 unsigned short *element3s, int bufferobject3i, int bufferobject3s) +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) { unsigned int numelements = numtriangles * 3; + int bufferobject3i; + size_t bufferoffset3i; + int bufferobject3s; + size_t bufferoffset3s; if (numvertices < 3 || numtriangles < 1) { - if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100) - Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, bufferobject3i, bufferobject3s); + if (numvertices < 0 || numtriangles < 0 || developer_extra.integer) + Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset); return; } if (!gl_mesh_prefer_short_elements.integer) { if (element3i) element3s = NULL; - if (bufferobject3i) - bufferobject3s = 0; + if (element3i_indexbuffer) + element3i_indexbuffer = NULL; } + // adjust the pointers for firsttriangle if (element3i) element3i += firsttriangle * 3; + if (element3i_indexbuffer) + element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i); if (element3s) element3s += firsttriangle * 3; - switch (gl_vbo.integer) + if (element3s_indexbuffer) + element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); + switch(vid.renderpath) { - default: - case 0: - case 2: - bufferobject3i = bufferobject3s = 0; + 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))) + { + element3i_indexbuffer = NULL; + element3s_indexbuffer = NULL; + } break; - case 1: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; - case 3: - if (firsttriangle) - bufferobject3i = bufferobject3s = 0; + case RENDERPATH_SOFT: break; } - CHECKGLERROR - r_refdef.stats.meshes++; - r_refdef.stats.meshes_elements += numelements; - if (gl_paranoid.integer) + // upload a dynamic index buffer if needed + if (element3s) + { + if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex) + { + if (gl_state.draw_dynamicindexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s)); + else + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true); + element3s_indexbuffer = gl_state.draw_dynamicindexbuffer; + element3s_bufferoffset = 0; + } + } + else if (element3i) + { + if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex) + { + if (gl_state.draw_dynamicindexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i)); + else + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false); + element3i_indexbuffer = gl_state.draw_dynamicindexbuffer; + element3i_bufferoffset = 0; + } + } + bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0; + 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; + if (gl_paranoid.integer) { - unsigned int i, j, size; + unsigned int i; + // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array +#if 0 + unsigned int j, size; const int *p; // note: there's no validation done here on buffer objects because it // is somewhat difficult to get at the data, and gl_paranoid can be @@ -1134,7 +2655,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR - if (gl_state.pointer_vertex) + if (gl_state.pointer_vertex_pointer) for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) paranoidblah += *p; if (gl_state.pointer_color_enabled) @@ -1146,7 +2667,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) paranoidblah += *p; } - for (i = 0;i < backendarrayunits;i++) + for (i = 0;i < vid.texarrayunits;i++) { if (gl_state.units[i].arrayenabled) { @@ -1159,6 +2680,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri paranoidblah += *p; } } +#endif if (element3i) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) @@ -1181,154 +2703,287 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri } } } - CHECKGLERROR } - if (r_render.integer) + if (r_render.integer || r_refdef.draw2dstage) { - CHECKGLERROR - if (gl_mesh_testmanualfeeding.integer) + switch(vid.renderpath) { - unsigned int i, j, element; - const GLfloat *p; - qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - element = element3i ? element3i[i] : element3s[i]; - for (j = 0;j < backendarrayunits;j++) + unsigned int i, j, element; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (gl_state.units[j].pointer_texcoord && 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 (backendarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - if (gl_state.units[j].arraycomponents == 4) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); - } - else if (gl_state.units[j].arraycomponents == 3) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + 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_ARB + 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]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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].arraycomponents == 2) + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + 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]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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 + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + 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_ARB + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + 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]); + } } } - else + } + 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.units[j].arraycomponents == 4) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; - qglTexCoord4f(p[0], p[1], p[2], p[3]); - } - else if (gl_state.units[j].arraycomponents == 3) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; - qglTexCoord3f(p[0], p[1], p[2]); - } - else if (gl_state.units[j].arraycomponents == 2) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; - qglTexCoord2f(p[0], p[1]); - } - else - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; - qglTexCoord1f(p[0]); - } + 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 + } + else if (bufferobject3s) + { + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); + CHECKGLERROR } - if (gl_state.pointer_color && gl_state.pointer_color_enabled) + else { - p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; - qglColor4f(p[0], p[1], p[2], p[3]); + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR } - p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; - qglVertex3f(p[0], p[1], p[2]); } - qglEnd(); - CHECKGLERROR - } - else if (gl_mesh_testarrayelement.integer) - { - int i; - qglBegin(GL_TRIANGLES); - if (element3i) + else if (bufferobject3i) { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3i[i]); + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } } else if (element3s) { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3s[i]); + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } } - qglEnd(); - CHECKGLERROR - } - else if (bufferobject3s) - { - GL_BindEBO(bufferobject3s); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (element3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); - CHECKGLERROR + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); CHECKGLERROR } - } - else if (bufferobject3i) - { - GL_BindEBO(bufferobject3i); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer))) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); - CHECKGLERROR + if (element3s_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles); + } + else if (element3i_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles); + } + else + IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); - CHECKGLERROR + if (element3s) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else if (element3i) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else + IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize); } - } - else if (element3s) - { - GL_BindEBO(0); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != 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_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 + // relatively straightforward... +#if 0 + if (gl_paranoid.integer) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR + int r, prog, enabled, i; + GLsizei attriblength; + GLint attribsize; + GLenum attribtype; + GLchar attribname[1024]; + r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (r != GL_FRAMEBUFFER_COMPLETE_EXT) + Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject); +#ifndef GL_CURRENT_PROGRAM +#define GL_CURRENT_PROGRAM 0x8B8D +#endif + qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR + if (r < 0 || r > 10000) + Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r); + prog = r; + for (i = 0;i < 8;i++) + { + qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR + if (!r) + continue; + qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR + Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname); + } } - else +#endif + if (element3s) { qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); CHECKGLERROR } - } - else if (element3i) - { - GL_BindEBO(0); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (element3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, element3i); + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); CHECKGLERROR } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); CHECKGLERROR } + break; } } } @@ -1336,106 +2991,156 @@ 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) { - unsigned int i; - BACKENDACTIVECHECK - CHECKGLERROR - GL_LockArrays(0, 0); - CHECKGLERROR + R_Mesh_ResetRenderTargets(); +} + +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, 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; + 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->isindexbuffer = isindexbuffer; + buffer->isdynamic = isdynamic; + buffer->isindex16 = isindex16; + strlcpy(buffer->name, name, sizeof(buffer->name)); + R_Mesh_UpdateMeshBuffer(buffer, data, size); + return buffer; +} - for (i = 0;i < backendimageunits;i++) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) +{ + if (!buffer) + return; + if (buffer->isindexbuffer) { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_1D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (gl_texture3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } + r_refdef.stats.indexbufferuploadcount++; + r_refdef.stats.indexbufferuploadsize += size; } - for (i = 0;i < backendarrayunits;i++) + else { - GL_ActiveTexture(backendarrayunits - 1 - i); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + r_refdef.stats.vertexbufferuploadcount++; + r_refdef.stats.vertexbufferuploadsize += size; } - for (i = 0;i < backendunits;i++) + switch(vid.renderpath) { - GL_ActiveTexture(backendunits - 1 - i); - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (gl_texture3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (gl_texturecubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) + 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) + 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); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR + int result; + void *datapointer = NULL; + if (buffer->isindexbuffer) + { + IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; + if (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))) + 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; + } + if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer); + } + } + else + { + IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; + if (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))) + 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; + } + if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer); + } + } } +#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: + break; } - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - - qglDisable(GL_BLEND);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(GL_TRUE);CHECKGLERROR - qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);CHECKGLERROR -} - -int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) -{ - gl_bufferobjectinfo_t *info; - GLuint bufferobject; - - if (!gl_vbo.integer) - return 0; - - qglGenBuffersARB(1, &bufferobject); - switch(target) - { - case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; - case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; - default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; - } - qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); - - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_bufferobjectinfoarray); - memset(info, 0, sizeof(*info)); - info->target = target; - info->object = bufferobject; - info->size = size; - strlcpy(info->name, name, sizeof(info->name)); - - return (int)bufferobject; } -void R_Mesh_DestroyBufferObject(int bufferobject) +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) { - int i, endindex; - gl_bufferobjectinfo_t *info; - - qglDeleteBuffersARB(1, (GLuint *)&bufferobject); - - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); - for (i = 0;i < endindex;i++) + if (!buffer) + return; + switch(vid.renderpath) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); - if (!info) - continue; - if (info->object == bufferobject) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer == (void *)buffer) + gl_state.d3dvertexbuffer = NULL; + if (buffer->devicebuffer) { - Mem_ExpandableArray_FreeRecord(&gl_bufferobjectinfoarray, (void *)info); - break; + if (buffer->isindexbuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); + else + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); + buffer->devicebuffer = 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: + break; } + Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } void GL_Mesh_ListVBOs(qboolean printeach) @@ -1443,335 +3148,392 @@ void GL_Mesh_ListVBOs(qboolean printeach) int i, endindex; size_t ebocount = 0, ebomemory = 0; size_t vbocount = 0, vbomemory = 0; - gl_bufferobjectinfo_t *info; - endindex = Mem_ExpandableArray_IndexRange(&gl_bufferobjectinfoarray); + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_bufferobjectinfoarray, i); - if (!info) + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer) continue; - switch(info->target) - { - case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; - } + 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)");} } - Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers 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); + 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); } -void R_Mesh_Matrix(const matrix4x4_t *matrix) -{ - if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) - { - double glmatrix[16]; - backend_modelmatrix = *matrix; - Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); - Matrix4x4_ToArrayDoubleGL(&backend_modelviewmatrix, glmatrix); - CHECKGLERROR - qglLoadMatrixd(glmatrix);CHECKGLERROR - } -} -void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) -{ - if (!gl_vbo.integer) - bufferobject = 0; - if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) - { - gl_state.pointer_vertex = vertex3f; - gl_state.pointer_vertex_buffer = bufferobject; - gl_state.pointer_vertex_offset = bufferoffset; - CHECKGLERROR - GL_BindVBO(bufferobject); - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR - } -} -void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - // note: this can not rely on bufferobject to decide whether a color array - // is supplied, because surfmesh_t shares one vbo for all arrays, which - // means that a valid vbo may be supplied even if there is no color array. - if (color4f) + switch(vid.renderpath) { - if (!gl_vbo.integer) - bufferobject = 0; - // caller wants color array enabled - if (!gl_state.pointer_color_enabled) - { - gl_state.pointer_color_enabled = true; - CHECKGLERROR - qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR - } - if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) + 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) { - gl_state.pointer_color = color4f; - gl_state.pointer_color_buffer = bufferobject; - gl_state.pointer_color_offset = bufferoffset; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + 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; CHECKGLERROR GL_BindVBO(bufferobject); - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } - } - else - { - // caller wants color array disabled - if (gl_state.pointer_color_enabled) + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + 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) { - gl_state.pointer_color_enabled = false; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + 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; CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR - // when color array is on the glColor gets trashed, set it again - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - gltextureunit_t *unit = gl_state.units + unitnum; - // update array settings - CHECKGLERROR - // note: there is no need to check bufferobject here because all cases - // that involve a valid bufferobject also supply a texcoord array - if (texcoord) + // note: vertexbuffer may be non-NULL even if pointer is NULL, so check + // the pointer only. + switch(vid.renderpath) { - if (!gl_vbo.integer) - bufferobject = 0; - // texture array unit is enabled, enable the array - if (!unit->arrayenabled) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + CHECKGLERROR + if (pointer) { - unit->arrayenabled = true; - GL_ClientActiveTexture(unitnum); - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + // caller wants color array enabled + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + if (!gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = true; + CHECKGLERROR + qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR + } + if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) + { + gl_state.pointer_color_components = components; + gl_state.pointer_color_gltype = gltype; + gl_state.pointer_color_stride = stride; + gl_state.pointer_color_pointer = pointer; + gl_state.pointer_color_vertexbuffer = vertexbuffer; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } } - // texcoord array - if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + else { - unit->pointer_texcoord = texcoord; - unit->pointer_texcoord_buffer = bufferobject; - unit->pointer_texcoord_offset = bufferoffset; - unit->arraycomponents = numcomponents; - GL_ClientActiveTexture(unitnum); - GL_BindVBO(bufferobject); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + // caller wants color array disabled + if (gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = false; + CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR + } } - } - else - { - // texture array unit is disabled, disable the array - if (unit->arrayenabled) + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + CHECKGLERROR + if (pointer) { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + // caller wants color array enabled + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + if (!gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = true; + CHECKGLERROR + qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR + } + if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset) + { + gl_state.pointer_color_components = components; + gl_state.pointer_color_gltype = gltype; + gl_state.pointer_color_stride = stride; + gl_state.pointer_color_pointer = pointer; + gl_state.pointer_color_vertexbuffer = vertexbuffer; + gl_state.pointer_color_offset = bufferoffset; + CHECKGLERROR + GL_BindVBO(bufferobject); + qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + } + } + else + { + // caller wants color array disabled + if (gl_state.pointer_color_enabled) + { + gl_state.pointer_color_enabled = false; + CHECKGLERROR + qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR + // when color array is on the glColor gets trashed, set it again + qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; } } -void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d != tex1d) + // update array settings + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + CHECKGLERROR + if (pointer) { - if (tex1d) + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) { - if (unit->t1d == 0) - { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } + unit->arrayenabled = true; + GL_ClientActiveTexture(unitnum); + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - else + // texcoord array + if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } + unit->pointer_texcoord_components = components; + unit->pointer_texcoord_gltype = gltype; + unit->pointer_texcoord_stride = stride; + unit->pointer_texcoord_pointer = pointer; + unit->pointer_texcoord_vertexbuffer = vertexbuffer; + unit->pointer_texcoord_offset = bufferoffset; + GL_ClientActiveTexture(unitnum); + GL_BindVBO(bufferobject); + qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } - unit->t1d = tex1d; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != tex2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (tex2d) - { - if (unit->t2d == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } - } - else + // texture array unit is disabled, disable the array + if (unit->arrayenabled) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - unit->t2d = tex2d; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != tex3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + CHECKGLERROR + if (pointer) { - if (tex3d) + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + // texture array unit is enabled, enable the array + if (!unit->arrayenabled) { - if (unit->t3d == 0) - { - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } + unit->arrayenabled = true; + qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } - else + // texcoord array + if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset) { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } + unit->pointer_texcoord_components = components; + unit->pointer_texcoord_gltype = gltype; + unit->pointer_texcoord_stride = stride; + unit->pointer_texcoord_pointer = pointer; + unit->pointer_texcoord_vertexbuffer = vertexbuffer; + unit->pointer_texcoord_offset = bufferoffset; + GL_BindVBO(bufferobject); + qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } - unit->t3d = tex3d; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != texcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (texcubemap) + // texture array unit is disabled, disable the array + if (unit->arrayenabled) { - if (unit->tcubemap == 0) - { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - else - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } + unit->arrayenabled = false; + qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR } } - unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; } } -void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) +int R_Mesh_TexBound(unsigned int unitnum, int id) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d != texnum) + if (unitnum >= vid.teximageunits) + return 0; + if (id == GL_TEXTURE_2D) + return unit->t2d; + if (id == GL_TEXTURE_3D) + return unit->t3d; + if (id == GL_TEXTURE_CUBE_MAP_ARB) + return unit->tcubemap; + return 0; +} + +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) +{ + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + R_Mesh_TexBind(0, tex); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - if (texnum) + IDirect3DSurface9 *currentsurface = NULL; + IDirect3DSurface9 *texturesurface = NULL; + RECT sourcerect; + RECT destrect; + sourcerect.left = sx; + sourcerect.top = sy; + sourcerect.right = sx + width; + sourcerect.bottom = sy + height; + destrect.left = tx; + destrect.top = ty; + destrect.right = tx + width; + destrect.bottom = ty + height; + if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface))) { - if (unit->t1d == 0) + if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface))) { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - } - else - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE); + IDirect3DSurface9_Release(currentsurface); } + IDirect3DSurface9_Release(texturesurface); } } - unit->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR +#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_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height); + break; } - // update cubemap texture binding - if (unit->tcubemap) +} + +#ifdef SUPPORTD3D +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++) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + 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, int texnum) +void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) + int tex2d, tex3d, texcubemap, texnum; + if (unitnum >= vid.teximageunits) return; - // update 1d texture binding - if (unit->t1d) +// if (unit->texture == tex) +// return; + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (!tex) + { + tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + unit->texture = tex; + texnum = R_GetTexture(tex); + switch(tex->gltexturetypeenum) + { + 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; + } + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + unit->texture = tex; + tex2d = 0; + tex3d = 0; + texcubemap = 0; + if (tex) { - if (unit->t1d) + texnum = R_GetTexture(tex); + switch(tex->gltexturetypeenum) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + case GL_TEXTURE_2D: + tex2d = texnum; + break; + case GL_TEXTURE_3D: + tex3d = texnum; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + texcubemap = texnum; + break; } } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update 2d texture binding + if (unit->t2d != tex2d) { - if (texnum) + GL_ActiveTexture(unitnum); + if (tex2d) { if (unit->t2d == 0) { @@ -1785,80 +3547,14 @@ void R_Mesh_TexBind(unsigned int unitnum, int texnum) qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR } - unit->t2d = texnum; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR - } -} - -void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update 3d texture binding + if (unit->t3d != tex3d) { - if (texnum) + GL_ActiveTexture(unitnum); + if (tex3d) { if (unit->t3d == 0) { @@ -1872,80 +3568,14 @@ void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR } - unit->t3d = texnum; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR - } -} - -void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) -{ - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + // update cubemap texture binding + if (unit->tcubemap != texcubemap) { - if (texnum) + GL_ActiveTexture(unitnum); + if (texcubemap) { if (unit->tcubemap == 0) { @@ -1959,46 +3589,111 @@ void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum) qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } + unit->tcubemap = texcubemap; + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + extern cvar_t gl_texture_anisotropy; + if (!tex) + { + tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + // upload texture if needed + R_GetTexture(tex); + if (unit->texture == tex) + return; + unit->texture = tex; + IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture); + //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv); + if (tex->d3daddressw) + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer); } - unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR +#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: + if (!tex) + { + tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + texnum = R_GetTexture(tex); + if (unit->texture == tex) + return; + unit->texture = tex; + DPSOFTRAST_SetTexture(unitnum, texnum); + break; } } -static const double gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; - void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; - if (matrix->m[3][3]) + switch(vid.renderpath) { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + if (matrix && matrix->m[3][3]) { - double glmatrix[16]; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - CHECKGLERROR - Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadMatrixd(glmatrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + float glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - } - else - { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + else { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } } @@ -2006,8 +3701,14 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i { gltextureunit_t *unit = gl_state.units + unitnum; CHECKGLERROR - if (gl_combine.integer) + switch(vid.renderpath) { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + // do nothing + break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: // GL_ARB_texture_env_combine if (!combinergb) combinergb = GL_MODULATE; @@ -2017,196 +3718,681 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i rgbscale = 1; if (!alphascale) alphascale = 1; - if (unit->combinergb != combinergb) + if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != combinealpha) - { - unit->combinealpha = combinealpha; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != rgbscale) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));CHECKGLERROR + if (combinergb == GL_DECAL) + combinergb = GL_INTERPOLATE_ARB; + if (unit->combine != GL_COMBINE_ARB) + { + unit->combine = GL_COMBINE_ARB; + 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 + } + if (unit->combinergb != combinergb) + { + unit->combinergb = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR + } + if (unit->combinealpha != combinealpha) + { + unit->combinealpha = combinealpha; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + } + if (unit->rgbscale != rgbscale) + { + unit->rgbscale = rgbscale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR + } + if (unit->alphascale != alphascale) + { + unit->alphascale = alphascale; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR + } } - if (unit->alphascale != alphascale) + else { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } } - } - else - { + break; + case RENDERPATH_GL11: // normal GL texenv if (!combinergb) combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) + if (unit->combine != combinergb) { - unit->combinergb = combinergb; + unit->combine = combinergb; GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } } -void R_Mesh_TextureState(const rmeshstate_t *m) +void R_Mesh_ResetTextureState(void) { - unsigned int i; + unsigned int unitnum; BACKENDACTIVECHECK - CHECKGLERROR - if (gl_backend_rebindtextures) + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + R_Mesh_TexBind(unitnum, NULL); + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) + R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + switch(vid.renderpath) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + 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); + R_Mesh_TexMatrix(unitnum, NULL); + } + break; } +} + - for (i = 0;i < backendimageunits;i++) - R_Mesh_TexBindAll(i, m->tex1d[i], m->tex[i], m->tex3d[i], m->texcubemap[i]); - for (i = 0;i < backendarrayunits;i++) + +#ifdef SUPPORTD3D +//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ) +//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) +//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3)) + +D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] = +{ + {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + D3DDECL_END() +}; + +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)->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() +}; + +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)->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() +}; + +IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; +#endif + +static void R_Mesh_InitVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + r_vertex3f_d3d9decl = NULL; + r_vertexgeneric_d3d9decl = NULL; + r_vertexmesh_d3d9decl = NULL; + switch(vid.renderpath) { - if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + 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); + 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: + break; + } +#endif +} + +static void R_Mesh_DestroyVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + if (r_vertex3f_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl); + r_vertex3f_d3d9decl = NULL; + if (r_vertexgeneric_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl); + r_vertexgeneric_d3d9decl = NULL; + if (r_vertexmesh_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl); + r_vertexmesh_d3d9decl = NULL; +#endif +} + +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + { + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3])); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + 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(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + 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: + case RENDERPATH_GLES1: + if (vertexbuffer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + else + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; + case RENDERPATH_GL11: + if (vertexbuffer) + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + else + { + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl); + if (vertexbuffer) + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3])); else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0); + gl_state.d3dvertexbuffer = (void *)vertexbuffer; + gl_state.d3dvertexdata = (void *)vertex3f; + gl_state.d3dvertexsize = sizeof(float[3]); +#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(vertex3f, sizeof(float[3])); + DPSOFTRAST_SetColorPointer(NULL, 0); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); + break; } - for (i = 0;i < backendunits;i++) +} + + + +r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexgeneric_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) { - R_Mesh_TexMatrix(i, &m->texmatrix[i]); - R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); } - CHECKGLERROR + gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexgeneric; } -void R_Mesh_ResetTextureState(void) +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) { - unsigned int unitnum; + R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL); + gl_state.preparevertices_vertexgeneric = NULL; + gl_state.preparevertices_numvertices = 0; + return true; +} - BACKENDACTIVECHECK +void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f) +{ + int i; + r_vertexgeneric_t *vertex; + switch(vid.renderpath) + { + 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, 2, GL_FLOAT, sizeof(float[2]), 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); + return; + } + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + 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, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, 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; + } + 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, 2, sizeof(float[2]), texcoord2f); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); + return; + } - CHECKGLERROR - if (gl_backend_rebindtextures) + // no quick path for this case, convert to vertex structs + vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + if (color4f) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + for (i = 0;i < numvertices;i++) + Vector4Copy(color4f + 4*i, vertex[i].color4f); + } + else + { + for (i = 0;i < numvertices;i++) + 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); +} - for (unitnum = 0;unitnum < backendimageunits;unitnum++) +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_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) { - gltextureunit_t *unit = gl_state.units + unitnum; - // update 1d texture binding - if (unit->t1d) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (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_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); } - // update 2d texture binding - if (unit->t2d) + else { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , 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); } - // update 3d texture binding - if (unit->t3d) + break; + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + if (vertexbuffer) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (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_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - // update cubemap texture binding - if (unit->tcubemap) + else { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , 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); } + 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_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (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_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_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); +#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_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); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL); + break; } - for (unitnum = 0;unitnum < backendarrayunits;unitnum++) +} + + + +r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexmesh_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_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexmesh; +} + +qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void) +{ + R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL); + gl_state.preparevertices_vertexmesh = NULL; + gl_state.preparevertices_numvertices = 0; + return true; +} + +void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f) +{ + int i; + r_vertexmesh_t *vertex; + switch(vid.renderpath) { - gltextureunit_t *unit = gl_state.units + unitnum; - // texture array unit is disabled, disable the array - if (unit->arrayenabled) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (!vid.useinterleavedarrays) { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + 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, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0); + 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); + return; } + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + 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, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); + if (vid.texunits >= 2) + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); + if (vid.texunits >= 3) + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; + } + 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, 2, sizeof(float[2]), texcoordtexture2f); + DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f); + DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f); + DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f); + return; } - for (unitnum = 0;unitnum < backendunits;unitnum++) + + vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + if (svector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(svector3f + 3*i, vertex[i].svector3f); + if (tvector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(tvector3f + 3*i, vertex[i].tvector3f); + if (normal3f) + for (i = 0;i < numvertices;i++) + VectorCopy(normal3f + 3*i, vertex[i].normal3f); + if (color4f) + { + for (i = 0;i < numvertices;i++) + Vector4Copy(color4f + 4*i, vertex[i].color4f); + } + else + { + for (i = 0;i < numvertices;i++) + Vector4Copy(gl_state.color4f, vertex[i].color4f); + } + if (texcoordtexture2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f); + if (texcoordlightmap2f) + 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); +} + +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_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) { - gltextureunit_t *unit = gl_state.units + unitnum; - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vertexbuffer) { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (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)); } - if (gl_combine.integer) + else { - // GL_ARB_texture_env_combine - if (unit->combinergb != GL_MODULATE) - { - unit->combinergb = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR - } - if (unit->combinealpha != GL_MODULATE) - { - unit->combinealpha = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR - } - if (unit->rgbscale != 1) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = 1));CHECKGLERROR - } - if (unit->alphascale != 1) - { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = 1));CHECKGLERROR - } + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , 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); + } + 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_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (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)); } else { - // normal GL texenv - if (unit->combinergb != GL_MODULATE) - { - unit->combinergb = GL_MODULATE; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);CHECKGLERROR - } + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , 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); } + 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_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (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_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_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); +#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_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); + DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f); + break; } }