X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=494e657e5b8f601f0859a8ac843ae604dc238585;hp=cbcab90dc4c1b2e977784969db11a068541b87a1;hb=3732bafde8584fef3be2bcdeaf5a4fcd40c1353f;hpb=53b08e0497613f69601607824c4d5cba788f1309 diff --git a/gl_backend.c b/gl_backend.c index cbcab90d..494e657e 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,6 +1,7 @@ #include "quakedef.h" #include "cl_collision.h" +#include "dpsoftrast.h" #ifdef SUPPORTD3D #include extern LPDIRECT3DDEVICE9 vid_d3d9dev; @@ -12,7 +13,6 @@ extern D3DCAPS9 vid_d3d9caps; cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; -cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"}; cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; @@ -45,7 +45,7 @@ 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) { @@ -110,7 +110,7 @@ typedef struct gltextureunit_s size_t pointer_texcoord_offset; rtexture_t *texture; - int t2d, t3d, tcubemap, trectangle; + int t2d, t3d, tcubemap; int arrayenabled; int rgbscale, alphascale; int combine; @@ -166,7 +166,6 @@ typedef struct gl_state_s void *preparevertices_tempdata; size_t preparevertices_tempdatamaxsize; r_meshbuffer_t *preparevertices_dynamicvertexbuffer; - r_vertexposition_t *preparevertices_vertexposition; r_vertexgeneric_t *preparevertices_vertexgeneric; r_vertexmesh_t *preparevertices_vertexmesh; int preparevertices_numvertices; @@ -183,12 +182,15 @@ typedef struct gl_state_s qboolean active; #ifdef SUPPORTD3D - rtexture_t *d3drt_depthtexture; - rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; +// 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; @@ -265,16 +267,45 @@ static void GL_Backend_ResetState(void); static void R_Mesh_InitVertexDeclarations(void); static void R_Mesh_DestroyVertexDeclarations(void); +static void R_Mesh_SetUseVBO(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } +} + static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); R_Mesh_InitVertexDeclarations(); - 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; + R_Mesh_SetUseVBO(); Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); Con_DPrintf("OpenGL backend started.\n"); @@ -302,6 +333,8 @@ static void gl_backend_start(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } } @@ -328,6 +361,8 @@ static void gl_backend_shutdown(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } if (gl_state.preparevertices_tempdata) @@ -350,6 +385,31 @@ 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_CGGL: + 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; + case RENDERPATH_SOFT: + break; + } endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { @@ -381,12 +441,36 @@ static void gl_backend_devicelost(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } } } static void gl_backend_devicerestored(void) { + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } } void gl_backend_init(void) @@ -412,7 +496,7 @@ void gl_backend_init(void) for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++) polygonelement3i[i] = polygonelement3s[i]; - for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++) + for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++) quadelement3i[i] = quadelement3s[i]; Cvar_RegisterVariable(&r_render); @@ -430,7 +514,6 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_drawrangeelements); Cvar_RegisterVariable(&gl_mesh_testmanualfeeding); Cvar_RegisterVariable(&gl_mesh_prefer_short_elements); - Cvar_RegisterVariable(&gl_mesh_separatearrays); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); @@ -447,10 +530,165 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t Matrix4x4_Transform4 (&v->projectmatrix, temp, out); iw = 1.0f / out[3]; out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f; - out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 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; } +static int bboxedges[12][2] = +{ + // 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) +{ + 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; + + x1 = y1 = x2 = y2 = 0; + + // transform all corners that are infront of the nearclip plane + VectorNegate(r_refdef.view.frustum[4].normal, plane4f); + plane4f[3] = r_refdef.view.frustum[4].dist; + 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++; + } + } + } + + // if we have no points to check, it is behind the view plane + if (!numvertices) + return true; + + // 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]; + } + } + + // 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_CGGL: + case RENDERPATH_SOFT: + break; + } + + return false; +} + + static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { float q[4]; @@ -526,6 +764,7 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_SOFT: break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: @@ -775,6 +1014,7 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri case RENDERPATH_CGGL: case RENDERPATH_GL13: case RENDERPATH_GL11: + case RENDERPATH_SOFT: break; case RENDERPATH_D3D9: m[5] *= -1; @@ -842,6 +1082,9 @@ void R_SetViewport(const r_viewport_t *v) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height); + break; } // force an update of the derived matrices @@ -897,6 +1140,8 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte case RENDERPATH_D3D10: case RENDERPATH_D3D11: return 1; + case RENDERPATH_SOFT: + return 1; } return 0; } @@ -916,9 +1161,47 @@ void R_Mesh_DestroyFramebufferObject(int fbo) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } +#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_state.d3drt_colorsurfaces[3] = colorsurface3; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]); + } +} +#endif + void R_Mesh_ResetRenderTargets(void) { switch(vid.renderpath) @@ -935,22 +1218,7 @@ void R_Mesh_ResetRenderTargets(void) break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D - if (gl_state.framebufferobject) - { - unsigned int i; - gl_state.framebufferobject = 0; - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface); - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface); - gl_state.d3drt_depthsurface = NULL; - for (i = 1;i < vid.maxdrawbuffers;i++) - { - if (gl_state.d3drt_colorsurfaces[i]) - { - gl_state.d3drt_colorsurfaces[i] = NULL; - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); - } - } - } + R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); #endif break; case RENDERPATH_D3D10: @@ -959,6 +1227,9 @@ void R_Mesh_ResetRenderTargets(void) 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; } } @@ -994,31 +1265,22 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost if (fbo) { - gl_state.framebufferobject = 1; - gl_state.d3drt_depthtexture = depthtexture; - if (gl_state.d3drt_depthtexture) + IDirect3DSurface9 *colorsurfaces[4]; + for (i = 0;i < 4;i++) { - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface); - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); - IDirect3DSurface9_Release(gl_state.d3drt_depthsurface); - } - else - IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL); - for (i = 0;i < vid.maxdrawbuffers;i++) - { - gl_state.d3drt_colortextures[i] = textures[i]; - if (gl_state.d3drt_colortextures[i]) - { - IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]); - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]); - IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]); - } - else - IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); + 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_ResetRenderTargets(); + R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL); #endif break; case RENDERPATH_D3D10: @@ -1027,6 +1289,21 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + if (fbo) + { + int width, height; + unsigned int *pointers[5]; + memset(pointers, 0, sizeof(pointers)); + for (i = 0;i < 5;i++) + pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL; + width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); + height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0); + DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]); + } + else + DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); + break; } } @@ -1159,10 +1436,6 @@ static void GL_Backend_ResetState(void) { qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } - if (vid.support.arb_texture_rectangle) - { - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR - } } for (i = 0;i < vid.texarrayunits;i++) @@ -1198,7 +1471,7 @@ static void GL_Backend_ResetState(void) if (vid.support.ext_framebuffer_object) { - qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } @@ -1230,11 +1503,6 @@ static void GL_Backend_ResetState(void) qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR } - if (vid.support.arb_texture_rectangle) - { - qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR - } GL_BindVBO(0); qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR @@ -1245,6 +1513,17 @@ static void GL_Backend_ResetState(void) } CHECKGLERROR break; + case RENDERPATH_SOFT: + DPSOFTRAST_ColorMask(1,1,1,1); + DPSOFTRAST_AlphaTest(gl_state.alphatest); + DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2); + DPSOFTRAST_CullFace(gl_state.cullface); + DPSOFTRAST_DepthFunc(gl_state.depthfunc); + DPSOFTRAST_DepthMask(gl_state.depthmask); + DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL); + DPSOFTRAST_Viewport(0, 0, vid.width, vid.height); + break; } } @@ -1270,6 +1549,8 @@ void GL_ActiveTexture(unsigned int num) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } } @@ -1296,6 +1577,8 @@ void GL_ClientActiveTexture(unsigned int num) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } } @@ -1369,6 +1652,9 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) 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; } } } @@ -1398,6 +1684,9 @@ void GL_DepthMask(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthMask(gl_state.depthmask); + break; } } } @@ -1434,6 +1723,9 @@ void GL_DepthTest(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthTest(gl_state.depthtest); + break; } } } @@ -1463,6 +1755,9 @@ void GL_DepthFunc(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_DepthFunc(gl_state.depthfunc); + break; } } } @@ -1501,6 +1796,9 @@ void GL_DepthRange(float nearfrac, float farfrac) 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; } } } @@ -1550,11 +1848,11 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro 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, frontcompare); + 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, backcompare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); #endif @@ -1565,6 +1863,9 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro 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; } } @@ -1603,7 +1904,7 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass 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, compare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare)); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); #endif @@ -1614,6 +1915,9 @@ void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass 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; } } @@ -1643,6 +1947,9 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) 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; } } } @@ -1677,6 +1984,9 @@ void GL_SetMirrorState(qboolean state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_CullFace(gl_state.cullface); + break; } } } @@ -1750,6 +2060,14 @@ void GL_CullFace(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + if (gl_state.cullface != state) + { + gl_state.cullface = state; + gl_state.cullfaceenable = state != GL_NONE ? true : false; + DPSOFTRAST_CullFace(gl_state.cullface); + } + break; } } @@ -1785,6 +2103,9 @@ void GL_AlphaTest(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_AlphaTest(gl_state.alphatest); + break; } } } @@ -1816,6 +2137,9 @@ void GL_AlphaFunc(int state, float value) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_AlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue); + break; } } } @@ -1847,6 +2171,9 @@ void GL_ColorMask(int r, int g, int b, int a) 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; } } } @@ -1874,6 +2201,9 @@ void GL_Color(float cr, float cg, float cb, float ca) case RENDERPATH_D3D11: // no equivalent in D3D break; + case RENDERPATH_SOFT: + DPSOFTRAST_Color4f(cr, cg, cb, ca); + break; } } } @@ -1908,6 +2238,9 @@ void GL_Scissor (int x, int y, int width, int height) 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; } } @@ -1940,6 +2273,9 @@ void GL_ScissorTest(int state) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + DPSOFTRAST_ScissorTest(gl_state.scissortest); + break; } } } @@ -1987,6 +2323,12 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva 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; } } @@ -2043,6 +2385,9 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi 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; } } @@ -2050,10 +2395,8 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi void R_Mesh_Start(void) { BACKENDACTIVECHECK - 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; + 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"); @@ -2066,13 +2409,13 @@ 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 + 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; @@ -2084,11 +2427,11 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons } 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; } @@ -2099,24 +2442,24 @@ 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)) + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; -#ifdef GL_GEOMETRY_SHADER_ARB - if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) +#ifdef GL_GEOMETRY_SHADER + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list)) goto cleanup; #endif - if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list)) goto cleanup; - qglLinkProgramARB(programobject);CHECKGLERROR - qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR - qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + qglLinkProgram(programobject);CHECKGLERROR + qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR + qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR if (linklog[0]) { if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning")) @@ -2134,14 +2477,14 @@ 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 } @@ -2188,11 +2531,25 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri element3s += firsttriangle * 3; if (element3s_indexbuffer) element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); - // 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))) + switch(vid.renderpath) { - element3i_indexbuffer = NULL; - element3s_indexbuffer = NULL; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // 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 RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + case RENDERPATH_SOFT: + break; } // upload a dynamic index buffer if needed if (element3s) @@ -2223,8 +2580,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri bufferoffset3i = element3i_bufferoffset; bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; bufferoffset3s = element3s_bufferoffset; - r_refdef.stats.meshes++; - r_refdef.stats.meshes_elements += numelements; + r_refdef.stats.draws++; + r_refdef.stats.draws_vertices += numvertices; + r_refdef.stats.draws_elements += numelements; if (gl_paranoid.integer) { unsigned int i; @@ -2486,6 +2844,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer))) { if (element3s_indexbuffer) { @@ -2500,6 +2859,15 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); } + else + { + 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); + } #endif break; case RENDERPATH_D3D10: @@ -2508,6 +2876,9 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri 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; } } } @@ -2515,6 +2886,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { + R_Mesh_ResetRenderTargets(); } r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16) @@ -2571,7 +2943,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isindexbuffer) { IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; - if (size != buffer->size || !buffer->devicebuffer) + if (size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); @@ -2593,7 +2965,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si else { IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; - if (size != buffer->size || !buffer->devicebuffer) + if (size > buffer->size || !buffer->devicebuffer) { if (buffer->devicebuffer) IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); @@ -2621,6 +2993,8 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } } @@ -2638,12 +3012,15 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) break; case RENDERPATH_D3D9: #ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer == (void *)buffer) + gl_state.d3dvertexbuffer = NULL; if (buffer->devicebuffer) { if (buffer->isindexbuffer) IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); else IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); + buffer->devicebuffer = NULL; } #endif break; @@ -2653,6 +3030,8 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) 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); } @@ -2789,8 +3168,6 @@ int R_Mesh_TexBound(unsigned int unitnum, int id) return unit->t3d; if (id == GL_TEXTURE_CUBE_MAP_ARB) return unit->tcubemap; - if (id == GL_TEXTURE_RECTANGLE_ARB) - return unit->trectangle; return 0; } @@ -2839,6 +3216,9 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w 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; } } @@ -2872,7 +3252,6 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break; - case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break; } break; case RENDERPATH_GL13: @@ -2999,6 +3378,19 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + if (!tex) + { + tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + if (unit->texture == tex) + return; + unit->texture = tex; + DPSOFTRAST_SetTexture(unitnum, R_GetTexture(tex)); + break; } } @@ -3046,6 +3438,8 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } @@ -3130,6 +3524,8 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } @@ -3165,12 +3561,6 @@ void R_Mesh_ResetTextureState(void) GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - if (unit->trectangle) - { - unit->trectangle = 0; - GL_ActiveTexture(unitnum); - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR - } } for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) { @@ -3223,13 +3613,6 @@ void R_Mesh_ResetTextureState(void) qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } - if (unit->trectangle) - { - unit->trectangle = 0; - GL_ActiveTexture(unitnum); - qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR - qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR - } if (unit->arrayenabled) { unit->arrayenabled = false; @@ -3258,19 +3641,21 @@ void R_Mesh_ResetTextureState(void) case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + break; } } #ifdef SUPPORTD3D -//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ) +//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ) //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3)) -D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] = +D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] = { - {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; @@ -3294,7 +3679,7 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = D3DDECL_END() }; -IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; #endif @@ -3302,7 +3687,7 @@ IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; static void R_Mesh_InitVertexDeclarations(void) { #ifdef SUPPORTD3D - r_vertexposition_d3d9decl = NULL; + r_vertex3f_d3d9decl = NULL; r_vertexgeneric_d3d9decl = NULL; r_vertexmesh_d3d9decl = NULL; switch(vid.renderpath) @@ -3313,7 +3698,7 @@ static void R_Mesh_InitVertexDeclarations(void) case RENDERPATH_GL11: break; case RENDERPATH_D3D9: - IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl); + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl); IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl); IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl); break; @@ -3323,6 +3708,8 @@ static void R_Mesh_InitVertexDeclarations(void) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + break; } #endif } @@ -3330,9 +3717,9 @@ static void R_Mesh_InitVertexDeclarations(void) static void R_Mesh_DestroyVertexDeclarations(void) { #ifdef SUPPORTD3D - if (r_vertexposition_d3d9decl) - IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl); - r_vertexposition_d3d9decl = NULL; + if (r_vertex3f_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl); + r_vertex3f_d3d9decl = NULL; if (r_vertexgeneric_d3d9decl) IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl); r_vertexgeneric_d3d9decl = NULL; @@ -3342,69 +3729,7 @@ static void R_Mesh_DestroyVertexDeclarations(void) #endif } -r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices) -{ - size_t size; - size = sizeof(r_vertexposition_t) * numvertices; - if (gl_state.preparevertices_tempdatamaxsize < size) - { - gl_state.preparevertices_tempdatamaxsize = size; - gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); - } - gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata; - gl_state.preparevertices_numvertices = numvertices; - return gl_state.preparevertices_vertexposition; -} - -qboolean R_Mesh_PrepareVertices_Position_Unlock(void) -{ - R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL); - gl_state.preparevertices_vertexposition = NULL; - gl_state.preparevertices_numvertices = 0; - return true; -} - -void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f) -{ - int i; - r_vertexposition_t *vertex; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - if (vid.texunits >= 2) - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - if (vid.texunits >= 3) - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - return; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - break; - } - - // no quick path for this case, convert to vertex structs - vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices); - for (i = 0;i < numvertices;i++) - VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); - R_Mesh_PrepareVertices_Position_Unlock(); - R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL); -} - -void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) +void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer) { // upload temporary vertexbuffer for this rendering if (!gl_state.usevbo_staticvertex) @@ -3412,59 +3737,92 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t * if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { if (gl_state.preparevertices_dynamicvertexbuffer) - R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3])); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + 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); - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL11: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + } + 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_vertexposition_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, 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; + 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; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - 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: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + 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: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (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 + 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; } } @@ -3501,7 +3859,7 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 { case RENDERPATH_GL20: case RENDERPATH_CGGL: - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3515,7 +3873,7 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 break; case RENDERPATH_GL13: case RENDERPATH_GL11: - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3531,6 +3889,15 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); + DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4])); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL); + return; } // no quick path for this case, convert to vertex structs @@ -3574,54 +3941,87 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + R_Mesh_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); - case RENDERPATH_GL13: + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - case RENDERPATH_GL11: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + } + break; + case RENDERPATH_GL13: + if (vertexbuffer) + { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, 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; + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - return; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - 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); - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 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: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + if (vertexbuffer) + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 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_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex)); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f); + DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL); break; } } @@ -3658,7 +4058,7 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, { case RENDERPATH_GL20: case RENDERPATH_CGGL: - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3672,7 +4072,7 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, break; case RENDERPATH_GL13: case RENDERPATH_GL11: - if (gl_mesh_separatearrays.integer) + if (!vid.useinterleavedarrays) { R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); @@ -3688,6 +4088,15 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, case RENDERPATH_D3D10: case RENDERPATH_D3D11: break; + case RENDERPATH_SOFT: + DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3])); + DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4])); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f); + DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f); + DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f); + DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f); + return; } vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices); @@ -3742,64 +4151,87 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } - if (vertexbuffer) + switch(vid.renderpath) { - switch(vid.renderpath) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (vertexbuffer) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); - R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (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)); - break; - case RENDERPATH_GL13: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); - case RENDERPATH_GL11: + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 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: + if (vertexbuffer) + { R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); - IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, 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; + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); } - return; - } - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 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, 4, 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: - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); case RENDERPATH_GL11: - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); - R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + if (vertexbuffer) + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + } + else + { + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 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_SetColorPointer4ub(vertex->color4ub, sizeof(*vertex)); + DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f); + DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f); + DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f); + DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f); + DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f); break; } }