X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=6b0f256bbf8b8db6455d06e520b9c1e7e56ec37e;hp=96c341cb79f3c19c38e6088d806807c4d125cdbf;hb=639abfaa1b2ac3cd2bd22a9be9ea5bd8921162f6;hpb=2fe9d8457697fb9d9846e1464829bd976da30cfc diff --git a/gl_backend.c b/gl_backend.c index 96c341cb..6b0f256b 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,18 +1,43 @@ #include "quakedef.h" #include "cl_collision.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 = {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"}; -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", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"}; +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; @@ -20,7 +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) { @@ -58,6 +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); @@ -66,16 +96,108 @@ 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, trectangle; + 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; + 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; + 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_vertexposition_t *preparevertices_vertexposition; + 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: @@ -131,71 +253,168 @@ for (y = 0;y < rows - 1;y++) } */ -int polygonelements[(POLYGONELEMENTS_MAXPOINTS-2)*3]; -int quadelements[QUADELEMENTS_MAXQUADS*6]; +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_Backend_AllocArrays(void) +void GL_VBOStats_f(void) { + GL_Mesh_ListVBOs(true); } -void GL_Backend_FreeArrays(void) +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; + } } static void gl_backend_start(void) { - Con_Print("OpenGL Backend starting...\n"); + memset(&gl_state, 0, sizeof(gl_state)); + + R_Mesh_InitVertexDeclarations(); + + R_Mesh_SetUseVBO(); + Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); + + Con_DPrintf("OpenGL backend started.\n"); + CHECKGLERROR - if (qglDrawRangeElements != NULL) + GL_Backend_ResetState(); + + switch(vid.renderpath) { - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - CHECKGLERROR - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - CHECKGLERROR - Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + 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; } +} + +static void gl_backend_shutdown(void) +{ + Con_DPrint("OpenGL Backend shutting down\n"); - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - backendimageunits = backendunits; - backendarrayunits = backendunits; - if (gl_support_fragment_shader) + switch(vid.renderpath) { - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits); - CHECKGLERROR - qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits); - CHECKGLERROR - Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits); + 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; } - else if (backendunits > 1) - Con_Printf("multitexture detected: texture units = %i\n", backendunits); - else - Con_Printf("singletexture\n"); - GL_Backend_AllocArrays(); + if (gl_state.preparevertices_tempdata) + Mem_Free(gl_state.preparevertices_tempdata); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer); - Con_Printf("OpenGL backend started.\n"); + Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); - CHECKGLERROR + R_Mesh_DestroyVertexDeclarations(); - backendactive = true; + memset(&gl_state, 0, sizeof(gl_state)); } -static void gl_backend_shutdown(void) +static void gl_backend_newmap(void) { - backendunits = 0; - backendimageunits = 0; - backendarrayunits = 0; - backendactive = false; - - Con_Print("OpenGL Backend shutting down\n"); +} - GL_Backend_FreeArrays(); +static void gl_backend_devicelost(void) +{ + int i, endindex; + r_meshbuffer_t *buffer; +#ifdef SUPPORTD3D + gl_state.d3dvertexbuffer = NULL; +#endif + 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_CGGL: + 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_newmap(void) +static void gl_backend_devicerestored(void) { } @@ -205,364 +424,1010 @@ void gl_backend_init(void) 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*3;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_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); + Cvar_RegisterVariable(&gl_mesh_separatearrays); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); -} + 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"); -void GL_SetupView_Orientation_Identity (void) -{ - backend_viewmatrix = identitymatrix; - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } -void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix) -{ - matrix4x4_t tempmatrix, basematrix; - Matrix4x4_Invert_Simple(&tempmatrix, matrix); - Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); - Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); - Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix); - //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]); - memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); -} +void GL_SetMirrorState(qboolean state); -void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar) +void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { - double m[16]; - - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - // set view pyramid - qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR + 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; + out[1] = v->y + v->height - (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_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear) +static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { - double nudge, m[16]; + float q[4]; + float d; + float clipPlane[4], v3[3], v4[3]; + float normal[3]; - // 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); -} - -void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar) -{ - double m[16]; + // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php - // set up viewpoint - CHECKGLERROR - qglMatrixMode(GL_PROJECTION);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglOrtho(x1, x2, y2, y1, zNear, zFar);CHECKGLERROR - qglGetDoublev(GL_PROJECTION_MATRIX, m);CHECKGLERROR - Matrix4x4_FromArrayDoubleGL(&backend_projectmatrix, m); - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - GL_SetupView_Orientation_Identity(); - CHECKGLERROR -} + VectorSet(normal, normalx, normaly, normalz); + 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); -typedef struct gltextureunit_s +#if 0 { - int t1d, t2d, t3d, tcubemap; - int arrayenabled; - unsigned int arraycomponents; - const void *pointer_texcoord; - int rgbscale, alphascale; - int combinergb, combinealpha; - // FIXME: add more combine stuff - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; + // testing code for comparing results + float clipPlane2[4]; + VectorCopy4(clipPlane, clipPlane2); + R_EntityMatrix(&identitymatrix); + VectorSet(q, normal[0], normal[1], normal[2], -dist); + qglClipPlane(GL_CLIP_PLANE0, q); + qglGetClipPlane(GL_CLIP_PLANE0, q); + VectorCopy4(q, clipPlane); } -gltextureunit_t; +#endif -static struct gl_state_s -{ - 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; - int alphatest; - int scissortest; - unsigned int unit; - unsigned int clientunit; - gltextureunit_t units[MAX_TEXTUREUNITS]; - float color4f[4]; - int lockrange_first; - int lockrange_count; - const void *pointer_vertex; - const void *pointer_color; + // Calculate the clip-space corner point opposite the clipping plane + // 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 + 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 + m[10]) / m[14]; + + // Calculate the scaled plane vector + d = 2.0f / DotProduct4(clipPlane, q); + + // Replace the third row of the projection matrix + m[2] = clipPlane[0] * d; + m[6] = clipPlane[1] * d; + m[10] = clipPlane[2] * d + 1.0f; + m[14] = clipPlane[3] * d; } -gl_state; -void GL_SetupTextureState(void) +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) { - unsigned int i; - gltextureunit_t *unit; - CHECKGLERROR - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - 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->rgbscale = 1; - unit->alphascale = 1; - unit->combinergb = GL_MODULATE; - unit->combinealpha = GL_MODULATE; - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; + 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_CGGL: + 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); - for (i = 0;i < backendimageunits;i++) - { - 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 - } - } + 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); - for (i = 0;i < backendarrayunits;i++) +#if 0 { - GL_ClientActiveTexture(i); - qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + 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 +} + +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) +{ + 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]); - for (i = 0;i < backendunits;i++) + if(v_flipped.integer) { - GL_ActiveTexture(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 - } - 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 - } - else - { - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - } - CHECKGLERROR + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; } - CHECKGLERROR + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -void GL_Backend_ResetState(void) +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) { - memset(&gl_state, 0, sizeof(gl_state)); - gl_state.depthtest = true; - gl_state.alphatest = false; - gl_state.blendfunc1 = GL_ONE; - gl_state.blendfunc2 = GL_ZERO; - gl_state.blend = false; - gl_state.depthmask = GL_TRUE; - gl_state.colormask = 15; - 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.pointer_vertex = NULL; - gl_state.pointer_color = NULL; + 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; - CHECKGLERROR + 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]; + } - 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_FRONT);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(gl_state.depthmask);CHECKGLERROR + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); +} - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR +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); - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); + Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); + Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); + if (nearplane) + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); - GL_SetupTextureState(); + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } -void GL_ActiveTexture(unsigned int num) +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) { - if (gl_state.unit != num) + 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) { - gl_state.unit = num; - if (qglActiveTexture) - { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); - CHECKGLERROR - } + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + 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 GL_ClientActiveTexture(unsigned int num) +void R_SetViewport(const r_viewport_t *v) { - if (gl_state.clientunit != num) + 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) { - gl_state.clientunit = num; - if (qglActiveTexture) - { - CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); - CHECKGLERROR + case RENDERPATH_GL20: + case RENDERPATH_CGGL: +// CHECKGLERROR +// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR +// break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + 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; } + + // force an update of the derived matrices + gl_modelmatrixchanged = true; + R_EntityMatrix(&gl_modelmatrix); } -void GL_BlendFunc(int blendfunc1, int blendfunc2) +void R_GetViewport(r_viewport_t *v) { - if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + *v = gl_viewport; +} + +static void GL_BindVBO(int bufferobject) +{ + if (gl_state.vertexbufferobject != bufferobject) { + gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) - { - if (gl_state.blendfunc1 == GL_ONE) - { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } -void GL_DepthMask(int state) +static void GL_BindEBO(int bufferobject) { - if (gl_state.depthmask != state) + if (gl_state.elementbufferobject != bufferobject) { + gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + } +} + +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) +{ + int temp; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } + return 0; +} + +void R_Mesh_DestroyFramebufferObject(int fbo) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (fbo) + qglDeleteFramebuffersEXT(1, (GLuint*)&fbo); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } +} + +void R_Mesh_ResetRenderTargets(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_state.framebufferobject) + { + gl_state.framebufferobject = 0; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + } + 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); + } + } + } +#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 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_CGGL: + if (gl_state.framebufferobject != fbo) + { + gl_state.framebufferobject = fbo; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + } + 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) + { + gl_state.framebufferobject = 1; + gl_state.d3drt_depthtexture = depthtexture; + if (gl_state.d3drt_depthtexture) + { + 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); + } + } + else + R_Mesh_ResetRenderTargets(); +#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; + } +} + +#ifdef SUPPORTD3D +static int d3dcmpforglfunc(int f) +{ + 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 + + +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.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + gl_state.blend = false; + gl_state.depthmask = GL_TRUE; + gl_state.colormask = 15; + 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 = GL_NONE; + gl_state.cullfaceenable = false; + gl_state.polygonoffset[0] = 0; + gl_state.polygonoffset[1] = 0; + gl_state.framebufferobject = 0; + gl_state.depthfunc = GL_LEQUAL; + + switch(vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); + 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_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + + 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 (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 + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColor4f(1, 1, 1, 1);CHECKGLERROR + + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + + 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 + } + if (vid.support.arb_texture_rectangle) + { + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR + } + } + + for (i = 0;i < vid.texarrayunits;i++) + { + GL_ClientActiveTexture(i); + GL_BindVBO(0); + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + CHECKGLERROR + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + CHECKGLERROR + + 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 (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 + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColor4f(1, 1, 1, 1);CHECKGLERROR + + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + + 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 + } + 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 + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR + } + CHECKGLERROR + break; + } +} + +void GL_ActiveTexture(unsigned int num) +{ + if (gl_state.unit != num) + { + gl_state.unit = num; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (qglActiveTexture) + { + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + } +} + +void GL_ClientActiveTexture(unsigned int num) +{ + if (gl_state.clientunit != num) + { + gl_state.clientunit = num; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + } +} + +void GL_BlendFunc(int blendfunc1, int blendfunc2) +{ + if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + { + qboolean blendenable; + gl_state.blendfunc1 = blendfunc1; + gl_state.blendfunc2 = blendfunc2; + blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + if (gl_state.blend != blendenable) + { + gl_state.blend = blendenable; + if (!gl_state.blend) + { + qglDisable(GL_BLEND);CHECKGLERROR + } + else + { + qglEnable(GL_BLEND);CHECKGLERROR + } + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + 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; + } + } +} + +void GL_DepthMask(int state) +{ + if (gl_state.depthmask != state) + { + gl_state.depthmask = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } } } @@ -571,15 +1436,349 @@ void GL_DepthTest(int state) if (gl_state.depthtest != state) { gl_state.depthtest = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } + } +} + +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_CGGL: + 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; + } + } +} + +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; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } + } +} + +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_CGGL: + 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, 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_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; + } +} + +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_CGGL: + 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, 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; + } +} + +void GL_PolygonOffset(float planeoffset, float depthoffset) +{ + if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) + { + gl_state.polygonoffset[0] = planeoffset; + gl_state.polygonoffset[1] = depthoffset; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } + } +} + +void GL_SetMirrorState(qboolean state) +{ + if (v_flipped_state != state) + { + 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_CGGL: + qglCullFace(gl_state.cullface); + 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; + } + } +} + +void GL_CullFace(int state) +{ + if(v_flipped_state) + { + if(state == GL_FRONT) + state = GL_BACK; + else if(state == GL_BACK) + state = GL_FRONT; + } + + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: CHECKGLERROR - if (gl_state.depthtest) + + if (state != GL_NONE) { - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + 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 { - qglDisable(GL_DEPTH_TEST);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; + 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; + } } +#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; } } @@ -588,218 +1787,381 @@ 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_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); +#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; } - else + } +} + +void GL_AlphaFunc(int state, float value) +{ + if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value) + { + gl_state.alphafunc = state; + gl_state.alphafuncvalue = value; + switch(vid.renderpath) { - qglDisable(GL_ALPHA_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255)); +#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_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_CGGL: + 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; + } } } void GL_Color(float cr, float cg, float cb, float ca) { - if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) + if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca) { gl_state.color4f[0] = cr; 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 (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_GL20: + case RENDERPATH_CGGL: 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; } } } 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_CGGL: + 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; + } } 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_CGGL: + 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; + } + } } -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_CGGL: + 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; + } } -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_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; - out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; - out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + } } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK - CHECKGLERROR + 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(); } -unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { - GLint vertexshadercompiled, fragmentshadercompiled, programlinked; - GLuint vertexshaderobject, fragmentshaderobject, programobject = 0; + int shaderobject; + int shadercompiled; char compilelog[MAX_INPUTLINE]; + shaderobject = qglCreateShaderObjectARB(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] && (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_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 + return false; + } + qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR + qglDeleteObjectARB(shaderobject);CHECKGLERROR + return true; +} + +unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list) +{ + GLint programlinked; + GLuint programobject = 0; + char linklog[MAX_INPUTLINE]; CHECKGLERROR programobject = qglCreateProgramObjectARB();CHECKGLERROR if (!programobject) return 0; - if (developer.integer >= 100) - { - int i; - Con_Printf("Compiling shader:\n"); - if (vertexstrings_count) - { - Con_Printf("------ VERTEX SHADER ------\n"); - for (i = 0;i < vertexstrings_count;i++) - Con_Print(vertexstrings_list[i]); - Con_Print("\n"); - } - if (fragmentstrings_count) - { - Con_Printf("------ FRAGMENT SHADER ------\n"); - for (i = 0;i < fragmentstrings_count;i++) - Con_Print(fragmentstrings_list[i]); - Con_Print("\n"); - } - } + if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list)) + goto cleanup; - if (vertexstrings_count) - { - vertexshaderobject = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);CHECKGLERROR - if (!vertexshaderobject) - { - qglDeleteObjectARB(programobject); - CHECKGLERROR - return 0; - } - qglShaderSourceARB(vertexshaderobject, vertexstrings_count, vertexstrings_list, NULL);CHECKGLERROR - qglCompileShaderARB(vertexshaderobject);CHECKGLERROR - qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);CHECKGLERROR - qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) - Con_DPrintf("vertex shader compile log:\n%s\n", compilelog); - if (!vertexshadercompiled) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, vertexshaderobject);CHECKGLERROR - qglDeleteObjectARB(vertexshaderobject);CHECKGLERROR - } +#ifdef GL_GEOMETRY_SHADER_ARB + if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list)) + goto cleanup; +#endif - if (fragmentstrings_count) - { - fragmentshaderobject = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);CHECKGLERROR - if (!fragmentshaderobject) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - return 0; - } - qglShaderSourceARB(fragmentshaderobject, fragmentstrings_count, fragmentstrings_list, NULL);CHECKGLERROR - qglCompileShaderARB(fragmentshaderobject);CHECKGLERROR - qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);CHECKGLERROR - qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) - Con_DPrintf("fragment shader compile log:\n%s\n", compilelog); - if (!fragmentshadercompiled) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR - return 0; - } - qglAttachObjectARB(programobject, fragmentshaderobject);CHECKGLERROR - qglDeleteObjectARB(fragmentshaderobject);CHECKGLERROR - } + if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list)) + goto cleanup; qglLinkProgramARB(programobject);CHECKGLERROR qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR - qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR - if (compilelog[0]) + qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR + if (linklog[0]) { - Con_DPrintf("program link log:\n%s\n", compilelog); + 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 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a // software fragment shader due to low instruction and dependent // texture limits. - if (strstr(compilelog, "fragment shader will run in software")) + if (strstr(linklog, "fragment shader will run in software")) programlinked = false; } if (!programlinked) - { - qglDeleteObjectARB(programobject);CHECKGLERROR - return 0; - } - CHECKGLERROR + goto cleanup; return programobject; +cleanup: + qglDeleteObjectARB(programobject);CHECKGLERROR + return 0; } void GL_Backend_FreeProgram(unsigned int prog) @@ -809,8 +2171,6 @@ void GL_Backend_FreeProgram(unsigned int prog) CHECKGLERROR } -int gl_backend_rebindtextures; - void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) { int i; @@ -825,35 +2185,112 @@ 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 numtriangles, const int *elements) +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) { - Con_Printf("R_Mesh_Draw(%d, %d, %d, %08p);\n", firstvertex, numvertices, numtriangles, elements); + 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; } - CHECKGLERROR + if (!gl_mesh_prefer_short_elements.integer) + { + if (element3i) + element3s = NULL; + 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; + if (element3s_indexbuffer) + element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); + switch(vid.renderpath) + { + 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; + } + // 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.meshes++; r_refdef.stats.meshes_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 + // used without buffer objects if the need arises + // (the data could be gotten using glMapBuffer but it would be very + // slow due to uncachable video memory reads) if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR - 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) + 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) { if (!qglIsEnabled(GL_COLOR_ARRAY)) Con_Print("R_Mesh_Draw: color array set but not enabled\n"); CHECKGLERROR - for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) - paranoidblah += *p; + if (gl_state.pointer_color && gl_state.pointer_color_enabled) + 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) { @@ -861,113 +2298,264 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); CHECKGLERROR - for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) - paranoidblah += *p; + if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) + for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) + paranoidblah += *p; } } - for (i = 0;i < (unsigned int) numtriangles * 3;i++) +#endif + if (element3i) { - if (elements[i] < firstvertex || elements[i] >= firstvertex + numvertices) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in elements list\n", elements[i], firstvertex, firstvertex + numvertices); - return; + if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices); + return; + } + } + } + if (element3s) + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices) + { + Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices); + return; + } } } - 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; - const GLfloat *p; - qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - 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) + 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 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)) + elements[i] * 2; - qglTexCoord2f(p[0], p[1]); - } - else - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + elements[i] * 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) + else { - p = ((const GLfloat *)(gl_state.pointer_color)) + elements[i] * 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)) + elements[i] * 3; - qglVertex3f(p[0], p[1], p[2]); } - qglEnd(); - CHECKGLERROR - } - else if (gl_mesh_testarrayelement.integer) - { - int i; - qglBegin(GL_TRIANGLES); - for (i = 0;i < numtriangles * 3;i++) + else if (bufferobject3i) { - qglArrayElement(elements[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 + } } - qglEnd(); - CHECKGLERROR - } - else if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR - } - else - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements); - CHECKGLERROR + else if (element3s) + { + 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 + } + } + else if (element3i) + { + 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 + { + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer))) + { + 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 + { + if (element3s) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else if (element3i) + IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize); + else + IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize); + } +#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; } } } @@ -975,119 +2563,239 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int numtriangles, const int * // 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_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) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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 { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);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); + } + } } - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (gl_combine.integer) - { - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);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; + } +} + +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) +{ + if (!buffer) + return; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); + 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; + 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; } - 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 + Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } -void R_Mesh_Matrix(const matrix4x4_t *matrix) +void GL_Mesh_ListVBOs(qboolean printeach) { - 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 - } + int i, endindex; + size_t ebocount = 0, ebomemory = 0; + size_t vbocount = 0, vbomemory = 0; + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); + for (i = 0;i < endindex;i++) + { + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer) + continue; + if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + } + 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_VertexPointer(const float *vertex3f) + + +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - if (gl_state.pointer_vertex != vertex3f) - { - gl_state.pointer_vertex = vertex3f; - CHECKGLERROR - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex); + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; + 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_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); + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - if (gl_state.pointer_color != color4f) + // note: vertexbuffer may be non-NULL even if pointer is NULL, so check + // the pointer only. + if (pointer) { - CHECKGLERROR - if (!gl_state.pointer_color) + int bufferobject = vertexbuffer ? vertexbuffer->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 } - else if (!color4f) + 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 + } + } + else + { + // 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 } - gl_state.pointer_color = color4f; - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);CHECKGLERROR } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord) +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; // update array settings CHECKGLERROR - if (texcoord) + // note: there is no need to check bufferobject here because all cases + // that involve a valid bufferobject also supply a texcoord array + if (pointer) { - // texcoord array - if (unit->pointer_texcoord != texcoord || unit->arraycomponents != numcomponents) - { - unit->pointer_texcoord = texcoord; - unit->arraycomponents = numcomponents; - GL_ClientActiveTexture(unitnum); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, unit->pointer_texcoord);CHECKGLERROR - } + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1095,6 +2803,19 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co GL_ClientActiveTexture(unitnum); qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } + // 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) + { + 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 + } } else { @@ -1108,41 +2829,129 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co } } -void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap) +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 != tex1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (tex1d) - { - if (unit->t1d == 0) - { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - } - else + 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; + if (id == GL_TEXTURE_RECTANGLE_ARB) + return unit->trectangle; + return 0; +} + +void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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 + { + 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) + if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface))) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE); + IDirect3DSurface9_Release(currentsurface); } + IDirect3DSurface9_Release(texturesurface); } } - unit->t1d = tex1d; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);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; } - // update 2d texture binding - if (unit->t2d != tex2d) +} + +#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_TexBind(unsigned int unitnum, rtexture_t *tex) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + int tex2d, tex3d, texcubemap, texnum; + if (unitnum >= vid.teximageunits) + return; +// if (unit->texture == tex) +// return; + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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; + 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: + case RENDERPATH_GL11: + unit->texture = tex; + tex2d = 0; + tex3d = 0; + texcubemap = 0; + if (tex) + { + texnum = R_GetTexture(tex); + switch(tex->gltexturetypeenum) + { + case GL_TEXTURE_2D: + tex2d = texnum; + break; + case GL_TEXTURE_3D: + tex3d = texnum; + break; + case GL_TEXTURE_CUBE_MAP_ARB: + texcubemap = texnum; + break; + } + } + // update 2d texture binding + if (unit->t2d != tex2d) { + GL_ActiveTexture(unitnum); if (tex2d) { if (unit->t2d == 0) @@ -1157,16 +2966,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in qglDisable(GL_TEXTURE_2D);CHECKGLERROR } } + unit->t2d = tex2d; + qglBindTexture(GL_TEXTURE_2D, unit->t2d);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) + // update 3d texture binding + if (unit->t3d != tex3d) { + GL_ActiveTexture(unitnum); if (tex3d) { if (unit->t3d == 0) @@ -1181,16 +2987,13 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in qglDisable(GL_TEXTURE_3D);CHECKGLERROR } } + unit->t3d = tex3d; + qglBindTexture(GL_TEXTURE_3D, unit->t3d);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) + // update cubemap texture binding + if (unit->tcubemap != texcubemap) { + GL_ActiveTexture(unitnum); if (texcubemap) { if (unit->tcubemap == 0) @@ -1205,556 +3008,920 @@ void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, in 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; + } + if (unit->texture == tex) + return; + unit->texture = tex; + // upload texture if needed + if (tex->dirty) + R_RealGetTexture(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 = texcubemap; - 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; } } -void R_Mesh_TexBind1D(unsigned int unitnum, int texnum) +void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d != texnum) + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (matrix && matrix->m[3][3]) { - if (texnum) - { - if (unit->t1d == 0) - { - qglEnable(GL_TEXTURE_1D);CHECKGLERROR - } - } - else + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } + 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 } } - unit->t1d = texnum; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (unit->t2d) + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } - // update 3d texture binding - if (unit->t3d) +} + +void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +{ + gltextureunit_t *unit = gl_state.units + unitnum; + CHECKGLERROR + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // do nothing + break; + case RENDERPATH_GL13: + // GL_ARB_texture_env_combine + if (!combinergb) + combinergb = GL_MODULATE; + if (!combinealpha) + combinealpha = GL_MODULATE; + if (!rgbscale) + rgbscale = 1; + if (!alphascale) + alphascale = 1; + if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1) { - if (unit->t3d) + if (combinergb == GL_DECAL) + combinergb = GL_INTERPOLATE_ARB; + if (unit->combine != GL_COMBINE_ARB) { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR + 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 } } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (unit->tcubemap) + if (unit->combine != combinergb) { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + break; + case RENDERPATH_GL11: + // normal GL texenv + if (!combinergb) + combinergb = GL_MODULATE; + if (unit->combine != combinergb) + { + unit->combine = combinergb; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } -void R_Mesh_TexBind(unsigned int unitnum, int texnum) +void R_Mesh_ResetTextureState(void) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) + unsigned int unitnum; + + BACKENDACTIVECHECK + + CHECKGLERROR + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) { - if (unit->t1d) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) + { + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } + if (unit->t3d) + { + unit->t3d = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + } + if (unit->tcubemap) + { + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + } + if (unit->trectangle) { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR + unit->trectangle = 0; + GL_ActiveTexture(unitnum); + qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR } } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) { - if (texnum) + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->arrayenabled) { - if (unit->t2d == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - } + unit->arrayenabled = false; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - else + } + for (unitnum = 0;unitnum < vid.texunits;unitnum++) + { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->texmatrixenabled) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR } } - unit->t2d = texnum; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (unitnum = 0;unitnum < vid.texunits;unitnum++) { + gltextureunit_t *unit = gl_state.units + unitnum; + if (unit->t2d) + { + unit->t2d = 0; + GL_ActiveTexture(unitnum); + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR + } if (unit->t3d) { + unit->t3d = 0; + GL_ActiveTexture(unitnum); qglDisable(GL_TEXTURE_3D);CHECKGLERROR + qglBindTexture(GL_TEXTURE_3D, unit->t3d);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) { + unit->tcubemap = 0; + GL_ActiveTexture(unitnum); 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; + GL_ClientActiveTexture(unitnum); + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } + if (unit->combine != GL_MODULATE) + { + unit->combine = GL_MODULATE; + GL_ActiveTexture(unitnum); + qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } } - unit->tcubemap = 0; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } +} + + + +#ifdef SUPPORTD3D +//#define r_vertexposition_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[] = +{ + {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), 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)->color4ub ), D3DDECLTYPE_D3DCOLOR, 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)->color4ub ), D3DDECLTYPE_D3DCOLOR, 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_vertexposition_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; +#endif + +static void R_Mesh_InitVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + r_vertexposition_d3d9decl = NULL; + r_vertexgeneric_d3d9decl = NULL; + r_vertexmesh_d3d9decl = NULL; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + case RENDERPATH_D3D9: + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_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; + } +#endif +} + +static void R_Mesh_DestroyVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + if (r_vertexposition_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl); + r_vertexposition_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 +} + +r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexposition_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) + { + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); + } + gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexposition; +} + +qboolean R_Mesh_PrepareVertices_Position_Unlock(void) +{ + R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL); + gl_state.preparevertices_vertexposition = NULL; + gl_state.preparevertices_numvertices = 0; + return true; +} + +void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f) +{ + int i; + r_vertexposition_t *vertex; + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vid.texunits >= 2) + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + if (vid.texunits >= 3) + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + return; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + gl_state.d3dvertexbuffer = NULL; + gl_state.d3dvertexdata = (void *)vertex3f; + gl_state.d3dvertexsize = sizeof(float[3]); +#endif + return; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } + + // no quick path for this case, convert to vertex structs + vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + R_Mesh_PrepareVertices_Position_Unlock(); + R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL); } -void R_Mesh_TexBind3D(unsigned int unitnum, int texnum) +void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= backendimageunits) - return; - // update 1d texture binding - if (unit->t1d) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } - } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR + 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; } - // update 2d texture binding - if (unit->t2d) + switch(vid.renderpath) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (vertexbuffer) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);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(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); } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d != texnum) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (texnum) - { - if (unit->t3d == 0) - { - qglEnable(GL_TEXTURE_3D);CHECKGLERROR - } - } - else - { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - } + 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); + 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); } - unit->t3d = texnum; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR - } - // update cubemap texture binding - if (unit->tcubemap != 0) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL13: + if (vertexbuffer) { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);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(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); } - 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) + else { - if (unit->t1d) - { - qglDisable(GL_TEXTURE_1D);CHECKGLERROR - } + 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); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - unit->t1d = 0; - qglBindTexture(GL_TEXTURE_1D, unit->t1d);CHECKGLERROR - } - // update 2d texture binding - if (unit->t2d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + break; + case RENDERPATH_GL11: + if (vertexbuffer) { - if (unit->t2d) - { - qglDisable(GL_TEXTURE_2D);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(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) + else { - if (unit->t3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } + 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); } - unit->t3d = 0; - qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_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; } - // update cubemap texture binding - if (unit->tcubemap != texnum) +} + + + +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) { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - if (texnum) - { - if (unit->tcubemap == 0) - { - qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - else - { - if (unit->tcubemap) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - } - } - unit->tcubemap = texnum; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR + 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_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexgeneric; } -void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) { - gltextureunit_t *unit = gl_state.units + unitnum; - if (matrix->m[3][3]) - { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) - { - double glmatrix[16]; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - CHECKGLERROR - Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - GL_ActiveTexture(unitnum); - qglLoadMatrixd(glmatrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + 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; +} + +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_CGGL: + if (gl_mesh_separatearrays.integer) + { + 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_GL13: + case RENDERPATH_GL11: + if (gl_mesh_separatearrays.integer) + { + 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; } - else + + // 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) { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) - { - unit->texmatrixenabled = false; - CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - GL_ActiveTexture(unitnum); - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - } + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } + else + { + float tempcolor4f[4]; + unsigned char tempcolor4ub[4]; + Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); + tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); + tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); + tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); + tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); + for (i = 0;i < numvertices;i++) + Vector4Copy(tempcolor4ub, vertex[i].color4ub); + } + if (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); } -void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale) +void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer) { - gltextureunit_t *unit = gl_state.units + unitnum; - CHECKGLERROR - if (gl_combine.integer) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - // GL_ARB_texture_env_combine - if (!combinergb) - combinergb = GL_MODULATE; - if (!combinealpha) - combinealpha = GL_MODULATE; - if (!rgbscale) - rgbscale = 1; - if (!alphascale) - alphascale = 1; - if (unit->combinergb != combinergb) + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (vertexbuffer) { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);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_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); } - if (unit->combinealpha != combinealpha) + else { - unit->combinealpha = combinealpha; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR + 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); + 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); } - if (unit->rgbscale != rgbscale) + break; + case RENDERPATH_GL13: + if (vertexbuffer) { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (unit->rgbscale = rgbscale));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_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); } - if (unit->alphascale != alphascale) + else { - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = alphascale));CHECKGLERROR + 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); } - } - else - { - // normal GL texenv - if (!combinergb) - combinergb = GL_MODULATE; - if (unit->combinergb != combinergb) + break; + case RENDERPATH_GL11: + if (vertexbuffer) { - unit->combinergb = combinergb; - GL_ActiveTexture(unitnum); - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combinergb);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_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; } } -void R_Mesh_TextureState(const rmeshstate_t *m) -{ - unsigned int i; - BACKENDACTIVECHECK - CHECKGLERROR - if (gl_backend_rebindtextures) +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_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + 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; +} - 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++) - { - if (m->pointer_texcoord3f[i]) - R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i]); - else - R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i]); +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) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_mesh_separatearrays.integer) + { + 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_GL13: + case RENDERPATH_GL11: + if (gl_mesh_separatearrays.integer) + { + 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; } - for (i = 0;i < backendunits;i++) + + 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) { - R_Mesh_TexMatrix(i, &m->texmatrix[i]); - R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]); + for (i = 0;i < numvertices;i++) + Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub); } - CHECKGLERROR + else + { + float tempcolor4f[4]; + unsigned char tempcolor4ub[4]; + Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f); + tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f); + tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f); + tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f); + tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f); + for (i = 0;i < numvertices;i++) + Vector4Copy(tempcolor4ub, vertex[i].color4ub); + } + if (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_ResetTextureState(void) +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer) { - unsigned int unitnum; - - BACKENDACTIVECHECK - - CHECKGLERROR - if (gl_backend_rebindtextures) + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - CHECKGLERROR + 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; } - - for (unitnum = 0;unitnum < backendimageunits;unitnum++) + switch(vid.renderpath) { - gltextureunit_t *unit = gl_state.units + unitnum; - // update 1d texture binding - if (unit->t1d) - { - GL_ActiveTexture(unitnum); - if (unitnum < backendunits) - { - 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) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - } - unit->t2d = 0; - qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR - } - // update 3d texture binding - if (unit->t3d) + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + 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_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(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); } - // 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_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); } - } - for (unitnum = 0;unitnum < backendarrayunits;unitnum++) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // texture array unit is disabled, disable the array - if (unit->arrayenabled) + break; + case RENDERPATH_GL13: + if (vertexbuffer) { - unit->arrayenabled = false; - GL_ClientActiveTexture(unitnum); - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);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_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); } - } - for (unitnum = 0;unitnum < backendunits;unitnum++) - { - gltextureunit_t *unit = gl_state.units + unitnum; - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + else { - unit->texmatrixenabled = false; - CHECKGLERROR - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - GL_ActiveTexture(unitnum); - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + 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); } - if (gl_combine.integer) + break; + case RENDERPATH_GL11: + if (vertexbuffer) { - // 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 , 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 { - // 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_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; } } - -void R_Mesh_Draw_ShowTris(int firstvertex, int numvertices, int numtriangles, const int *elements) -{ - CHECKGLERROR - qglBegin(GL_LINES); - for (;numtriangles;numtriangles--, elements += 3) - { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); - } - qglEnd(); - CHECKGLERROR -}