X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=f91b54a3512096c970309409601b052da3ab471f;hp=bfcf1707a1e4b344ab5b75e434bc8d571e85793c;hb=b6ed613006398a0962bd09c8bf89e68e5cd2ec7c;hpb=c8d0a99b50d4ad8f40cff377385bcbbae57349d4 diff --git a/gl_backend.c b/gl_backend.c index bfcf1707..f91b54a3 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -1,11 +1,18 @@ #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 = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"}; +cvar_t gl_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"}; @@ -14,9 +21,9 @@ cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"}; -cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"}; cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; +cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; +cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; @@ -38,7 +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) { @@ -93,23 +100,18 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) void SCR_ScreenShot_f (void); -typedef struct gl_bufferobjectinfo_s -{ - int target; - int object; - size_t size; - char name[MAX_QPATH]; -} -gl_bufferobjectinfo_t; - typedef struct gltextureunit_s { - const void *pointer_texcoord; + 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; - int pointer_texcoord_buffer; + + rtexture_t *texture; int t2d, t3d, tcubemap, trectangle; int arrayenabled; - unsigned int arraycomponents; int rgbscale, alphascale; int combine; int combinergb, combinealpha; @@ -125,13 +127,16 @@ typedef struct gl_state_s int cullfaceenable; int blendfunc1; int blendfunc2; - int blend; + 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; @@ -141,17 +146,50 @@ typedef struct gl_state_s int lockrange_count; int vertexbufferobject; int elementbufferobject; + int framebufferobject; qboolean pointer_color_enabled; - const void *pointer_vertex; - const void *pointer_color; + + 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; - int pointer_vertex_buffer; - int pointer_color_buffer; - memexpandablearray_t bufferobjectinfoarray; + 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; +#endif } gl_state_t; @@ -224,24 +262,82 @@ void GL_VBOStats_f(void) static void GL_Backend_ResetState(void); +static void R_Mesh_InitVertexDeclarations(void); +static void R_Mesh_DestroyVertexDeclarations(void); + static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); - Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128); + R_Mesh_InitVertexDeclarations(); + + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; + gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; + gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; + gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo; + Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); Con_DPrintf("OpenGL backend started.\n"); CHECKGLERROR GL_Backend_ResetState(); + + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } static void gl_backend_shutdown(void) { Con_DPrint("OpenGL Backend shutting down\n"); - Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + + if (gl_state.preparevertices_tempdata) + Mem_Free(gl_state.preparevertices_tempdata); + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer); + + Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); + + R_Mesh_DestroyVertexDeclarations(); memset(&gl_state, 0, sizeof(gl_state)); } @@ -250,6 +346,49 @@ static void gl_backend_newmap(void) { } +static void gl_backend_devicelost(void) +{ + int i, endindex; + 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 || !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_devicerestored(void) +{ +} + void gl_backend_init(void) { int i; @@ -282,20 +421,20 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_lockarrays); - Cvar_RegisterVariable(&gl_lockarrays_minimumvertices); Cvar_RegisterVariable(&gl_vbo); + Cvar_RegisterVariable(&gl_vbo_dynamicvertex); + Cvar_RegisterVariable(&gl_vbo_dynamicindex); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); 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); Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } void GL_SetMirrorState(qboolean state); @@ -312,7 +451,7 @@ void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f; } -static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float normaly, float normalz, float dist) +static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist) { float q[4]; float d; @@ -345,24 +484,25 @@ static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, float normalx, float // 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) + v->m[8]) / v->m[0]; - q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5]; + q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0]; + q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5]; q[2] = -1.0f; - q[3] = (1.0f + v->m[10]) / v->m[14]; + q[3] = (1.0f + m[10]) / m[14]; // Calculate the scaled plane vector d = 2.0f / DotProduct4(clipPlane, q); // Replace the third row of the projection matrix - v->m[2] = clipPlane[0] * d; - v->m[6] = clipPlane[1] * d; - v->m[10] = clipPlane[2] * d + 1.0f; - v->m[14] = clipPlane[3] * d; + m[2] = clipPlane[0] * d; + m[6] = clipPlane[1] * d; + m[10] = clipPlane[2] * d + 1.0f; + m[14] = clipPlane[3] * d; } 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) { 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; @@ -372,21 +512,37 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int v->width = width; v->height = height; v->depth = 1; - v->m[0] = 2/(right - left); - v->m[5] = 2/(top - bottom); - v->m[10] = -2/(zFar - zNear); - v->m[12] = - (right + left)/(right - left); - v->m[13] = - (top + bottom)/(top - bottom); - v->m[14] = - (zFar + zNear)/(zFar - zNear); - v->m[15] = 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); Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix); - Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); if (nearplane) - R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); #if 0 { @@ -402,11 +558,9 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int 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)); - if(v_flipped.integer) - frustumx = -frustumx; - v->type = R_VIEWPORTTYPE_PERSPECTIVE; v->cameramatrix = *cameramatrix; v->x = x; @@ -415,11 +569,12 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix v->width = width; v->height = height; v->depth = 1; - v->m[0] = 1.0 / frustumx; - v->m[5] = 1.0 / frustumy; - v->m[10] = -(farclip + nearclip) / (farclip - nearclip); - v->m[11] = -1; - v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + 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); @@ -428,21 +583,27 @@ void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); - if (nearplane) - R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; const float nudge = 1.0 - 1.0 / (1<<23); + float m[16]; memset(v, 0, sizeof(*v)); - if(v_flipped.integer) - frustumx = -frustumx; - v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP; v->cameramatrix = *cameramatrix; v->x = x; @@ -451,23 +612,32 @@ void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *came v->width = width; v->height = height; v->depth = 1; - v->m[ 0] = 1.0 / frustumx; - v->m[ 5] = 1.0 / frustumy; - v->m[10] = -nudge; - v->m[11] = -1; - v->m[14] = -2 * nearclip * nudge; - v->screentodepth[0] = (v->m[10] + 1) * 0.5 - 1; - v->screentodepth[1] = v->m[14] * -0.5; + memset(m, 0, sizeof(m)); + m[ 0] = 1.0 / frustumx; + m[ 5] = 1.0 / frustumy; + m[10] = -nudge; + m[11] = -1; + m[14] = -2 * nearclip * nudge; + v->screentodepth[0] = (m[10] + 1) * 0.5 - 1; + v->screentodepth[1] = m[14] * -0.5; Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix); Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0); Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); - if (nearplane) - R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + if(v_flipped.integer) + { + m[0] = -m[0]; + m[4] = -m[4]; + m[8] = -m[8]; + m[12] = -m[12]; + } + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } float cubeviewmatrix[6][16] = @@ -554,29 +724,33 @@ float rectviewmatrix[6][16] = 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; - v->m[0] = v->m[5] = 1.0f; - v->m[10] = -(farclip + nearclip) / (farclip - nearclip); - v->m[11] = -1; - v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + memset(m, 0, sizeof(m)); + m[0] = m[5] = 1.0f; + m[10] = -(farclip + nearclip) / (farclip - nearclip); + m[11] = -1; + m[14] = -2 * nearclip * farclip / (farclip - nearclip); Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]); Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); - Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); if (nearplane) - R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane) { matrix4x4_t tempmatrix, basematrix; + float m[16]; memset(v, 0, sizeof(*v)); v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE; v->cameramatrix = *cameramatrix; @@ -585,27 +759,45 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri v->width = size; v->height = size; v->depth = 1; - v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size; - v->m[10] = -(farclip + nearclip) / (farclip - nearclip); - v->m[11] = -1; - v->m[14] = -2 * nearclip * farclip / (farclip - nearclip); + 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); - Matrix4x4_FromArrayFloatGL(&v->projectmatrix, v->m); + + switch(vid.renderpath) + { + 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_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); + + Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m); } void R_SetViewport(const r_viewport_t *v) { + float m[16]; gl_viewport = *v; - CHECKGLERROR - qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - // 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)); @@ -617,14 +809,39 @@ void R_SetViewport(const r_viewport_t *v) { 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 - qglLoadMatrixf(gl_viewport.m);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 @@ -643,8 +860,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } @@ -654,245 +870,819 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } -static void GL_Backend_ResetState(void) +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { - unsigned int i; - gl_state.active = true; - 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.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces - gl_state.cullfaceenable = true; - gl_state.polygonoffset[0] = 0; - gl_state.polygonoffset[1] = 0; - - CHECKGLERROR - - qglColorMask(1, 1, 1, 1); - qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR - qglDisable(GL_ALPHA_TEST);CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - qglDisable(GL_BLEND);CHECKGLERROR - qglCullFace(gl_state.cullface);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - - 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 - - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); - - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < vid.teximageunits;i++) - { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (vid.support.ext_texture_3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (vid.support.arb_texture_cube_map) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR - } - 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 - } - - for (i = 0;i < vid.texunits;i++) + int temp; + switch(vid.renderpath) { - GL_ActiveTexture(i); - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - if (vid.support.ext_texture_3d) - { - qglDisable(GL_TEXTURE_3D);CHECKGLERROR - } - if (vid.support.arb_texture_cube_map) - { - qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR - } - if (vid.support.arb_texture_rectangle) - { - qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR - } - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - CHECKGLERROR + 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; } - CHECKGLERROR + return 0; } -void GL_ActiveTexture(unsigned int num) +void R_Mesh_DestroyFramebufferObject(int fbo) { - if (gl_state.unit != num) + switch(vid.renderpath) { - gl_state.unit = num; - if (qglActiveTexture) - { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); - CHECKGLERROR - } + 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 GL_ClientActiveTexture(unsigned int num) +void R_Mesh_ResetRenderTargets(void) { - if (gl_state.clientunit != num) + switch(vid.renderpath) { - gl_state.clientunit = num; - if (qglActiveTexture) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_state.framebufferobject) { - CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); - CHECKGLERROR + 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 GL_BlendFunc(int blendfunc1, int blendfunc2) +void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { - if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) + 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) { - CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + 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) { - if (gl_state.blendfunc1 == GL_ONE) + gl_state.framebufferobject = 1; + gl_state.d3drt_depthtexture = depthtexture; + if (gl_state.d3drt_depthtexture) { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } + 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++) { - if (!gl_state.blend) + gl_state.d3drt_colortextures[i] = textures[i]; + if (gl_state.d3drt_colortextures[i]) { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + 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 - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } + 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; } } -void GL_DepthMask(int state) +#ifdef SUPPORTD3D +static int d3dcmpforglfunc(int f) { - if (gl_state.depthmask != state) + switch(f) { - CHECKGLERROR - qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + 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; } } -void GL_DepthTest(int state) +static int d3dstencilopforglfunc(int f) { - if (gl_state.depthtest != state) + switch(f) { - gl_state.depthtest = state; - CHECKGLERROR - if (gl_state.depthtest) - { - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - } - else - { - qglDisable(GL_DEPTH_TEST);CHECKGLERROR - } + 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 -void GL_DepthRange(float nearfrac, float farfrac) -{ - if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac) - { - gl_state.depthrange[0] = nearfrac; - gl_state.depthrange[1] = farfrac; - qglDepthRange(nearfrac, farfrac); - } -} -void GL_PolygonOffset(float planeoffset, float depthoffset) +static void GL_Backend_ResetState(void) { - if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset) - { - gl_state.polygonoffset[0] = planeoffset; + 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; + } + } +} + +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; - qglPolygonOffset(planeoffset, 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(!state != !v_flipped_state) + if (v_flipped_state != state) { - // change cull face mode! - if(gl_state.cullface == GL_BACK) - qglCullFace((gl_state.cullface = GL_FRONT)); - else if(gl_state.cullface == GL_FRONT) - qglCullFace((gl_state.cullface = GL_BACK)); + v_flipped_state = state; + if (gl_state.cullface == GL_BACK) + gl_state.cullface = GL_FRONT; + else if (gl_state.cullface == GL_FRONT) + gl_state.cullface = GL_BACK; + else + return; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_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; + } } - v_flipped_state = state; } void GL_CullFace(int state) { - CHECKGLERROR - if(v_flipped_state) { if(state == GL_FRONT) @@ -901,26 +1691,65 @@ void GL_CullFace(int state) state = GL_FRONT; } - if (state != GL_NONE) + switch(vid.renderpath) { - if (!gl_state.cullfaceenable) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + + if (state != GL_NONE) { - gl_state.cullfaceenable = true; - qglEnable(GL_CULL_FACE);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 + } } - if (gl_state.cullface != state) + else { - gl_state.cullface = state; - qglCullFace(gl_state.cullface);CHECKGLERROR + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR + } } - } - else - { - if (gl_state.cullfaceenable) + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.cullface != state) { - gl_state.cullfaceenable = false; - qglDisable(GL_CULL_FACE);CHECKGLERROR + 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; } } @@ -929,26 +1758,96 @@ 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; + } } } @@ -960,70 +1859,201 @@ void GL_Color(float cr, float cg, float cb, float ca) gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + 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) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: CHECKGLERROR - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + 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_LockArrays(int first, int count) +void GL_ScissorTest(int state) { - if (count < gl_lockarrays_minimumvertices.integer) - { - first = 0; - count = 0; - } - if (gl_state.lockrange_count != count || gl_state.lockrange_first != first) + if (gl_state.scissortest != state) { - if (gl_state.lockrange_count) - { - gl_state.lockrange_count = 0; - CHECKGLERROR - qglUnlockArraysEXT(); - CHECKGLERROR - } - if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer) + gl_state.scissortest = state; + 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); + 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_Scissor (int x, int y, int width, int height) -{ - CHECKGLERROR - qglScissor(x, y,width,height); - CHECKGLERROR -} - -void GL_ScissorTest(int state) +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue) { - if(gl_state.scissortest == state) - return; - - CHECKGLERROR - if((gl_state.scissortest = state)) - qglEnable(GL_SCISSOR_TEST); - else - qglDisable(GL_SCISSOR_TEST); - 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_Clear(int mask) +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels) { - CHECKGLERROR - qglClear(mask);CHECKGLERROR + 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 + 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; if (gl_printcheckerror.integer && !gl_paranoid.integer) { Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); @@ -1129,46 +2159,78 @@ void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset) // renders triangles using vertices from the active arrays int paranoidblah = 0; -void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s) +void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset) { unsigned int numelements = numtriangles * 3; + int bufferobject3i; + size_t bufferoffset3i; + int bufferobject3s; + size_t bufferoffset3s; if (numvertices < 3 || numtriangles < 1) { if (numvertices < 0 || numtriangles < 0 || developer_extra.integer) - Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s); + Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset); return; } if (!gl_mesh_prefer_short_elements.integer) { if (element3i) element3s = NULL; - if (bufferobject3i) - bufferobject3s = 0; + if (element3i_indexbuffer) + element3i_indexbuffer = NULL; } + // adjust the pointers for firsttriangle if (element3i) element3i += firsttriangle * 3; + if (element3i_indexbuffer) + element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i); if (element3s) element3s += firsttriangle * 3; - switch (gl_vbo.integer) + if (element3s_indexbuffer) + element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); + // 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))) { - default: - case 0: - case 2: - bufferobject3i = bufferobject3s = 0; - break; - case 1: - break; - case 3: - if (firsttriangle) - bufferobject3i = bufferobject3s = 0; - break; + element3i_indexbuffer = NULL; + element3s_indexbuffer = NULL; } - CHECKGLERROR + // 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 @@ -1178,7 +2240,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (!qglIsEnabled(GL_VERTEX_ARRAY)) Con_Print("R_Mesh_Draw: vertex array not enabled\n"); CHECKGLERROR - if (gl_state.pointer_vertex) + if (gl_state.pointer_vertex_pointer) for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) paranoidblah += *p; if (gl_state.pointer_color_enabled) @@ -1203,6 +2265,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri paranoidblah += *p; } } +#endif if (element3i) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) @@ -1225,154 +2288,226 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri } } } - CHECKGLERROR } if (r_render.integer || r_refdef.draw2dstage) { - CHECKGLERROR - if (gl_mesh_testmanualfeeding.integer) + switch(vid.renderpath) { - unsigned int i, j, element; - const GLfloat *p; - qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - element = element3i ? element3i[i] : element3s[i]; - for (j = 0;j < vid.texarrayunits;j++) + unsigned int i, j, element; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled) + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) { - if (vid.texarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - if (gl_state.units[j].arraycomponents == 4) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + 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 == 3) + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + 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 if (gl_state.units[j].arraycomponents == 2) + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); - } - else - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); + } } } - else + } + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) + { + if (gl_state.pointer_color_gltype == GL_FLOAT) { - if (gl_state.units[j].arraycomponents == 4) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4; - qglTexCoord4f(p[0], p[1], p[2], p[3]); - } - else if (gl_state.units[j].arraycomponents == 3) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3; - qglTexCoord3f(p[0], p[1], p[2]); - } - else if (gl_state.units[j].arraycomponents == 2) - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2; - qglTexCoord2f(p[0], p[1]); - } - else - { - p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1; - qglTexCoord1f(p[0]); - } + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4ub(ub[0], ub[1], ub[2], ub[3]); } } + if (gl_state.pointer_vertex_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertex4f(p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertex3f(p[0], p[1], p[2]); + else + qglVertex2f(p[0], p[1]); + } } - if (gl_state.pointer_color && gl_state.pointer_color_enabled) - { - p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4; - qglColor4f(p[0], p[1], p[2], p[3]); - } - p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3; - qglVertex3f(p[0], p[1], p[2]); - } - qglEnd(); - CHECKGLERROR - } - else if (gl_mesh_testarrayelement.integer) - { - int i; - qglBegin(GL_TRIANGLES); - if (element3i) - { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3i[i]); - } - else if (element3s) - { - for (i = 0;i < numtriangles * 3;i++) - qglArrayElement(element3s[i]); - } - 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 *)(firsttriangle * sizeof(unsigned short[3]))); + qglEnd(); CHECKGLERROR } - else + else if (bufferobject3s) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); - CHECKGLERROR + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } } - } - else if (bufferobject3i) - { - GL_BindEBO(bufferobject3i); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (bufferobject3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); - CHECKGLERROR + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } } - else + else if (element3s) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); - CHECKGLERROR + 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 (element3s) - { - GL_BindEBO(0); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (element3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); 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 + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); - CHECKGLERROR + if (element3s_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles); + } + else if (element3i_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles); + } + else + IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); } +#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; } } } @@ -1382,52 +2517,144 @@ void R_Mesh_Finish(void) { } -int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name) +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16) { - gl_bufferobjectinfo_t *info; - GLuint bufferobject; - - if (!gl_vbo.integer) - return 0; + 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; +} - qglGenBuffersARB(1, &bufferobject); - switch(target) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) +{ + if (!buffer) + return; + if (buffer->isindexbuffer) { - case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break; - case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break; - default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0; + r_refdef.stats.indexbufferuploadcount++; + r_refdef.stats.indexbufferuploadsize += size; + } + else + { + r_refdef.stats.vertexbufferuploadcount++; + r_refdef.stats.vertexbufferuploadsize += size; + } + switch(vid.renderpath) + { + 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 + { + int result; + void *datapointer = NULL; + if (buffer->isindexbuffer) + { + IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; + if (size != buffer->size || !buffer->devicebuffer) + { + if (buffer->devicebuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = NULL; + if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) + Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result); + buffer->devicebuffer = (void *)d3d9indexbuffer; + buffer->size = size; + } + if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer); + } + } + else + { + IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; + if (size != buffer->size || !buffer->devicebuffer) + { + if (buffer->devicebuffer) + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = NULL; + if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) + Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result); + buffer->devicebuffer = (void *)d3d9vertexbuffer; + buffer->size = size; + } + if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer); + } + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } - qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB); - - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray); - memset(info, 0, sizeof(*info)); - info->target = target; - info->object = bufferobject; - info->size = size; - strlcpy(info->name, name, sizeof(info->name)); - - return (int)bufferobject; } -void R_Mesh_DestroyBufferObject(int bufferobject) +void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) { - int i, endindex; - gl_bufferobjectinfo_t *info; - - qglDeleteBuffersARB(1, (GLuint *)&bufferobject); - - endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); - for (i = 0;i < endindex;i++) + if (!buffer) + return; + switch(vid.renderpath) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); - if (!info) - continue; - if (info->object == bufferobject) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (buffer->devicebuffer) { - Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info); - break; + if (buffer->isindexbuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); + else + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); } +#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; } + Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } void GL_Mesh_ListVBOs(qboolean printeach) @@ -1435,47 +2662,45 @@ void GL_Mesh_ListVBOs(qboolean printeach) int i, endindex; size_t ebocount = 0, ebomemory = 0; size_t vbocount = 0, vbomemory = 0; - gl_bufferobjectinfo_t *info; - endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray); + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); for (i = 0;i < endindex;i++) { - info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i); - if (!info) + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer) continue; - switch(info->target) - { - case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break; - default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break; - } + if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} + else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");} } - Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); + Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0); } -void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset) + + +void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) - bufferobject = 0; - if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset) + 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 = vertex3f; - gl_state.pointer_vertex_buffer = bufferobject; + 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(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR + qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } -void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset) +void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { - // note: this can not rely on bufferobject to decide whether a color array - // is supplied, because surfmesh_t shares one vbo for all arrays, which - // means that a valid vbo may be supplied even if there is no color array. - if (color4f) + // note: vertexbuffer may be non-NULL even if pointer is NULL, so check + // the pointer only. + if (pointer) { - if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) - bufferobject = 0; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // caller wants color array enabled if (!gl_state.pointer_color_enabled) { @@ -1483,14 +2708,17 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof CHECKGLERROR qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } - if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset) + 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 = color4f; - gl_state.pointer_color_buffer = bufferobject; + 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(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR + qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -1507,17 +2735,16 @@ void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferof } } -void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset) +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 // note: there is no need to check bufferobject here because all cases // that involve a valid bufferobject also supply a texcoord array - if (texcoord) + if (pointer) { - if (!gl_vbo.integer || gl_mesh_testarrayelement.integer) - bufferobject = 0; + int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0; // texture array unit is enabled, enable the array if (!unit->arrayenabled) { @@ -1526,15 +2753,17 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, co qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } // texcoord array - if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents) + 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 = texcoord; - unit->pointer_texcoord_buffer = bufferobject; + 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->arraycomponents = numcomponents; GL_ClientActiveTexture(unitnum); GL_BindVBO(bufferobject); - qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR + qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -1567,23 +2796,76 @@ int R_Mesh_TexBound(unsigned int unitnum, int id) void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) { - R_Mesh_TexBind(0, tex); - GL_ActiveTexture(0);CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR + 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 (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface))) + { + IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE); + IDirect3DSurface9_Release(currentsurface); + } + IDirect3DSurface9_Release(texturesurface); + } + } +#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 +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) { 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) { @@ -1595,6 +2877,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) break; case RENDERPATH_GL13: case RENDERPATH_GL11: + unit->texture = tex; tex2d = 0; tex3d = 0; texcubemap = 0; @@ -1674,47 +2957,95 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR } } - unit->tcubemap = texcubemap; - qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);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); } +#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 const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; - void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; - if (matrix && matrix->m[3][3]) + switch(vid.renderpath) { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (matrix && matrix->m[3][3]) { - 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 + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + float glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - } - else - { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + else { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } @@ -1795,6 +3126,10 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } @@ -1919,5 +3254,552 @@ void R_Mesh_ResetTextureState(void) } } 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: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + + // no quick path for this case, convert to vertex structs + vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + R_Mesh_PrepareVertices_Position_Unlock(); + R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL); +} + +void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + { + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + 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); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } +} + + + +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_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; +} + +qboolean R_Mesh_PrepareVertices_Generic_Unlock(void) +{ + 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; + } + + // 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) + { + 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_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + { + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } +} + + + +r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices) +{ + size_t size; + size = sizeof(r_vertexmesh_t) * numvertices; + if (gl_state.preparevertices_tempdatamaxsize < size) + { + gl_state.preparevertices_tempdatamaxsize = size; + gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize); + } + gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata; + gl_state.preparevertices_numvertices = numvertices; + return gl_state.preparevertices_vertexmesh; +} + +qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void) +{ + R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL); + gl_state.preparevertices_vertexmesh = NULL; + gl_state.preparevertices_numvertices = 0; + return true; +} + +void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f) +{ + int i; + r_vertexmesh_t *vertex; + switch(vid.renderpath) + { + 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; + } + + vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(vertex3f + 3*i, vertex[i].vertex3f); + if (svector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(svector3f + 3*i, vertex[i].svector3f); + if (tvector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(tvector3f + 3*i, vertex[i].tvector3f); + if (normal3f) + for (i = 0;i < numvertices;i++) + VectorCopy(normal3f + 3*i, vertex[i].normal3f); + if (color4f) + { + for (i = 0;i < numvertices;i++) + 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 (texcoordtexture2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f); + if (texcoordlightmap2f) + for (i = 0;i < numvertices;i++) + Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f); + R_Mesh_PrepareVertices_Mesh_Unlock(); + R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL); +} + +void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer) +{ + // upload temporary vertexbuffer for this rendering + if (!gl_state.usevbo_staticvertex) + vertexbuffer = NULL; + if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + { + if (gl_state.preparevertices_dynamicvertexbuffer) + R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); + else + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); + vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; + } + if (vertexbuffer) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + break; + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex)); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + return; + } + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); + R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + break; + case RENDERPATH_GL13: + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + case RENDERPATH_GL11: + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0); + R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } }