3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 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)"};
103 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"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 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)"};
113 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"};
114 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"};
115 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"};
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
140 #ifdef GL_INVALID_ENUM
141 case GL_INVALID_ENUM:
142 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_VALUE
146 case GL_INVALID_VALUE:
147 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
150 #ifdef GL_INVALID_OPERATION
151 case GL_INVALID_OPERATION:
152 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
155 #ifdef GL_STACK_OVERFLOW
156 case GL_STACK_OVERFLOW:
157 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
160 #ifdef GL_STACK_UNDERFLOW
161 case GL_STACK_UNDERFLOW:
162 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
165 #ifdef GL_OUT_OF_MEMORY
166 case GL_OUT_OF_MEMORY:
167 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
170 #ifdef GL_TABLE_TOO_LARGE
171 case GL_TABLE_TOO_LARGE:
172 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176 case GL_INVALID_FRAMEBUFFER_OPERATION:
177 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
181 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
189 void SCR_ScreenShot_f (void);
191 typedef struct gltextureunit_s
193 int pointer_texcoord_components;
194 int pointer_texcoord_gltype;
195 size_t pointer_texcoord_stride;
196 const void *pointer_texcoord_pointer;
197 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198 size_t pointer_texcoord_offset;
201 int t2d, t3d, tcubemap;
203 int rgbscale, alphascale;
205 int combinergb, combinealpha;
206 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207 int texmatrixenabled;
212 typedef struct gl_state_s
220 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
224 float polygonoffset[2];
227 float alphafuncvalue;
228 qboolean alphatocoverage;
231 unsigned int clientunit;
232 gltextureunit_t units[MAX_TEXTUREUNITS];
236 int vertexbufferobject;
237 int elementbufferobject;
238 int uniformbufferobject;
239 int framebufferobject;
240 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
241 qboolean pointer_color_enabled;
243 int pointer_vertex_components;
244 int pointer_vertex_gltype;
245 size_t pointer_vertex_stride;
246 const void *pointer_vertex_pointer;
247 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
248 size_t pointer_vertex_offset;
250 int pointer_color_components;
251 int pointer_color_gltype;
252 size_t pointer_color_stride;
253 const void *pointer_color_pointer;
254 const r_meshbuffer_t *pointer_color_vertexbuffer;
255 size_t pointer_color_offset;
257 void *preparevertices_tempdata;
258 size_t preparevertices_tempdatamaxsize;
259 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
260 r_vertexgeneric_t *preparevertices_vertexgeneric;
261 r_vertexmesh_t *preparevertices_vertexmesh;
262 int preparevertices_numvertices;
264 r_meshbuffer_t *draw_dynamicindexbuffer;
266 qboolean usevbo_staticvertex;
267 qboolean usevbo_staticindex;
268 qboolean usevbo_dynamicvertex;
269 qboolean usevbo_dynamicindex;
271 memexpandablearray_t meshbufferarray;
276 // rtexture_t *d3drt_depthtexture;
277 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
278 IDirect3DSurface9 *d3drt_depthsurface;
279 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
280 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
281 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
282 void *d3dvertexbuffer;
284 size_t d3dvertexsize;
289 static gl_state_t gl_state;
293 note: here's strip order for a terrain row:
300 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
302 *elements++ = i + row;
304 *elements++ = i + row + 1;
307 *elements++ = i + row + 1;
310 for (y = 0;y < rows - 1;y++)
312 for (x = 0;x < columns - 1;x++)
315 *elements++ = i + columns;
317 *elements++ = i + columns + 1;
320 *elements++ = i + columns + 1;
331 for (y = 0;y < rows - 1;y++)
333 for (x = 0;x < columns - 1;x++)
337 *elements++ = i + columns;
338 *elements++ = i + columns + 1;
339 *elements++ = i + columns;
340 *elements++ = i + columns + 1;
346 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
348 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
349 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
351 static void GL_VBOStats_f(void)
353 GL_Mesh_ListVBOs(true);
356 static void GL_Backend_ResetState(void);
358 static void R_Mesh_InitVertexDeclarations(void);
359 static void R_Mesh_DestroyVertexDeclarations(void);
361 static void R_Mesh_SetUseVBO(void)
363 switch(vid.renderpath)
365 case RENDERPATH_GL11:
366 case RENDERPATH_GL13:
367 case RENDERPATH_GL20:
368 case RENDERPATH_GLES1:
369 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
370 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
371 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
372 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
374 case RENDERPATH_D3D9:
375 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
376 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
378 case RENDERPATH_D3D10:
379 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
381 case RENDERPATH_D3D11:
382 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
384 case RENDERPATH_SOFT:
385 gl_state.usevbo_staticvertex = false;
386 gl_state.usevbo_staticindex = false;
387 gl_state.usevbo_dynamicvertex = false;
388 gl_state.usevbo_dynamicindex = false;
390 case RENDERPATH_GLES2:
391 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
392 gl_state.usevbo_staticindex = false;
393 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
394 gl_state.usevbo_dynamicindex = false;
399 static void gl_backend_start(void)
401 memset(&gl_state, 0, sizeof(gl_state));
403 R_Mesh_InitVertexDeclarations();
406 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
408 Con_DPrintf("OpenGL backend started.\n");
412 GL_Backend_ResetState();
414 switch(vid.renderpath)
416 case RENDERPATH_GL11:
417 case RENDERPATH_GL13:
418 case RENDERPATH_GL20:
419 case RENDERPATH_GLES1:
420 case RENDERPATH_GLES2:
421 // fetch current fbo here (default fbo is not 0 on some GLES devices)
422 if (vid.support.ext_framebuffer_object)
423 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
425 case RENDERPATH_D3D9:
427 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
428 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
431 case RENDERPATH_D3D10:
432 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
434 case RENDERPATH_D3D11:
435 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
437 case RENDERPATH_SOFT:
442 static void gl_backend_shutdown(void)
444 Con_DPrint("OpenGL Backend shutting down\n");
446 switch(vid.renderpath)
448 case RENDERPATH_GL11:
449 case RENDERPATH_GL13:
450 case RENDERPATH_GL20:
451 case RENDERPATH_SOFT:
452 case RENDERPATH_GLES1:
453 case RENDERPATH_GLES2:
455 case RENDERPATH_D3D9:
457 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
458 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
461 case RENDERPATH_D3D10:
462 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
464 case RENDERPATH_D3D11:
465 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
469 if (gl_state.preparevertices_tempdata)
470 Mem_Free(gl_state.preparevertices_tempdata);
472 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
474 R_Mesh_DestroyVertexDeclarations();
476 memset(&gl_state, 0, sizeof(gl_state));
479 static void gl_backend_newmap(void)
483 static void gl_backend_devicelost(void)
486 r_meshbuffer_t *buffer;
488 gl_state.d3dvertexbuffer = NULL;
490 switch(vid.renderpath)
492 case RENDERPATH_GL11:
493 case RENDERPATH_GL13:
494 case RENDERPATH_GL20:
495 case RENDERPATH_SOFT:
496 case RENDERPATH_GLES1:
497 case RENDERPATH_GLES2:
499 case RENDERPATH_D3D9:
501 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
502 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
505 case RENDERPATH_D3D10:
506 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
508 case RENDERPATH_D3D11:
509 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
512 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
513 for (i = 0;i < endindex;i++)
515 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
516 if (!buffer || !buffer->isdynamic)
518 switch(vid.renderpath)
520 case RENDERPATH_GL11:
521 case RENDERPATH_GL13:
522 case RENDERPATH_GL20:
523 case RENDERPATH_SOFT:
524 case RENDERPATH_GLES1:
525 case RENDERPATH_GLES2:
527 case RENDERPATH_D3D9:
529 if (buffer->devicebuffer)
531 if (buffer->isindexbuffer)
532 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
534 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
535 buffer->devicebuffer = NULL;
539 case RENDERPATH_D3D10:
540 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
542 case RENDERPATH_D3D11:
543 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
549 static void gl_backend_devicerestored(void)
551 switch(vid.renderpath)
553 case RENDERPATH_GL11:
554 case RENDERPATH_GL13:
555 case RENDERPATH_GL20:
556 case RENDERPATH_SOFT:
557 case RENDERPATH_GLES1:
558 case RENDERPATH_GLES2:
560 case RENDERPATH_D3D9:
562 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
563 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
566 case RENDERPATH_D3D10:
567 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
569 case RENDERPATH_D3D11:
570 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
575 void gl_backend_init(void)
579 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
581 polygonelement3s[i * 3 + 0] = 0;
582 polygonelement3s[i * 3 + 1] = i + 1;
583 polygonelement3s[i * 3 + 2] = i + 2;
585 // elements for rendering a series of quads as triangles
586 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
588 quadelement3s[i * 6 + 0] = i * 4;
589 quadelement3s[i * 6 + 1] = i * 4 + 1;
590 quadelement3s[i * 6 + 2] = i * 4 + 2;
591 quadelement3s[i * 6 + 3] = i * 4;
592 quadelement3s[i * 6 + 4] = i * 4 + 2;
593 quadelement3s[i * 6 + 5] = i * 4 + 3;
596 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
597 polygonelement3i[i] = polygonelement3s[i];
598 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
599 quadelement3i[i] = quadelement3s[i];
601 Cvar_RegisterVariable(&r_render);
602 Cvar_RegisterVariable(&r_renderview);
603 Cvar_RegisterVariable(&r_waterwarp);
604 Cvar_RegisterVariable(&gl_polyblend);
605 Cvar_RegisterVariable(&v_flipped);
606 Cvar_RegisterVariable(&gl_dither);
607 Cvar_RegisterVariable(&gl_vbo);
608 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
609 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
610 Cvar_RegisterVariable(&gl_paranoid);
611 Cvar_RegisterVariable(&gl_printcheckerror);
613 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
614 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
615 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
617 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");
619 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
622 void GL_SetMirrorState(qboolean state);
624 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
628 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
629 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
631 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
633 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
634 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
635 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
637 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
642 switch(vid.renderpath)
644 case RENDERPATH_GL11:
645 case RENDERPATH_GL13:
646 case RENDERPATH_GL20:
647 case RENDERPATH_GLES1:
648 case RENDERPATH_GLES2:
651 case RENDERPATH_D3D9:
652 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654 case RENDERPATH_D3D10:
655 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
657 case RENDERPATH_D3D11:
658 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
660 case RENDERPATH_SOFT:
666 static int bboxedges[12][2] =
685 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
687 int i, ix1, iy1, ix2, iy2;
688 float x1, y1, x2, y2;
699 scissor[0] = r_refdef.view.viewport.x;
700 scissor[1] = r_refdef.view.viewport.y;
701 scissor[2] = r_refdef.view.viewport.width;
702 scissor[3] = r_refdef.view.viewport.height;
704 // if view is inside the box, just say yes it's visible
705 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
708 // transform all corners that are infront of the nearclip plane
709 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
710 plane4f[3] = r_refdef.view.frustum[4].dist;
712 for (i = 0;i < 8;i++)
714 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
715 dist[i] = DotProduct4(corner[i], plane4f);
716 sign[i] = dist[i] > 0;
719 VectorCopy(corner[i], vertex[numvertices]);
723 // if some points are behind the nearclip, add clipped edge points to make
724 // sure that the scissor boundary is complete
725 if (numvertices > 0 && numvertices < 8)
727 // add clipped edge points
728 for (i = 0;i < 12;i++)
732 if (sign[j] != sign[k])
734 f = dist[j] / (dist[j] - dist[k]);
735 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
741 // if we have no points to check, it is behind the view plane
745 // if we have some points to transform, check what screen area is covered
746 x1 = y1 = x2 = y2 = 0;
748 //Con_Printf("%i vertices to transform...\n", numvertices);
749 for (i = 0;i < numvertices;i++)
751 VectorCopy(vertex[i], v);
752 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
753 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
756 if (x1 > v2[0]) x1 = v2[0];
757 if (x2 < v2[0]) x2 = v2[0];
758 if (y1 > v2[1]) y1 = v2[1];
759 if (y2 < v2[1]) y2 = v2[1];
768 // now convert the scissor rectangle to integer screen coordinates
769 ix1 = (int)(x1 - 1.0f);
770 //iy1 = vid.height - (int)(y2 - 1.0f);
771 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
772 iy1 = (int)(y1 - 1.0f);
773 ix2 = (int)(x2 + 1.0f);
774 //iy2 = vid.height - (int)(y1 + 1.0f);
775 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
776 iy2 = (int)(y2 + 1.0f);
777 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
779 // clamp it to the screen
780 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
781 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
782 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
783 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
785 // if it is inside out, it's not visible
786 if (ix2 <= ix1 || iy2 <= iy1)
789 // the light area is visible, set up the scissor rectangle
792 scissor[2] = ix2 - ix1;
793 scissor[3] = iy2 - iy1;
795 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
796 switch(vid.renderpath)
798 case RENDERPATH_D3D9:
799 case RENDERPATH_D3D10:
800 case RENDERPATH_D3D11:
801 scissor[1] = vid.height - scissor[1] - scissor[3];
803 case RENDERPATH_GL11:
804 case RENDERPATH_GL13:
805 case RENDERPATH_GL20:
806 case RENDERPATH_SOFT:
807 case RENDERPATH_GLES1:
808 case RENDERPATH_GLES2:
816 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
820 float clipPlane[4], v3[3], v4[3];
823 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
825 VectorSet(normal, normalx, normaly, normalz);
826 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
827 VectorScale(normal, -dist, v3);
828 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
829 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
830 clipPlane[3] = -DotProduct(v4, clipPlane);
834 // testing code for comparing results
836 VectorCopy4(clipPlane, clipPlane2);
837 R_EntityMatrix(&identitymatrix);
838 VectorSet(q, normal[0], normal[1], normal[2], -dist);
839 qglClipPlane(GL_CLIP_PLANE0, q);
840 qglGetClipPlane(GL_CLIP_PLANE0, q);
841 VectorCopy4(q, clipPlane);
845 // Calculate the clip-space corner point opposite the clipping plane
846 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
847 // transform it into camera space by multiplying it
848 // by the inverse of the projection matrix
849 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
850 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
852 q[3] = (1.0f + m[10]) / m[14];
854 // Calculate the scaled plane vector
855 d = 2.0f / DotProduct4(clipPlane, q);
857 // Replace the third row of the projection matrix
858 m[2] = clipPlane[0] * d;
859 m[6] = clipPlane[1] * d;
860 m[10] = clipPlane[2] * d + 1.0f;
861 m[14] = clipPlane[3] * d;
864 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)
866 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
868 memset(v, 0, sizeof(*v));
869 v->type = R_VIEWPORTTYPE_ORTHO;
870 v->cameramatrix = *cameramatrix;
877 memset(m, 0, sizeof(m));
878 m[0] = 2/(right - left);
879 m[5] = 2/(top - bottom);
880 m[10] = -2/(zFar - zNear);
881 m[12] = - (right + left)/(right - left);
882 m[13] = - (top + bottom)/(top - bottom);
883 m[14] = - (zFar + zNear)/(zFar - zNear);
885 switch(vid.renderpath)
887 case RENDERPATH_GL11:
888 case RENDERPATH_GL13:
889 case RENDERPATH_GL20:
890 case RENDERPATH_SOFT:
891 case RENDERPATH_GLES1:
892 case RENDERPATH_GLES2:
894 case RENDERPATH_D3D9:
895 case RENDERPATH_D3D10:
896 case RENDERPATH_D3D11:
897 m[10] = -1/(zFar - zNear);
898 m[14] = -zNear/(zFar-zNear);
901 v->screentodepth[0] = -farclip / (farclip - nearclip);
902 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
904 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
907 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
909 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
915 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
916 R_Viewport_TransformToScreen(v, test1, test2);
917 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
922 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)
924 matrix4x4_t tempmatrix, basematrix;
926 memset(v, 0, sizeof(*v));
928 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
929 v->cameramatrix = *cameramatrix;
936 memset(m, 0, sizeof(m));
937 m[0] = 1.0 / frustumx;
938 m[5] = 1.0 / frustumy;
939 m[10] = -(farclip + nearclip) / (farclip - nearclip);
941 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
942 v->screentodepth[0] = -farclip / (farclip - nearclip);
943 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
945 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
946 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
947 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
948 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
951 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
953 if(v_flipped.integer)
961 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
964 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)
966 matrix4x4_t tempmatrix, basematrix;
967 const float nudge = 1.0 - 1.0 / (1<<23);
969 memset(v, 0, sizeof(*v));
971 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
972 v->cameramatrix = *cameramatrix;
979 memset(m, 0, sizeof(m));
980 m[ 0] = 1.0 / frustumx;
981 m[ 5] = 1.0 / frustumy;
984 m[14] = -2 * nearclip * nudge;
985 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
986 v->screentodepth[1] = m[14] * -0.5;
988 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
989 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
990 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
991 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
994 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
996 if(v_flipped.integer)
1004 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1007 float cubeviewmatrix[6][16] =
1009 // standard cubemap projections
1047 float rectviewmatrix[6][16] =
1049 // sign-preserving cubemap projections
1088 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1090 matrix4x4_t tempmatrix, basematrix;
1092 memset(v, 0, sizeof(*v));
1093 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1094 v->cameramatrix = *cameramatrix;
1098 memset(m, 0, sizeof(m));
1100 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1102 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1104 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1105 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1106 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1109 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1111 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1114 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)
1116 matrix4x4_t tempmatrix, basematrix;
1118 memset(v, 0, sizeof(*v));
1119 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1120 v->cameramatrix = *cameramatrix;
1121 v->x = (side & 1) * size;
1122 v->y = (side >> 1) * size;
1126 memset(m, 0, sizeof(m));
1127 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1128 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1130 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1132 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1133 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1134 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1136 switch(vid.renderpath)
1138 case RENDERPATH_GL20:
1139 case RENDERPATH_GL13:
1140 case RENDERPATH_GL11:
1141 case RENDERPATH_SOFT:
1142 case RENDERPATH_GLES1:
1143 case RENDERPATH_GLES2:
1145 case RENDERPATH_D3D9:
1148 case RENDERPATH_D3D10:
1149 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1151 case RENDERPATH_D3D11:
1152 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1157 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1159 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1162 void R_SetViewport(const r_viewport_t *v)
1167 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1168 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1170 // copy over the matrices to our state
1171 gl_viewmatrix = v->viewmatrix;
1172 gl_projectionmatrix = v->projectmatrix;
1174 switch(vid.renderpath)
1176 case RENDERPATH_GL13:
1177 case RENDERPATH_GL11:
1178 case RENDERPATH_GLES1:
1179 #ifdef GL_PROJECTION
1181 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1182 // Load the projection matrix into OpenGL
1183 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1184 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1185 qglLoadMatrixf(m);CHECKGLERROR
1186 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1189 case RENDERPATH_D3D9:
1192 D3DVIEWPORT9 d3dviewport;
1193 d3dviewport.X = gl_viewport.x;
1194 d3dviewport.Y = gl_viewport.y;
1195 d3dviewport.Width = gl_viewport.width;
1196 d3dviewport.Height = gl_viewport.height;
1197 d3dviewport.MinZ = gl_state.depthrange[0];
1198 d3dviewport.MaxZ = gl_state.depthrange[1];
1199 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1203 case RENDERPATH_D3D10:
1204 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1206 case RENDERPATH_D3D11:
1207 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1209 case RENDERPATH_SOFT:
1210 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1212 case RENDERPATH_GL20:
1213 case RENDERPATH_GLES2:
1215 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1219 // force an update of the derived matrices
1220 gl_modelmatrixchanged = true;
1221 R_EntityMatrix(&gl_modelmatrix);
1224 void R_GetViewport(r_viewport_t *v)
1229 static void GL_BindVBO(int bufferobject)
1231 if (gl_state.vertexbufferobject != bufferobject)
1233 gl_state.vertexbufferobject = bufferobject;
1235 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1239 static void GL_BindEBO(int bufferobject)
1241 if (gl_state.elementbufferobject != bufferobject)
1243 gl_state.elementbufferobject = bufferobject;
1245 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1249 static void GL_BindUBO(int bufferobject)
1251 if (gl_state.uniformbufferobject != bufferobject)
1253 gl_state.uniformbufferobject = bufferobject;
1255 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1259 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1260 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1262 switch(vid.renderpath)
1264 case RENDERPATH_GL11:
1265 case RENDERPATH_GL13:
1266 case RENDERPATH_GL20:
1267 case RENDERPATH_GLES1:
1268 case RENDERPATH_GLES2:
1269 if (vid.support.arb_framebuffer_object)
1273 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1274 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1275 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1277 // FIXME: separate stencil attachment on GLES
1278 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1280 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1282 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1283 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1284 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1285 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1286 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1287 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1288 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1289 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1290 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1293 if (colortexture4 && qglDrawBuffersARB)
1295 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1296 qglReadBuffer(GL_NONE);CHECKGLERROR
1298 else if (colortexture3 && qglDrawBuffersARB)
1300 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1301 qglReadBuffer(GL_NONE);CHECKGLERROR
1303 else if (colortexture2 && qglDrawBuffersARB)
1305 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1306 qglReadBuffer(GL_NONE);CHECKGLERROR
1308 else if (colortexture && qglDrawBuffer)
1310 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1311 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1313 else if (qglDrawBuffer)
1315 qglDrawBuffer(GL_NONE);CHECKGLERROR
1316 qglReadBuffer(GL_NONE);CHECKGLERROR
1319 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1320 if (status != GL_FRAMEBUFFER_COMPLETE)
1322 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1323 gl_state.framebufferobject = 0; // GL unbinds it for us
1324 qglDeleteFramebuffers(1, (GLuint*)&temp);
1329 else if (vid.support.ext_framebuffer_object)
1333 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1334 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1335 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1336 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1337 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1338 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1339 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1340 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1341 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1342 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1343 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1344 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1345 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1348 if (colortexture4 && qglDrawBuffersARB)
1350 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1351 qglReadBuffer(GL_NONE);CHECKGLERROR
1353 else if (colortexture3 && qglDrawBuffersARB)
1355 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1356 qglReadBuffer(GL_NONE);CHECKGLERROR
1358 else if (colortexture2 && qglDrawBuffersARB)
1360 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1361 qglReadBuffer(GL_NONE);CHECKGLERROR
1363 else if (colortexture && qglDrawBuffer)
1365 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1366 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1368 else if (qglDrawBuffer)
1370 qglDrawBuffer(GL_NONE);CHECKGLERROR
1371 qglReadBuffer(GL_NONE);CHECKGLERROR
1374 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1375 if (status != GL_FRAMEBUFFER_COMPLETE)
1377 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1378 gl_state.framebufferobject = 0; // GL unbinds it for us
1379 qglDeleteFramebuffers(1, (GLuint*)&temp);
1385 case RENDERPATH_D3D9:
1386 case RENDERPATH_D3D10:
1387 case RENDERPATH_D3D11:
1389 case RENDERPATH_SOFT:
1395 void R_Mesh_DestroyFramebufferObject(int fbo)
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL11:
1400 case RENDERPATH_GL13:
1401 case RENDERPATH_GL20:
1402 case RENDERPATH_GLES1:
1403 case RENDERPATH_GLES2:
1406 // GL clears the binding if we delete something bound
1407 if (gl_state.framebufferobject == fbo)
1408 gl_state.framebufferobject = 0;
1409 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1412 case RENDERPATH_D3D9:
1413 case RENDERPATH_D3D10:
1414 case RENDERPATH_D3D11:
1416 case RENDERPATH_SOFT:
1422 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1424 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1425 if (gl_state.d3drt_depthsurface != depthsurface)
1427 gl_state.d3drt_depthsurface = depthsurface;
1428 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1430 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1432 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1433 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1435 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1437 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1438 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1440 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1442 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1443 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1445 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1447 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1448 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1453 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1457 rtexture_t *textures[5];
1458 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1459 textures[4] = depthtexture;
1460 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1461 for (j = 0;j < 5;j++)
1463 for (i = 0;i < vid.teximageunits;i++)
1464 if (gl_state.units[i].texture == textures[j])
1465 R_Mesh_TexBind(i, NULL);
1466 // set up framebuffer object or render targets for the active rendering API
1467 switch(vid.renderpath)
1469 case RENDERPATH_GL11:
1470 case RENDERPATH_GL13:
1471 case RENDERPATH_GL20:
1472 case RENDERPATH_GLES1:
1473 case RENDERPATH_GLES2:
1474 if (gl_state.framebufferobject != fbo)
1476 gl_state.framebufferobject = fbo;
1477 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1480 case RENDERPATH_D3D9:
1482 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1483 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1486 IDirect3DSurface9 *surfaces[5];
1487 for (i = 0;i < 5;i++)
1492 if (textures[i]->d3dsurface)
1493 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1495 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1498 // set the render targets for real
1499 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1500 // release the texture surface levels (they won't be lost while bound...)
1501 for (i = 0;i < 5;i++)
1502 if (textures[i] && !textures[i]->d3dsurface)
1503 IDirect3DSurface9_Release(surfaces[i]);
1506 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1509 case RENDERPATH_D3D10:
1510 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1512 case RENDERPATH_D3D11:
1513 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1515 case RENDERPATH_SOFT:
1519 unsigned int *pointers[5];
1520 memset(pointers, 0, sizeof(pointers));
1521 for (i = 0;i < 5;i++)
1522 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1523 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1524 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1525 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1528 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1534 static int d3dcmpforglfunc(int f)
1538 case GL_NEVER: return D3DCMP_NEVER;
1539 case GL_LESS: return D3DCMP_LESS;
1540 case GL_EQUAL: return D3DCMP_EQUAL;
1541 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1542 case GL_GREATER: return D3DCMP_GREATER;
1543 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1544 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1545 case GL_ALWAYS: return D3DCMP_ALWAYS;
1546 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1550 static int d3dstencilopforglfunc(int f)
1554 case GL_KEEP: return D3DSTENCILOP_KEEP;
1555 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1556 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1557 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1562 static void GL_Backend_ResetState(void)
1565 gl_state.active = true;
1566 gl_state.depthtest = true;
1567 gl_state.alphatest = false;
1568 gl_state.alphafunc = GL_GEQUAL;
1569 gl_state.alphafuncvalue = 0.5f;
1570 gl_state.alphatocoverage = false;
1571 gl_state.blendfunc1 = GL_ONE;
1572 gl_state.blendfunc2 = GL_ZERO;
1573 gl_state.blend = false;
1574 gl_state.depthmask = GL_TRUE;
1575 gl_state.colormask = 15;
1576 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1577 gl_state.lockrange_first = 0;
1578 gl_state.lockrange_count = 0;
1579 gl_state.cullface = GL_FRONT;
1580 gl_state.cullfaceenable = false;
1581 gl_state.polygonoffset[0] = 0;
1582 gl_state.polygonoffset[1] = 0;
1583 gl_state.framebufferobject = 0;
1584 gl_state.depthfunc = GL_LEQUAL;
1586 switch(vid.renderpath)
1588 case RENDERPATH_D3D9:
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1593 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1594 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1595 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1596 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1597 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1601 case RENDERPATH_D3D10:
1602 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1604 case RENDERPATH_D3D11:
1605 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1607 case RENDERPATH_GL11:
1608 case RENDERPATH_GL13:
1609 case RENDERPATH_GLES1:
1610 #ifdef GL_ALPHA_TEST
1613 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1614 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1615 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1616 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1617 qglDisable(GL_BLEND);CHECKGLERROR
1618 qglCullFace(gl_state.cullface);CHECKGLERROR
1619 qglDisable(GL_CULL_FACE);CHECKGLERROR
1620 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1621 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1622 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1623 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1625 if (vid.support.arb_vertex_buffer_object)
1627 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1628 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1631 if (vid.support.ext_framebuffer_object)
1633 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1634 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1637 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1638 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1640 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1641 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1642 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1644 if (vid.support.ext_framebuffer_object)
1645 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1647 gl_state.unit = MAX_TEXTUREUNITS;
1648 gl_state.clientunit = MAX_TEXTUREUNITS;
1649 for (i = 0;i < vid.texunits;i++)
1651 GL_ActiveTexture(i);
1652 GL_ClientActiveTexture(i);
1653 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1654 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1655 if (vid.support.ext_texture_3d)
1657 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1658 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1660 if (vid.support.arb_texture_cube_map)
1662 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1663 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1666 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1667 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1668 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1669 qglLoadIdentity();CHECKGLERROR
1670 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1671 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1676 case RENDERPATH_SOFT:
1677 DPSOFTRAST_ColorMask(1,1,1,1);
1678 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1679 DPSOFTRAST_CullFace(gl_state.cullface);
1680 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1681 DPSOFTRAST_DepthMask(gl_state.depthmask);
1682 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1683 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1684 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1686 case RENDERPATH_GL20:
1687 case RENDERPATH_GLES2:
1689 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1690 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1691 qglDisable(GL_BLEND);CHECKGLERROR
1692 qglCullFace(gl_state.cullface);CHECKGLERROR
1693 qglDisable(GL_CULL_FACE);CHECKGLERROR
1694 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1695 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1696 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1697 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1698 if (vid.support.arb_vertex_buffer_object)
1700 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1701 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1703 if (vid.support.ext_framebuffer_object)
1704 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1705 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1706 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1707 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1708 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1709 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1710 gl_state.unit = MAX_TEXTUREUNITS;
1711 gl_state.clientunit = MAX_TEXTUREUNITS;
1712 for (i = 0;i < vid.teximageunits;i++)
1714 GL_ActiveTexture(i);
1715 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1716 if (vid.support.ext_texture_3d)
1718 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1720 if (vid.support.arb_texture_cube_map)
1722 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1725 for (i = 0;i < vid.texarrayunits;i++)
1728 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1729 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1736 void GL_ActiveTexture(unsigned int num)
1738 if (gl_state.unit != num)
1740 gl_state.unit = num;
1741 switch(vid.renderpath)
1743 case RENDERPATH_GL11:
1744 case RENDERPATH_GL13:
1745 case RENDERPATH_GL20:
1746 case RENDERPATH_GLES1:
1747 case RENDERPATH_GLES2:
1748 if (qglActiveTexture)
1751 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1755 case RENDERPATH_D3D9:
1756 case RENDERPATH_D3D10:
1757 case RENDERPATH_D3D11:
1759 case RENDERPATH_SOFT:
1765 void GL_ClientActiveTexture(unsigned int num)
1767 if (gl_state.clientunit != num)
1769 gl_state.clientunit = num;
1770 switch(vid.renderpath)
1772 case RENDERPATH_GL11:
1773 case RENDERPATH_GL13:
1774 case RENDERPATH_GLES1:
1775 if (qglActiveTexture)
1778 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1782 case RENDERPATH_D3D9:
1783 case RENDERPATH_D3D10:
1784 case RENDERPATH_D3D11:
1786 case RENDERPATH_SOFT:
1788 case RENDERPATH_GL20:
1789 case RENDERPATH_GLES2:
1795 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1797 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1799 qboolean blendenable;
1800 gl_state.blendfunc1 = blendfunc1;
1801 gl_state.blendfunc2 = blendfunc2;
1802 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1803 switch(vid.renderpath)
1805 case RENDERPATH_GL11:
1806 case RENDERPATH_GL13:
1807 case RENDERPATH_GL20:
1808 case RENDERPATH_GLES1:
1809 case RENDERPATH_GLES2:
1811 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1812 if (gl_state.blend != blendenable)
1814 gl_state.blend = blendenable;
1815 if (!gl_state.blend)
1817 qglDisable(GL_BLEND);CHECKGLERROR
1821 qglEnable(GL_BLEND);CHECKGLERROR
1825 case RENDERPATH_D3D9:
1830 D3DBLEND d3dblendfunc[2];
1831 glblendfunc[0] = gl_state.blendfunc1;
1832 glblendfunc[1] = gl_state.blendfunc2;
1833 for (i = 0;i < 2;i++)
1835 switch(glblendfunc[i])
1837 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1838 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1839 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1840 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1841 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1842 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1843 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1844 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1845 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1846 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1849 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1850 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1851 if (gl_state.blend != blendenable)
1853 gl_state.blend = blendenable;
1854 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1859 case RENDERPATH_D3D10:
1860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1862 case RENDERPATH_D3D11:
1863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1865 case RENDERPATH_SOFT:
1866 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1872 void GL_DepthMask(int state)
1874 if (gl_state.depthmask != state)
1876 gl_state.depthmask = state;
1877 switch(vid.renderpath)
1879 case RENDERPATH_GL11:
1880 case RENDERPATH_GL13:
1881 case RENDERPATH_GL20:
1882 case RENDERPATH_GLES1:
1883 case RENDERPATH_GLES2:
1885 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1887 case RENDERPATH_D3D9:
1889 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1892 case RENDERPATH_D3D10:
1893 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1895 case RENDERPATH_D3D11:
1896 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1898 case RENDERPATH_SOFT:
1899 DPSOFTRAST_DepthMask(gl_state.depthmask);
1905 void GL_DepthTest(int state)
1907 if (gl_state.depthtest != state)
1909 gl_state.depthtest = state;
1910 switch(vid.renderpath)
1912 case RENDERPATH_GL11:
1913 case RENDERPATH_GL13:
1914 case RENDERPATH_GL20:
1915 case RENDERPATH_GLES1:
1916 case RENDERPATH_GLES2:
1918 if (gl_state.depthtest)
1920 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1924 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1927 case RENDERPATH_D3D9:
1929 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1932 case RENDERPATH_D3D10:
1933 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 case RENDERPATH_D3D11:
1936 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1938 case RENDERPATH_SOFT:
1939 DPSOFTRAST_DepthTest(gl_state.depthtest);
1945 void GL_DepthFunc(int state)
1947 if (gl_state.depthfunc != state)
1949 gl_state.depthfunc = state;
1950 switch(vid.renderpath)
1952 case RENDERPATH_GL11:
1953 case RENDERPATH_GL13:
1954 case RENDERPATH_GL20:
1955 case RENDERPATH_GLES1:
1956 case RENDERPATH_GLES2:
1958 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1960 case RENDERPATH_D3D9:
1962 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1965 case RENDERPATH_D3D10:
1966 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1968 case RENDERPATH_D3D11:
1969 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1971 case RENDERPATH_SOFT:
1972 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1978 void GL_DepthRange(float nearfrac, float farfrac)
1980 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1982 gl_state.depthrange[0] = nearfrac;
1983 gl_state.depthrange[1] = farfrac;
1984 switch(vid.renderpath)
1986 case RENDERPATH_GL11:
1987 case RENDERPATH_GL13:
1988 case RENDERPATH_GL20:
1989 case RENDERPATH_GLES1:
1990 case RENDERPATH_GLES2:
1992 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1994 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1997 case RENDERPATH_D3D9:
2000 D3DVIEWPORT9 d3dviewport;
2001 d3dviewport.X = gl_viewport.x;
2002 d3dviewport.Y = gl_viewport.y;
2003 d3dviewport.Width = gl_viewport.width;
2004 d3dviewport.Height = gl_viewport.height;
2005 d3dviewport.MinZ = gl_state.depthrange[0];
2006 d3dviewport.MaxZ = gl_state.depthrange[1];
2007 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2011 case RENDERPATH_D3D10:
2012 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_D3D11:
2015 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2017 case RENDERPATH_SOFT:
2018 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2024 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)
2026 switch (vid.renderpath)
2028 case RENDERPATH_GL11:
2029 case RENDERPATH_GL13:
2030 case RENDERPATH_GL20:
2031 case RENDERPATH_GLES1:
2032 case RENDERPATH_GLES2:
2036 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2040 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2042 if (vid.support.ati_separate_stencil)
2044 qglStencilMask(writemask);CHECKGLERROR
2045 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2046 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2047 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2048 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2050 else if (vid.support.ext_stencil_two_side)
2052 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2053 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2054 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2055 qglStencilMask(writemask);CHECKGLERROR
2056 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2057 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2058 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2059 qglStencilMask(writemask);CHECKGLERROR
2060 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2061 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2065 case RENDERPATH_D3D9:
2067 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2068 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2069 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2070 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2071 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2072 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2073 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2074 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2075 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2076 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2077 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2078 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2079 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2082 case RENDERPATH_D3D10:
2083 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2085 case RENDERPATH_D3D11:
2086 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2088 case RENDERPATH_SOFT:
2089 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2094 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2096 switch (vid.renderpath)
2098 case RENDERPATH_GL11:
2099 case RENDERPATH_GL13:
2100 case RENDERPATH_GL20:
2101 case RENDERPATH_GLES1:
2102 case RENDERPATH_GLES2:
2106 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2110 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2112 if (vid.support.ext_stencil_two_side)
2114 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2115 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2118 qglStencilMask(writemask);CHECKGLERROR
2119 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2120 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2123 case RENDERPATH_D3D9:
2125 if (vid.support.ati_separate_stencil)
2126 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2127 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2128 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2129 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2130 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2131 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2132 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2133 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2134 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2137 case RENDERPATH_D3D10:
2138 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2140 case RENDERPATH_D3D11:
2141 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2143 case RENDERPATH_SOFT:
2144 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2149 void GL_PolygonOffset(float planeoffset, float depthoffset)
2151 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2153 gl_state.polygonoffset[0] = planeoffset;
2154 gl_state.polygonoffset[1] = depthoffset;
2155 switch(vid.renderpath)
2157 case RENDERPATH_GL11:
2158 case RENDERPATH_GL13:
2159 case RENDERPATH_GL20:
2160 case RENDERPATH_GLES1:
2161 case RENDERPATH_GLES2:
2162 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2164 case RENDERPATH_D3D9:
2166 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2167 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2170 case RENDERPATH_D3D10:
2171 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2173 case RENDERPATH_D3D11:
2174 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2176 case RENDERPATH_SOFT:
2177 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2183 void GL_SetMirrorState(qboolean state)
2185 if (v_flipped_state != state)
2187 v_flipped_state = state;
2188 if (gl_state.cullface == GL_BACK)
2189 gl_state.cullface = GL_FRONT;
2190 else if (gl_state.cullface == GL_FRONT)
2191 gl_state.cullface = GL_BACK;
2194 switch(vid.renderpath)
2196 case RENDERPATH_GL11:
2197 case RENDERPATH_GL13:
2198 case RENDERPATH_GL20:
2199 case RENDERPATH_GLES1:
2200 case RENDERPATH_GLES2:
2201 qglCullFace(gl_state.cullface);CHECKGLERROR
2203 case RENDERPATH_D3D9:
2205 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2208 case RENDERPATH_D3D10:
2209 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2211 case RENDERPATH_D3D11:
2212 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2214 case RENDERPATH_SOFT:
2215 DPSOFTRAST_CullFace(gl_state.cullface);
2221 void GL_CullFace(int state)
2225 if(state == GL_FRONT)
2227 else if(state == GL_BACK)
2231 switch(vid.renderpath)
2233 case RENDERPATH_GL11:
2234 case RENDERPATH_GL13:
2235 case RENDERPATH_GL20:
2236 case RENDERPATH_GLES1:
2237 case RENDERPATH_GLES2:
2240 if (state != GL_NONE)
2242 if (!gl_state.cullfaceenable)
2244 gl_state.cullfaceenable = true;
2245 qglEnable(GL_CULL_FACE);CHECKGLERROR
2247 if (gl_state.cullface != state)
2249 gl_state.cullface = state;
2250 qglCullFace(gl_state.cullface);CHECKGLERROR
2255 if (gl_state.cullfaceenable)
2257 gl_state.cullfaceenable = false;
2258 qglDisable(GL_CULL_FACE);CHECKGLERROR
2262 case RENDERPATH_D3D9:
2264 if (gl_state.cullface != state)
2266 gl_state.cullface = state;
2267 switch(gl_state.cullface)
2270 gl_state.cullfaceenable = false;
2271 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2274 gl_state.cullfaceenable = true;
2275 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2278 gl_state.cullfaceenable = true;
2279 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2285 case RENDERPATH_D3D10:
2286 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2288 case RENDERPATH_D3D11:
2289 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2291 case RENDERPATH_SOFT:
2292 if (gl_state.cullface != state)
2294 gl_state.cullface = state;
2295 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2296 DPSOFTRAST_CullFace(gl_state.cullface);
2302 void GL_AlphaTest(int state)
2304 if (gl_state.alphatest != state)
2306 gl_state.alphatest = state;
2307 switch(vid.renderpath)
2309 case RENDERPATH_GL11:
2310 case RENDERPATH_GL13:
2311 case RENDERPATH_GLES1:
2312 #ifdef GL_ALPHA_TEST
2313 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2315 if (gl_state.alphatest)
2317 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2321 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2325 case RENDERPATH_D3D9:
2326 case RENDERPATH_D3D10:
2327 case RENDERPATH_D3D11:
2328 case RENDERPATH_SOFT:
2329 case RENDERPATH_GL20:
2330 case RENDERPATH_GLES2:
2336 void GL_AlphaToCoverage(qboolean state)
2338 if (gl_state.alphatocoverage != state)
2340 gl_state.alphatocoverage = state;
2341 switch(vid.renderpath)
2343 case RENDERPATH_GL11:
2344 case RENDERPATH_GL13:
2345 case RENDERPATH_GLES1:
2346 case RENDERPATH_GLES2:
2347 case RENDERPATH_D3D9:
2348 case RENDERPATH_D3D10:
2349 case RENDERPATH_D3D11:
2350 case RENDERPATH_SOFT:
2352 case RENDERPATH_GL20:
2353 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2354 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2356 if (gl_state.alphatocoverage)
2358 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2359 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2363 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2364 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2372 void GL_ColorMask(int r, int g, int b, int a)
2374 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2375 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2376 if (gl_state.colormask != state)
2378 gl_state.colormask = state;
2379 switch(vid.renderpath)
2381 case RENDERPATH_GL11:
2382 case RENDERPATH_GL13:
2383 case RENDERPATH_GL20:
2384 case RENDERPATH_GLES1:
2385 case RENDERPATH_GLES2:
2387 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2389 case RENDERPATH_D3D9:
2391 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2394 case RENDERPATH_D3D10:
2395 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2397 case RENDERPATH_D3D11:
2398 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2400 case RENDERPATH_SOFT:
2401 DPSOFTRAST_ColorMask(r, g, b, a);
2407 void GL_Color(float cr, float cg, float cb, float ca)
2409 if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
2411 gl_state.color4f[0] = cr;
2412 gl_state.color4f[1] = cg;
2413 gl_state.color4f[2] = cb;
2414 gl_state.color4f[3] = ca;
2415 switch(vid.renderpath)
2417 case RENDERPATH_GL11:
2418 case RENDERPATH_GL13:
2419 case RENDERPATH_GLES1:
2421 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2424 case RENDERPATH_D3D9:
2425 case RENDERPATH_D3D10:
2426 case RENDERPATH_D3D11:
2427 // no equivalent in D3D
2429 case RENDERPATH_SOFT:
2430 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2432 case RENDERPATH_GL20:
2433 case RENDERPATH_GLES2:
2434 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2440 void GL_Scissor (int x, int y, int width, int height)
2442 switch(vid.renderpath)
2444 case RENDERPATH_GL11:
2445 case RENDERPATH_GL13:
2446 case RENDERPATH_GL20:
2447 case RENDERPATH_GLES1:
2448 case RENDERPATH_GLES2:
2450 qglScissor(x, y,width,height);
2453 case RENDERPATH_D3D9:
2459 d3drect.right = x + width;
2460 d3drect.bottom = y + height;
2461 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2465 case RENDERPATH_D3D10:
2466 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2468 case RENDERPATH_D3D11:
2469 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2471 case RENDERPATH_SOFT:
2472 DPSOFTRAST_Scissor(x, y, width, height);
2477 void GL_ScissorTest(int state)
2479 if (gl_state.scissortest != state)
2481 gl_state.scissortest = state;
2482 switch(vid.renderpath)
2484 case RENDERPATH_GL11:
2485 case RENDERPATH_GL13:
2486 case RENDERPATH_GL20:
2487 case RENDERPATH_GLES1:
2488 case RENDERPATH_GLES2:
2490 if(gl_state.scissortest)
2491 qglEnable(GL_SCISSOR_TEST);
2493 qglDisable(GL_SCISSOR_TEST);
2496 case RENDERPATH_D3D9:
2498 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2501 case RENDERPATH_D3D10:
2502 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2504 case RENDERPATH_D3D11:
2505 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2507 case RENDERPATH_SOFT:
2508 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2514 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2516 static const float blackcolor[4] = {0, 0, 0, 0};
2517 // prevent warnings when trying to clear a buffer that does not exist
2519 colorvalue = blackcolor;
2522 mask &= ~GL_STENCIL_BUFFER_BIT;
2525 switch(vid.renderpath)
2527 case RENDERPATH_GL11:
2528 case RENDERPATH_GL13:
2529 case RENDERPATH_GL20:
2530 case RENDERPATH_GLES1:
2531 case RENDERPATH_GLES2:
2533 if (mask & GL_COLOR_BUFFER_BIT)
2535 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2537 if (mask & GL_DEPTH_BUFFER_BIT)
2540 qglClearDepthf(depthvalue);CHECKGLERROR
2542 qglClearDepth(depthvalue);CHECKGLERROR
2545 if (mask & GL_STENCIL_BUFFER_BIT)
2547 qglClearStencil(stencilvalue);CHECKGLERROR
2549 qglClear(mask);CHECKGLERROR
2551 case RENDERPATH_D3D9:
2553 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);
2556 case RENDERPATH_D3D10:
2557 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2559 case RENDERPATH_D3D11:
2560 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2562 case RENDERPATH_SOFT:
2563 if (mask & GL_COLOR_BUFFER_BIT)
2564 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2565 if (mask & GL_DEPTH_BUFFER_BIT)
2566 DPSOFTRAST_ClearDepth(depthvalue);
2571 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2573 switch(vid.renderpath)
2575 case RENDERPATH_GL11:
2576 case RENDERPATH_GL13:
2577 case RENDERPATH_GL20:
2578 case RENDERPATH_GLES1:
2579 case RENDERPATH_GLES2:
2581 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2583 case RENDERPATH_D3D9:
2586 // LordHavoc: we can't directly download the backbuffer because it may be
2587 // multisampled, and it may not be lockable, so we blit it to a lockable
2588 // surface of the same dimensions (but without multisample) to resolve the
2589 // multisample buffer to a normal image, and then lock that...
2590 IDirect3DSurface9 *stretchsurface = NULL;
2591 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2593 D3DLOCKED_RECT lockedrect;
2594 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2596 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2599 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2600 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2601 memcpy(outpixels + line * width * 4, row, width * 4);
2602 IDirect3DSurface9_UnlockRect(stretchsurface);
2605 IDirect3DSurface9_Release(stretchsurface);
2608 //IDirect3DSurface9 *syssurface = NULL;
2609 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2610 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2611 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2612 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2613 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2614 //IDirect3DSurface9_UnlockRect(syssurface);
2615 //IDirect3DSurface9_Release(syssurface);
2619 case RENDERPATH_D3D10:
2620 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2622 case RENDERPATH_D3D11:
2623 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2625 case RENDERPATH_SOFT:
2626 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2631 // called at beginning of frame
2632 void R_Mesh_Start(void)
2635 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2637 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2639 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2640 Cvar_SetValueQuick(&gl_paranoid, 1);
2644 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2648 char compilelog[MAX_INPUTLINE];
2649 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2652 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2653 qglCompileShader(shaderobject);CHECKGLERROR
2654 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2655 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2656 if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
2658 int i, j, pretextlines = 0;
2659 for (i = 0;i < numstrings - 1;i++)
2660 for (j = 0;strings[i][j];j++)
2661 if (strings[i][j] == '\n')
2663 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2665 if (!shadercompiled)
2667 qglDeleteShader(shaderobject);CHECKGLERROR
2670 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2671 qglDeleteShader(shaderobject);CHECKGLERROR
2675 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
2677 GLint programlinked;
2678 GLuint programobject = 0;
2679 char linklog[MAX_INPUTLINE];
2682 programobject = qglCreateProgram();CHECKGLERROR
2686 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2687 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2688 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2689 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2690 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2691 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2692 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2693 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2694 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2695 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2697 if(vid.support.gl20shaders130)
2698 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2701 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2704 #ifdef GL_GEOMETRY_SHADER
2705 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2709 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2712 qglLinkProgram(programobject);CHECKGLERROR
2713 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2714 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2717 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2718 Con_DPrintf("program link log:\n%s\n", linklog);
2719 // software vertex shader is ok but software fragment shader is WAY
2720 // too slow, fail program if so.
2721 // NOTE: this string might be ATI specific, but that's ok because the
2722 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2723 // software fragment shader due to low instruction and dependent
2725 if (strstr(linklog, "fragment shader will run in software"))
2726 programlinked = false;
2730 return programobject;
2732 qglDeleteProgram(programobject);CHECKGLERROR
2736 void GL_Backend_FreeProgram(unsigned int prog)
2739 qglDeleteProgram(prog);
2743 // renders triangles using vertices from the active arrays
2744 int paranoidblah = 0;
2745 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)
2747 unsigned int numelements = numtriangles * 3;
2749 size_t bufferoffset3i;
2751 size_t bufferoffset3s;
2752 if (numvertices < 3 || numtriangles < 1)
2754 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2755 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);
2758 if (!gl_mesh_prefer_short_elements.integer)
2763 element3s_indexbuffer = NULL;
2766 // adjust the pointers for firsttriangle
2768 element3i += firsttriangle * 3;
2769 if (element3i_indexbuffer)
2770 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2772 element3s += firsttriangle * 3;
2773 if (element3s_indexbuffer)
2774 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2775 switch(vid.renderpath)
2777 case RENDERPATH_GL11:
2778 case RENDERPATH_GL13:
2779 case RENDERPATH_GL20:
2780 case RENDERPATH_GLES1:
2781 case RENDERPATH_GLES2:
2782 // check if the user specified to ignore static index buffers
2783 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2785 element3i_indexbuffer = NULL;
2786 element3s_indexbuffer = NULL;
2789 case RENDERPATH_D3D9:
2790 case RENDERPATH_D3D10:
2791 case RENDERPATH_D3D11:
2793 case RENDERPATH_SOFT:
2796 // upload a dynamic index buffer if needed
2799 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2801 if (gl_state.draw_dynamicindexbuffer)
2802 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s), false, 0);
2804 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, false, true, true);
2805 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2806 element3s_bufferoffset = 0;
2811 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2813 if (gl_state.draw_dynamicindexbuffer)
2814 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i), false, 0);
2816 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, false, true, false);
2817 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2818 element3i_bufferoffset = 0;
2821 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2822 bufferoffset3i = element3i_bufferoffset;
2823 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2824 bufferoffset3s = element3s_bufferoffset;
2825 r_refdef.stats[r_stat_draws]++;
2826 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2827 r_refdef.stats[r_stat_draws_elements] += numelements;
2828 if (gl_paranoid.integer)
2831 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2833 unsigned int j, size;
2835 // note: there's no validation done here on buffer objects because it
2836 // is somewhat difficult to get at the data, and gl_paranoid can be
2837 // used without buffer objects if the need arises
2838 // (the data could be gotten using glMapBuffer but it would be very
2839 // slow due to uncachable video memory reads)
2840 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2841 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2843 if (gl_state.pointer_vertex_pointer)
2844 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2846 if (gl_state.pointer_color_enabled)
2848 if (!qglIsEnabled(GL_COLOR_ARRAY))
2849 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2851 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2852 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2855 for (i = 0;i < vid.texarrayunits;i++)
2857 if (gl_state.units[i].arrayenabled)
2859 GL_ClientActiveTexture(i);
2860 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2861 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2863 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2864 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2871 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2873 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2875 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2882 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2884 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2886 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2892 if (r_render.integer || r_refdef.draw2dstage)
2894 switch(vid.renderpath)
2896 case RENDERPATH_GL11:
2897 case RENDERPATH_GL13:
2898 case RENDERPATH_GL20:
2900 if (gl_mesh_testmanualfeeding.integer)
2903 unsigned int i, j, element;
2905 qglBegin(GL_TRIANGLES);
2906 if(vid.renderpath == RENDERPATH_GL20)
2908 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2911 element = element3i[i];
2913 element = element3s[i];
2915 element = firstvertex + i;
2916 for (j = 0;j < vid.texarrayunits;j++)
2918 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2920 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2922 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2923 if (gl_state.units[j].pointer_texcoord_components == 4)
2924 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2925 else if (gl_state.units[j].pointer_texcoord_components == 3)
2926 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2927 else if (gl_state.units[j].pointer_texcoord_components == 2)
2928 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2930 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2932 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2934 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2935 if (gl_state.units[j].pointer_texcoord_components == 4)
2936 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2937 else if (gl_state.units[j].pointer_texcoord_components == 3)
2938 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2939 else if (gl_state.units[j].pointer_texcoord_components == 2)
2940 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2941 else if (gl_state.units[j].pointer_texcoord_components == 1)
2942 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2944 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2946 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2947 if (gl_state.units[j].pointer_texcoord_components == 4)
2948 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2949 else if (gl_state.units[j].pointer_texcoord_components == 3)
2950 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2951 else if (gl_state.units[j].pointer_texcoord_components == 2)
2952 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2953 else if (gl_state.units[j].pointer_texcoord_components == 1)
2954 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2956 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2958 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2959 if (gl_state.units[j].pointer_texcoord_components == 4)
2960 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2961 else if (gl_state.units[j].pointer_texcoord_components == 3)
2962 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2963 else if (gl_state.units[j].pointer_texcoord_components == 2)
2964 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2965 else if (gl_state.units[j].pointer_texcoord_components == 1)
2966 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2968 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
2970 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2971 if (gl_state.units[j].pointer_texcoord_components == 4)
2972 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2973 else if (gl_state.units[j].pointer_texcoord_components == 3)
2974 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2975 else if (gl_state.units[j].pointer_texcoord_components == 2)
2976 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2977 else if (gl_state.units[j].pointer_texcoord_components == 1)
2978 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2982 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2984 if (gl_state.pointer_color_gltype == GL_FLOAT)
2986 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2987 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2989 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2991 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2992 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2995 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2997 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2998 if (gl_state.pointer_vertex_components == 4)
2999 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
3000 else if (gl_state.pointer_vertex_components == 3)
3001 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
3003 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3009 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3012 element = element3i[i];
3014 element = element3s[i];
3016 element = firstvertex + i;
3017 for (j = 0;j < vid.texarrayunits;j++)
3019 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3021 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3023 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3024 if (vid.texarrayunits > 1)
3026 if (gl_state.units[j].pointer_texcoord_components == 4)
3027 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3028 else if (gl_state.units[j].pointer_texcoord_components == 3)
3029 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3030 else if (gl_state.units[j].pointer_texcoord_components == 2)
3031 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3033 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3037 if (gl_state.units[j].pointer_texcoord_components == 4)
3038 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3039 else if (gl_state.units[j].pointer_texcoord_components == 3)
3040 qglTexCoord3f(p[0], p[1], p[2]);
3041 else if (gl_state.units[j].pointer_texcoord_components == 2)
3042 qglTexCoord2f(p[0], p[1]);
3044 qglTexCoord1f(p[0]);
3047 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3049 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3050 if (vid.texarrayunits > 1)
3052 if (gl_state.units[j].pointer_texcoord_components == 4)
3053 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3054 else if (gl_state.units[j].pointer_texcoord_components == 3)
3055 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3056 else if (gl_state.units[j].pointer_texcoord_components == 2)
3057 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3058 else if (gl_state.units[j].pointer_texcoord_components == 1)
3059 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3063 if (gl_state.units[j].pointer_texcoord_components == 4)
3064 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3065 else if (gl_state.units[j].pointer_texcoord_components == 3)
3066 qglTexCoord3f(s[0], s[1], s[2]);
3067 else if (gl_state.units[j].pointer_texcoord_components == 2)
3068 qglTexCoord2f(s[0], s[1]);
3069 else if (gl_state.units[j].pointer_texcoord_components == 1)
3070 qglTexCoord1f(s[0]);
3073 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3075 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3076 if (vid.texarrayunits > 1)
3078 if (gl_state.units[j].pointer_texcoord_components == 4)
3079 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3080 else if (gl_state.units[j].pointer_texcoord_components == 3)
3081 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3082 else if (gl_state.units[j].pointer_texcoord_components == 2)
3083 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3084 else if (gl_state.units[j].pointer_texcoord_components == 1)
3085 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3089 if (gl_state.units[j].pointer_texcoord_components == 4)
3090 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3091 else if (gl_state.units[j].pointer_texcoord_components == 3)
3092 qglTexCoord3f(sb[0], sb[1], sb[2]);
3093 else if (gl_state.units[j].pointer_texcoord_components == 2)
3094 qglTexCoord2f(sb[0], sb[1]);
3095 else if (gl_state.units[j].pointer_texcoord_components == 1)
3096 qglTexCoord1f(sb[0]);
3101 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3103 if (gl_state.pointer_color_gltype == GL_FLOAT)
3105 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3106 qglColor4f(p[0], p[1], p[2], p[3]);
3108 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3110 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3111 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3114 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3116 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3117 if (gl_state.pointer_vertex_components == 4)
3118 qglVertex4f(p[0], p[1], p[2], p[3]);
3119 else if (gl_state.pointer_vertex_components == 3)
3120 qglVertex3f(p[0], p[1], p[2]);
3122 qglVertex2f(p[0], p[1]);
3130 else if (bufferobject3s)
3132 GL_BindEBO(bufferobject3s);
3134 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3136 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3142 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3146 else if (bufferobject3i)
3148 GL_BindEBO(bufferobject3i);
3150 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3152 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3158 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3166 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3168 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3174 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3182 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3184 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3190 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3196 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3200 case RENDERPATH_D3D9:
3202 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3204 if (element3s_indexbuffer)
3206 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3207 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3209 else if (element3i_indexbuffer)
3211 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3212 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3215 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3220 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3222 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3224 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3228 case RENDERPATH_D3D10:
3229 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3231 case RENDERPATH_D3D11:
3232 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3234 case RENDERPATH_SOFT:
3235 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3237 case RENDERPATH_GLES1:
3238 case RENDERPATH_GLES2:
3239 // GLES does not have glDrawRangeElements, and generally
3240 // underperforms with index buffers, so this code path is
3241 // relatively straightforward...
3243 if (gl_paranoid.integer)
3245 int r, prog, enabled, i;
3246 GLsizei attriblength;
3249 GLchar attribname[1024];
3250 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3251 if (r != GL_FRAMEBUFFER_COMPLETE)
3252 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3253 #ifndef GL_CURRENT_PROGRAM
3254 #define GL_CURRENT_PROGRAM 0x8B8D
3256 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3257 if (r < 0 || r > 10000)
3258 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3260 for (i = 0;i < 8;i++)
3262 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3265 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3266 Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3272 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3277 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3282 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3290 // restores backend state, used when done with 3D rendering
3291 void R_Mesh_Finish(void)
3293 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3296 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3298 r_meshbuffer_t *buffer;
3299 if (isuniformbuffer)
3301 if (!vid.support.arb_uniform_buffer_object)
3306 if (!vid.support.arb_vertex_buffer_object)
3308 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3311 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3312 memset(buffer, 0, sizeof(*buffer));
3313 buffer->bufferobject = 0;
3314 buffer->devicebuffer = NULL;
3315 buffer->size = size;
3316 buffer->isindexbuffer = isindexbuffer;
3317 buffer->isuniformbuffer = isuniformbuffer;
3318 buffer->isdynamic = isdynamic;
3319 buffer->isindex16 = isindex16;
3320 strlcpy(buffer->name, name, sizeof(buffer->name));
3321 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3325 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3329 if (buffer->isindexbuffer)
3331 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3332 r_refdef.stats[r_stat_indexbufferuploadsize] += size;
3336 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3337 r_refdef.stats[r_stat_vertexbufferuploadsize] += size;
3340 buffer->size = size;
3341 switch(vid.renderpath)
3343 case RENDERPATH_GL11:
3344 case RENDERPATH_GL13:
3345 case RENDERPATH_GL20:
3346 case RENDERPATH_GLES1:
3347 case RENDERPATH_GLES2:
3348 if (!buffer->bufferobject)
3349 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3350 if (buffer->isuniformbuffer)
3351 GL_BindUBO(buffer->bufferobject);
3352 else if (buffer->isindexbuffer)
3353 GL_BindEBO(buffer->bufferobject);
3355 GL_BindVBO(buffer->bufferobject);
3357 qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
3359 qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3360 if (buffer->isuniformbuffer)
3363 case RENDERPATH_D3D9:
3367 void *datapointer = NULL;
3368 if (buffer->isindexbuffer)
3370 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3371 if (offset+size > buffer->size || !buffer->devicebuffer)
3373 if (buffer->devicebuffer)
3374 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3375 buffer->devicebuffer = NULL;
3376 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3377 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);
3378 buffer->devicebuffer = (void *)d3d9indexbuffer;
3379 buffer->size = offset+size;
3381 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3384 memcpy(datapointer, data, size);
3386 memset(datapointer, 0, size);
3387 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3392 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3393 if (offset+size > buffer->size || !buffer->devicebuffer)
3395 if (buffer->devicebuffer)
3396 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3397 buffer->devicebuffer = NULL;
3398 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, offset+size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3399 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);
3400 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3401 buffer->size = offset+size;
3403 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3406 memcpy(datapointer, data, size);
3408 memset(datapointer, 0, size);
3409 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3415 case RENDERPATH_D3D10:
3416 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3418 case RENDERPATH_D3D11:
3419 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3421 case RENDERPATH_SOFT:
3426 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3430 switch(vid.renderpath)
3432 case RENDERPATH_GL11:
3433 case RENDERPATH_GL13:
3434 case RENDERPATH_GL20:
3435 case RENDERPATH_GLES1:
3436 case RENDERPATH_GLES2:
3437 // GL clears the binding if we delete something bound
3438 if (gl_state.uniformbufferobject == buffer->bufferobject)
3439 gl_state.uniformbufferobject = 0;
3440 if (gl_state.vertexbufferobject == buffer->bufferobject)
3441 gl_state.vertexbufferobject = 0;
3442 if (gl_state.elementbufferobject == buffer->bufferobject)
3443 gl_state.elementbufferobject = 0;
3444 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3446 case RENDERPATH_D3D9:
3448 if (gl_state.d3dvertexbuffer == (void *)buffer)
3449 gl_state.d3dvertexbuffer = NULL;
3450 if (buffer->devicebuffer)
3452 if (buffer->isindexbuffer)
3453 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3455 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3456 buffer->devicebuffer = NULL;
3460 case RENDERPATH_D3D10:
3461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3463 case RENDERPATH_D3D11:
3464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3466 case RENDERPATH_SOFT:
3469 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3472 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
3473 void GL_Mesh_ListVBOs(qboolean printeach)
3478 int index16count, index16mem;
3479 int index32count, index32mem;
3480 int vertexcount, vertexmem;
3481 int uniformcount, uniformmem;
3482 int totalcount, totalmem;
3483 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3484 r_meshbuffer_t *buffer;
3485 memset(bufferstat, 0, sizeof(bufferstat));
3486 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3487 for (i = 0;i < endindex;i++)
3489 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3492 if (buffer->isuniformbuffer)
3493 type = R_BUFFERDATA_UNIFORM;
3494 else if (buffer->isindexbuffer && buffer->isindex16)
3495 type = R_BUFFERDATA_INDEX16;
3496 else if (buffer->isindexbuffer)
3497 type = R_BUFFERDATA_INDEX32;
3499 type = R_BUFFERDATA_VERTEX;
3500 isdynamic = buffer->isdynamic;
3501 bufferstat[type][isdynamic][0]++;
3502 bufferstat[type][isdynamic][1] += buffer->size;
3504 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3506 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3507 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3508 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3509 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3510 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3511 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3512 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3513 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3514 totalcount = index16count + index32count + vertexcount + uniformcount;
3515 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3516 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
3521 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3523 switch(vid.renderpath)
3525 case RENDERPATH_GL11:
3526 case RENDERPATH_GL13:
3527 case RENDERPATH_GLES1:
3528 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)
3530 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3531 gl_state.pointer_vertex_components = components;
3532 gl_state.pointer_vertex_gltype = gltype;
3533 gl_state.pointer_vertex_stride = stride;
3534 gl_state.pointer_vertex_pointer = pointer;
3535 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3536 gl_state.pointer_vertex_offset = bufferoffset;
3538 GL_BindVBO(bufferobject);
3539 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3542 case RENDERPATH_GL20:
3543 case RENDERPATH_GLES2:
3544 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)
3546 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3547 gl_state.pointer_vertex_components = components;
3548 gl_state.pointer_vertex_gltype = gltype;
3549 gl_state.pointer_vertex_stride = stride;
3550 gl_state.pointer_vertex_pointer = pointer;
3551 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3552 gl_state.pointer_vertex_offset = bufferoffset;
3554 GL_BindVBO(bufferobject);
3555 // LordHavoc: special flag added to gltype for unnormalized types
3556 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3559 case RENDERPATH_D3D9:
3560 case RENDERPATH_D3D10:
3561 case RENDERPATH_D3D11:
3562 case RENDERPATH_SOFT:
3567 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3569 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3570 // the pointer only.
3571 switch(vid.renderpath)
3573 case RENDERPATH_GL11:
3574 case RENDERPATH_GL13:
3575 case RENDERPATH_GLES1:
3580 // caller wants color array enabled
3581 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3582 if (!gl_state.pointer_color_enabled)
3584 gl_state.pointer_color_enabled = true;
3586 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3588 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)
3590 gl_state.pointer_color_components = components;
3591 gl_state.pointer_color_gltype = gltype;
3592 gl_state.pointer_color_stride = stride;
3593 gl_state.pointer_color_pointer = pointer;
3594 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3595 gl_state.pointer_color_offset = bufferoffset;
3597 GL_BindVBO(bufferobject);
3598 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3603 // caller wants color array disabled
3604 if (gl_state.pointer_color_enabled)
3606 gl_state.pointer_color_enabled = false;
3608 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3609 // when color array is on the glColor gets trashed, set it again
3610 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3615 case RENDERPATH_GL20:
3616 case RENDERPATH_GLES2:
3620 // caller wants color array enabled
3621 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3622 if (!gl_state.pointer_color_enabled)
3624 gl_state.pointer_color_enabled = true;
3626 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3628 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)
3630 gl_state.pointer_color_components = components;
3631 gl_state.pointer_color_gltype = gltype;
3632 gl_state.pointer_color_stride = stride;
3633 gl_state.pointer_color_pointer = pointer;
3634 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3635 gl_state.pointer_color_offset = bufferoffset;
3637 GL_BindVBO(bufferobject);
3638 // LordHavoc: special flag added to gltype for unnormalized types
3639 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3644 // caller wants color array disabled
3645 if (gl_state.pointer_color_enabled)
3647 gl_state.pointer_color_enabled = false;
3649 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3650 // when color array is on the glColor gets trashed, set it again
3651 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3655 case RENDERPATH_D3D9:
3656 case RENDERPATH_D3D10:
3657 case RENDERPATH_D3D11:
3658 case RENDERPATH_SOFT:
3663 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)
3665 gltextureunit_t *unit = gl_state.units + unitnum;
3666 // update array settings
3667 // note: there is no need to check bufferobject here because all cases
3668 // that involve a valid bufferobject also supply a texcoord array
3669 switch(vid.renderpath)
3671 case RENDERPATH_GL11:
3672 case RENDERPATH_GL13:
3673 case RENDERPATH_GLES1:
3678 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3679 // texture array unit is enabled, enable the array
3680 if (!unit->arrayenabled)
3682 unit->arrayenabled = true;
3683 GL_ClientActiveTexture(unitnum);
3684 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3687 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)
3689 unit->pointer_texcoord_components = components;
3690 unit->pointer_texcoord_gltype = gltype;
3691 unit->pointer_texcoord_stride = stride;
3692 unit->pointer_texcoord_pointer = pointer;
3693 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3694 unit->pointer_texcoord_offset = bufferoffset;
3695 GL_ClientActiveTexture(unitnum);
3696 GL_BindVBO(bufferobject);
3697 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3702 // texture array unit is disabled, disable the array
3703 if (unit->arrayenabled)
3705 unit->arrayenabled = false;
3706 GL_ClientActiveTexture(unitnum);
3707 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3712 case RENDERPATH_GL20:
3713 case RENDERPATH_GLES2:
3717 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3718 // texture array unit is enabled, enable the array
3719 if (!unit->arrayenabled)
3721 unit->arrayenabled = true;
3722 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3725 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)
3727 unit->pointer_texcoord_components = components;
3728 unit->pointer_texcoord_gltype = gltype;
3729 unit->pointer_texcoord_stride = stride;
3730 unit->pointer_texcoord_pointer = pointer;
3731 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3732 unit->pointer_texcoord_offset = bufferoffset;
3733 GL_BindVBO(bufferobject);
3734 // LordHavoc: special flag added to gltype for unnormalized types
3735 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3740 // texture array unit is disabled, disable the array
3741 if (unit->arrayenabled)
3743 unit->arrayenabled = false;
3744 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3748 case RENDERPATH_D3D9:
3749 case RENDERPATH_D3D10:
3750 case RENDERPATH_D3D11:
3751 case RENDERPATH_SOFT:
3756 int R_Mesh_TexBound(unsigned int unitnum, int id)
3758 gltextureunit_t *unit = gl_state.units + unitnum;
3759 if (unitnum >= vid.teximageunits)
3761 if (id == GL_TEXTURE_2D)
3763 if (id == GL_TEXTURE_3D)
3765 if (id == GL_TEXTURE_CUBE_MAP)
3766 return unit->tcubemap;
3770 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3772 switch(vid.renderpath)
3774 case RENDERPATH_GL11:
3775 case RENDERPATH_GL13:
3776 case RENDERPATH_GL20:
3777 case RENDERPATH_GLES1:
3778 case RENDERPATH_GLES2:
3779 R_Mesh_TexBind(0, tex);
3780 GL_ActiveTexture(0);CHECKGLERROR
3781 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3783 case RENDERPATH_D3D9:
3786 IDirect3DSurface9 *currentsurface = NULL;
3787 IDirect3DSurface9 *texturesurface = NULL;
3790 sourcerect.left = sx;
3791 sourcerect.top = sy;
3792 sourcerect.right = sx + width;
3793 sourcerect.bottom = sy + height;
3796 destrect.right = tx + width;
3797 destrect.bottom = ty + height;
3798 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3800 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3802 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3803 IDirect3DSurface9_Release(currentsurface);
3805 IDirect3DSurface9_Release(texturesurface);
3810 case RENDERPATH_D3D10:
3811 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3813 case RENDERPATH_D3D11:
3814 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3816 case RENDERPATH_SOFT:
3817 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3823 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};
3826 void R_Mesh_ClearBindingsForTexture(int texnum)
3828 gltextureunit_t *unit;
3829 unsigned int unitnum;
3830 // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
3831 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3833 unit = gl_state.units + unitnum;
3834 if (unit->t2d == texnum)
3836 if (unit->t3d == texnum)
3838 if (unit->tcubemap == texnum)
3839 unit->tcubemap = -1;
3843 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3845 gltextureunit_t *unit = gl_state.units + unitnum;
3846 int tex2d, tex3d, texcubemap, texnum;
3847 if (unitnum >= vid.teximageunits)
3849 // if (unit->texture == tex)
3851 switch(vid.renderpath)
3853 case RENDERPATH_GL20:
3854 case RENDERPATH_GLES2:
3857 tex = r_texture_white;
3858 // not initialized enough yet...
3862 unit->texture = tex;
3863 texnum = R_GetTexture(tex);
3864 switch(tex->gltexturetypeenum)
3866 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3867 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3868 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3871 case RENDERPATH_GL11:
3872 case RENDERPATH_GL13:
3873 case RENDERPATH_GLES1:
3874 unit->texture = tex;
3880 texnum = R_GetTexture(tex);
3881 switch(tex->gltexturetypeenum)
3889 case GL_TEXTURE_CUBE_MAP:
3890 texcubemap = texnum;
3894 // update 2d texture binding
3895 if (unit->t2d != tex2d)
3897 GL_ActiveTexture(unitnum);
3902 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3909 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3913 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3915 // update 3d texture binding
3916 if (unit->t3d != tex3d)
3918 GL_ActiveTexture(unitnum);
3923 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3930 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3934 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3936 // update cubemap texture binding
3937 if (unit->tcubemap != texcubemap)
3939 GL_ActiveTexture(unitnum);
3942 if (unit->tcubemap == 0)
3944 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3951 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3954 unit->tcubemap = texcubemap;
3955 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3958 case RENDERPATH_D3D9:
3961 extern cvar_t gl_texture_anisotropy;
3964 tex = r_texture_white;
3965 // not initialized enough yet...
3969 // upload texture if needed
3971 if (unit->texture == tex)
3973 unit->texture = tex;
3974 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3975 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3976 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3977 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3978 if (tex->d3daddressw)
3979 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3980 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3981 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3982 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3983 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3984 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3985 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3989 case RENDERPATH_D3D10:
3990 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3992 case RENDERPATH_D3D11:
3993 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3995 case RENDERPATH_SOFT:
3998 tex = r_texture_white;
3999 // not initialized enough yet...
4003 texnum = R_GetTexture(tex);
4004 if (unit->texture == tex)
4006 unit->texture = tex;
4007 DPSOFTRAST_SetTexture(unitnum, texnum);
4012 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
4014 gltextureunit_t *unit = gl_state.units + unitnum;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL11:
4018 case RENDERPATH_GL13:
4019 case RENDERPATH_GL20:
4020 case RENDERPATH_GLES1:
4021 case RENDERPATH_GLES2:
4023 if (matrix && matrix->m[3][3])
4025 // texmatrix specified, check if it is different
4026 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4029 unit->texmatrixenabled = true;
4030 unit->matrix = *matrix;
4032 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4033 GL_ActiveTexture(unitnum);
4034 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4035 qglLoadMatrixf(glmatrix);CHECKGLERROR
4036 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4041 // no texmatrix specified, revert to identity
4042 if (unit->texmatrixenabled)
4044 unit->texmatrixenabled = false;
4045 unit->matrix = identitymatrix;
4047 GL_ActiveTexture(unitnum);
4048 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4049 qglLoadIdentity();CHECKGLERROR
4050 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4055 case RENDERPATH_D3D9:
4056 case RENDERPATH_D3D10:
4057 case RENDERPATH_D3D11:
4059 case RENDERPATH_SOFT:
4064 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4066 gltextureunit_t *unit = gl_state.units + unitnum;
4068 switch(vid.renderpath)
4070 case RENDERPATH_GL20:
4071 case RENDERPATH_GLES2:
4074 case RENDERPATH_GL13:
4075 case RENDERPATH_GLES1:
4076 #ifdef GL_TEXTURE_ENV
4077 // GL_ARB_texture_env_combine
4079 combinergb = GL_MODULATE;
4081 combinealpha = GL_MODULATE;
4086 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4088 if (combinergb == GL_DECAL)
4089 combinergb = GL_INTERPOLATE;
4090 if (unit->combine != GL_COMBINE)
4092 unit->combine = GL_COMBINE;
4093 GL_ActiveTexture(unitnum);
4094 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4095 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4097 if (unit->combinergb != combinergb)
4099 unit->combinergb = combinergb;
4100 GL_ActiveTexture(unitnum);
4101 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4103 if (unit->combinealpha != combinealpha)
4105 unit->combinealpha = combinealpha;
4106 GL_ActiveTexture(unitnum);
4107 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4109 if (unit->rgbscale != rgbscale)
4111 unit->rgbscale = rgbscale;
4112 GL_ActiveTexture(unitnum);
4113 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4115 if (unit->alphascale != alphascale)
4117 unit->alphascale = alphascale;
4118 GL_ActiveTexture(unitnum);
4119 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4124 if (unit->combine != combinergb)
4126 unit->combine = combinergb;
4127 GL_ActiveTexture(unitnum);
4128 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4133 case RENDERPATH_GL11:
4135 #ifdef GL_TEXTURE_ENV
4137 combinergb = GL_MODULATE;
4138 if (unit->combine != combinergb)
4140 unit->combine = combinergb;
4141 GL_ActiveTexture(unitnum);
4142 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4146 case RENDERPATH_D3D9:
4147 case RENDERPATH_D3D10:
4148 case RENDERPATH_D3D11:
4150 case RENDERPATH_SOFT:
4155 void R_Mesh_ResetTextureState(void)
4157 unsigned int unitnum;
4161 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4162 R_Mesh_TexBind(unitnum, NULL);
4163 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4164 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4165 switch(vid.renderpath)
4167 case RENDERPATH_GL20:
4168 case RENDERPATH_GLES2:
4169 case RENDERPATH_D3D9:
4170 case RENDERPATH_D3D10:
4171 case RENDERPATH_D3D11:
4172 case RENDERPATH_SOFT:
4174 case RENDERPATH_GL11:
4175 case RENDERPATH_GL13:
4176 case RENDERPATH_GLES1:
4177 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4179 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4180 R_Mesh_TexMatrix(unitnum, NULL);
4189 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4190 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4191 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4193 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4195 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4199 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4201 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4202 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4203 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4207 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4209 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4210 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4211 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4212 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4213 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4214 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4215 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4216 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4217 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4221 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4222 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4223 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4226 static void R_Mesh_InitVertexDeclarations(void)
4229 r_vertex3f_d3d9decl = NULL;
4230 r_vertexgeneric_d3d9decl = NULL;
4231 r_vertexmesh_d3d9decl = NULL;
4232 switch(vid.renderpath)
4234 case RENDERPATH_GL20:
4235 case RENDERPATH_GL13:
4236 case RENDERPATH_GL11:
4237 case RENDERPATH_GLES1:
4238 case RENDERPATH_GLES2:
4240 case RENDERPATH_D3D9:
4241 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4242 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4243 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4245 case RENDERPATH_D3D10:
4246 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4248 case RENDERPATH_D3D11:
4249 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4251 case RENDERPATH_SOFT:
4257 static void R_Mesh_DestroyVertexDeclarations(void)
4260 if (r_vertex3f_d3d9decl)
4261 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4262 r_vertex3f_d3d9decl = NULL;
4263 if (r_vertexgeneric_d3d9decl)
4264 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4265 r_vertexgeneric_d3d9decl = NULL;
4266 if (r_vertexmesh_d3d9decl)
4267 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4268 r_vertexmesh_d3d9decl = NULL;
4272 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4274 // upload temporary vertexbuffer for this rendering
4275 if (!gl_state.usevbo_staticvertex)
4276 vertexbuffer = NULL;
4277 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4279 if (gl_state.preparevertices_dynamicvertexbuffer)
4280 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]), false, 0);
4282 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, false, true, false);
4283 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4285 switch(vid.renderpath)
4287 case RENDERPATH_GL20:
4288 case RENDERPATH_GLES2:
4291 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4292 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4293 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4294 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4295 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4296 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4297 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4298 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4299 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4300 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4304 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4305 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4306 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4307 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4308 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4309 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4310 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4311 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4312 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4313 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4316 case RENDERPATH_GL13:
4317 case RENDERPATH_GLES1:
4320 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4321 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4322 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4323 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4327 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4328 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4329 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4330 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4333 case RENDERPATH_GL11:
4336 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4337 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4338 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4342 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4343 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4344 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4347 case RENDERPATH_D3D9:
4349 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4351 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4353 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4354 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4355 gl_state.d3dvertexdata = (void *)vertex3f;
4356 gl_state.d3dvertexsize = sizeof(float[3]);
4359 case RENDERPATH_D3D10:
4360 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4362 case RENDERPATH_D3D11:
4363 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4365 case RENDERPATH_SOFT:
4366 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4367 DPSOFTRAST_SetColorPointer(NULL, 0);
4368 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4369 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4370 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4371 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4372 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4379 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4382 size = sizeof(r_vertexgeneric_t) * numvertices;
4383 if (gl_state.preparevertices_tempdatamaxsize < size)
4385 gl_state.preparevertices_tempdatamaxsize = size;
4386 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4388 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4389 gl_state.preparevertices_numvertices = numvertices;
4390 return gl_state.preparevertices_vertexgeneric;
4393 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4395 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4396 gl_state.preparevertices_vertexgeneric = NULL;
4397 gl_state.preparevertices_numvertices = 0;
4401 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4404 r_vertexgeneric_t *vertex;
4405 switch(vid.renderpath)
4407 case RENDERPATH_GL20:
4408 case RENDERPATH_GLES2:
4409 if (!vid.useinterleavedarrays)
4411 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4412 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4413 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4414 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4415 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4416 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4417 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4418 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4419 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4420 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4424 case RENDERPATH_GL11:
4425 case RENDERPATH_GL13:
4426 case RENDERPATH_GLES1:
4427 if (!vid.useinterleavedarrays)
4429 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4430 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4431 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4432 if (vid.texunits >= 2)
4433 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4434 if (vid.texunits >= 3)
4435 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4439 case RENDERPATH_D3D9:
4440 case RENDERPATH_D3D10:
4441 case RENDERPATH_D3D11:
4443 case RENDERPATH_SOFT:
4444 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4445 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4446 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4447 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4448 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4449 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4450 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4454 // no quick path for this case, convert to vertex structs
4455 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4456 for (i = 0;i < numvertices;i++)
4457 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4460 for (i = 0;i < numvertices;i++)
4461 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4465 for (i = 0;i < numvertices;i++)
4466 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4469 for (i = 0;i < numvertices;i++)
4470 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4471 R_Mesh_PrepareVertices_Generic_Unlock();
4472 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4475 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4477 // upload temporary vertexbuffer for this rendering
4478 if (!gl_state.usevbo_staticvertex)
4479 vertexbuffer = NULL;
4480 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4482 if (gl_state.preparevertices_dynamicvertexbuffer)
4483 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4485 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4486 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4488 switch(vid.renderpath)
4490 case RENDERPATH_GL20:
4491 case RENDERPATH_GLES2:
4494 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4495 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4496 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4497 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4498 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4499 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4500 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4501 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4502 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4503 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4507 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4508 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4509 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4510 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4511 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4512 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4513 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4514 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4515 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4516 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4519 case RENDERPATH_GL13:
4520 case RENDERPATH_GLES1:
4523 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4524 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4525 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4526 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4530 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4531 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4532 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4533 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4536 case RENDERPATH_GL11:
4539 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4540 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4541 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4545 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4546 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4547 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4550 case RENDERPATH_D3D9:
4552 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4554 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4556 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4557 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4558 gl_state.d3dvertexdata = (void *)vertex;
4559 gl_state.d3dvertexsize = sizeof(*vertex);
4562 case RENDERPATH_D3D10:
4563 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4565 case RENDERPATH_D3D11:
4566 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4568 case RENDERPATH_SOFT:
4569 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4570 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4571 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4572 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4573 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4574 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4575 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4582 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4585 size = sizeof(r_vertexmesh_t) * numvertices;
4586 if (gl_state.preparevertices_tempdatamaxsize < size)
4588 gl_state.preparevertices_tempdatamaxsize = size;
4589 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4591 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4592 gl_state.preparevertices_numvertices = numvertices;
4593 return gl_state.preparevertices_vertexmesh;
4596 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4598 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4599 gl_state.preparevertices_vertexmesh = NULL;
4600 gl_state.preparevertices_numvertices = 0;
4604 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)
4607 r_vertexmesh_t *vertex;
4608 switch(vid.renderpath)
4610 case RENDERPATH_GL20:
4611 case RENDERPATH_GLES2:
4612 if (!vid.useinterleavedarrays)
4614 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4615 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4616 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4617 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4618 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4619 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4620 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4621 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4622 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4623 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4627 case RENDERPATH_GL11:
4628 case RENDERPATH_GL13:
4629 case RENDERPATH_GLES1:
4630 if (!vid.useinterleavedarrays)
4632 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4633 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4634 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4635 if (vid.texunits >= 2)
4636 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4637 if (vid.texunits >= 3)
4638 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4642 case RENDERPATH_D3D9:
4643 case RENDERPATH_D3D10:
4644 case RENDERPATH_D3D11:
4646 case RENDERPATH_SOFT:
4647 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4648 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4649 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4650 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4651 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4652 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4653 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4657 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4658 for (i = 0;i < numvertices;i++)
4659 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4661 for (i = 0;i < numvertices;i++)
4662 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4664 for (i = 0;i < numvertices;i++)
4665 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4667 for (i = 0;i < numvertices;i++)
4668 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4671 for (i = 0;i < numvertices;i++)
4672 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4676 for (i = 0;i < numvertices;i++)
4677 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4679 if (texcoordtexture2f)
4680 for (i = 0;i < numvertices;i++)
4681 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4682 if (texcoordlightmap2f)
4683 for (i = 0;i < numvertices;i++)
4684 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4685 R_Mesh_PrepareVertices_Mesh_Unlock();
4686 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4689 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4691 // upload temporary vertexbuffer for this rendering
4692 if (!gl_state.usevbo_staticvertex)
4693 vertexbuffer = NULL;
4694 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4696 if (gl_state.preparevertices_dynamicvertexbuffer)
4697 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex), false, 0);
4699 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, false, true, false);
4700 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4702 switch(vid.renderpath)
4704 case RENDERPATH_GL20:
4705 case RENDERPATH_GLES2:
4708 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4709 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4710 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4711 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4712 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4713 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4714 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4715 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4716 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4717 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4721 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4722 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4723 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4724 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4725 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4726 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4727 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4728 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4729 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4730 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4733 case RENDERPATH_GL13:
4734 case RENDERPATH_GLES1:
4737 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4738 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4739 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4740 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4744 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4745 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4746 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4747 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4750 case RENDERPATH_GL11:
4753 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4754 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4755 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4759 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4760 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4761 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4764 case RENDERPATH_D3D9:
4766 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4768 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4770 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4771 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4772 gl_state.d3dvertexdata = (void *)vertex;
4773 gl_state.d3dvertexsize = sizeof(*vertex);
4776 case RENDERPATH_D3D10:
4777 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4779 case RENDERPATH_D3D11:
4780 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4782 case RENDERPATH_SOFT:
4783 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4784 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4785 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4786 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4787 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4788 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4789 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4794 void GL_BlendEquationSubtract(qboolean negated)
4798 switch(vid.renderpath)
4800 case RENDERPATH_GL11:
4801 case RENDERPATH_GL13:
4802 case RENDERPATH_GL20:
4803 case RENDERPATH_GLES1:
4804 case RENDERPATH_GLES2:
4805 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4807 case RENDERPATH_D3D9:
4809 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4812 case RENDERPATH_D3D10:
4813 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4815 case RENDERPATH_D3D11:
4816 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4818 case RENDERPATH_SOFT:
4819 DPSOFTRAST_BlendSubtract(true);
4825 switch(vid.renderpath)
4827 case RENDERPATH_GL11:
4828 case RENDERPATH_GL13:
4829 case RENDERPATH_GL20:
4830 case RENDERPATH_GLES1:
4831 case RENDERPATH_GLES2:
4832 qglBlendEquationEXT(GL_FUNC_ADD);
4834 case RENDERPATH_D3D9:
4836 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4839 case RENDERPATH_D3D10:
4840 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4842 case RENDERPATH_D3D11:
4843 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4845 case RENDERPATH_SOFT:
4846 DPSOFTRAST_BlendSubtract(false);