3 #include "cl_collision.h"
5 // on GLES we have to use some proper #define's
7 #define GL_FRAMEBUFFER 0x8D40
8 #define GL_DEPTH_ATTACHMENT 0x8D00
9 #define GL_COLOR_ATTACHMENT0 0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1 0x8CE1
14 #define GL_COLOR_ATTACHMENT2 0x8CE2
15 #define GL_COLOR_ATTACHMENT3 0x8CE3
16 #define GL_COLOR_ATTACHMENT4 0x8CE4
17 #define GL_COLOR_ATTACHMENT5 0x8CE5
18 #define GL_COLOR_ATTACHMENT6 0x8CE6
19 #define GL_COLOR_ATTACHMENT7 0x8CE7
20 #define GL_COLOR_ATTACHMENT8 0x8CE8
21 #define GL_COLOR_ATTACHMENT9 0x8CE9
22 #define GL_COLOR_ATTACHMENT10 0x8CEA
23 #define GL_COLOR_ATTACHMENT11 0x8CEB
24 #define GL_COLOR_ATTACHMENT12 0x8CEC
25 #define GL_COLOR_ATTACHMENT13 0x8CED
26 #define GL_COLOR_ATTACHMENT14 0x8CEE
27 #define GL_COLOR_ATTACHMENT15 0x8CEF
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER 0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
34 #define GL_TEXTURE0 0x84C0
35 #define GL_TEXTURE1 0x84C1
36 #define GL_TEXTURE2 0x84C2
37 #define GL_TEXTURE3 0x84C3
38 #define GL_TEXTURE4 0x84C4
39 #define GL_TEXTURE5 0x84C5
40 #define GL_TEXTURE6 0x84C6
41 #define GL_TEXTURE7 0x84C7
42 #define GL_TEXTURE8 0x84C8
43 #define GL_TEXTURE9 0x84C9
44 #define GL_TEXTURE10 0x84CA
45 #define GL_TEXTURE11 0x84CB
46 #define GL_TEXTURE12 0x84CC
47 #define GL_TEXTURE13 0x84CD
48 #define GL_TEXTURE14 0x84CE
49 #define GL_TEXTURE15 0x84CF
50 #define GL_TEXTURE16 0x84D0
51 #define GL_TEXTURE17 0x84D1
52 #define GL_TEXTURE18 0x84D2
53 #define GL_TEXTURE19 0x84D3
54 #define GL_TEXTURE20 0x84D4
55 #define GL_TEXTURE21 0x84D5
56 #define GL_TEXTURE22 0x84D6
57 #define GL_TEXTURE23 0x84D7
58 #define GL_TEXTURE24 0x84D8
59 #define GL_TEXTURE25 0x84D9
60 #define GL_TEXTURE26 0x84DA
61 #define GL_TEXTURE27 0x84DB
62 #define GL_TEXTURE28 0x84DC
63 #define GL_TEXTURE29 0x84DD
64 #define GL_TEXTURE30 0x84DE
65 #define GL_TEXTURE31 0x84DF
69 #define GL_TEXTURE_3D 0x806F
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP 0x8513
76 #define MAX_RENDERTARGETS 4
78 cvar_t gl_debug = {0, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
79 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
80 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
82 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
84 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
85 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
87 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
88 qboolean v_flipped_state = false;
90 r_viewport_t gl_viewport;
91 matrix4x4_t gl_modelmatrix;
92 matrix4x4_t gl_viewmatrix;
93 matrix4x4_t gl_modelviewmatrix;
94 matrix4x4_t gl_projectionmatrix;
95 matrix4x4_t gl_modelviewprojectionmatrix;
96 float gl_modelview16f[16];
97 float gl_modelviewprojection16f[16];
98 qboolean gl_modelmatrixchanged;
100 int gl_maxdrawrangeelementsvertices;
101 int gl_maxdrawrangeelementsindices;
104 int gl_errornumber = 0;
106 void GL_PrintError(int errornumber, const char *filename, int linenumber)
110 #ifdef GL_INVALID_ENUM
111 case GL_INVALID_ENUM:
112 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
115 #ifdef GL_INVALID_VALUE
116 case GL_INVALID_VALUE:
117 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
120 #ifdef GL_INVALID_OPERATION
121 case GL_INVALID_OPERATION:
122 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
125 #ifdef GL_STACK_OVERFLOW
126 case GL_STACK_OVERFLOW:
127 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
130 #ifdef GL_STACK_UNDERFLOW
131 case GL_STACK_UNDERFLOW:
132 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
135 #ifdef GL_OUT_OF_MEMORY
136 case GL_OUT_OF_MEMORY:
137 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
140 #ifdef GL_TABLE_TOO_LARGE
141 case GL_TABLE_TOO_LARGE:
142 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
146 case GL_INVALID_FRAMEBUFFER_OPERATION:
147 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
151 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
156 static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam)
158 const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?";
161 case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break;
162 case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break;
163 case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break;
167 case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break;
168 case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break;
169 case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break;
170 case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break;
171 case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break;
172 case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break;
176 case GL_DEBUG_SOURCE_API_ARB: src = "API"; break;
177 case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break;
178 case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break;
179 case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break;
180 case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break;
181 case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break;
183 Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message);
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 int preparevertices_numvertices;
261 memexpandablearray_t meshbufferarray;
267 static gl_state_t gl_state;
271 note: here's strip order for a terrain row:
278 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
280 *elements++ = i + row;
282 *elements++ = i + row + 1;
285 *elements++ = i + row + 1;
288 for (y = 0;y < rows - 1;y++)
290 for (x = 0;x < columns - 1;x++)
293 *elements++ = i + columns;
295 *elements++ = i + columns + 1;
298 *elements++ = i + columns + 1;
309 for (y = 0;y < rows - 1;y++)
311 for (x = 0;x < columns - 1;x++)
315 *elements++ = i + columns;
316 *elements++ = i + columns + 1;
317 *elements++ = i + columns;
318 *elements++ = i + columns + 1;
324 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
325 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
326 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
327 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
329 static void GL_VBOStats_f(void)
331 GL_Mesh_ListVBOs(true);
334 static void GL_Backend_ResetState(void);
336 static void gl_backend_start(void)
338 memset(&gl_state, 0, sizeof(gl_state));
340 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
342 Con_DPrintf("OpenGL backend started.\n");
346 GL_Backend_ResetState();
348 switch(vid.renderpath)
350 case RENDERPATH_GL32:
351 case RENDERPATH_GLES2:
352 // fetch current fbo here (default fbo is not 0 on some GLES devices)
354 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
359 static void gl_backend_shutdown(void)
361 Con_DPrint("OpenGL Backend shutting down\n");
363 switch(vid.renderpath)
365 case RENDERPATH_GL32:
366 case RENDERPATH_GLES2:
370 if (gl_state.preparevertices_tempdata)
371 Mem_Free(gl_state.preparevertices_tempdata);
373 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
375 memset(&gl_state, 0, sizeof(gl_state));
378 static void gl_backend_newmap(void)
382 static void gl_backend_devicelost(void)
385 r_meshbuffer_t *buffer;
386 switch(vid.renderpath)
388 case RENDERPATH_GL32:
389 case RENDERPATH_GLES2:
392 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
393 for (i = 0;i < endindex;i++)
395 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
396 if (!buffer || !buffer->isdynamic)
398 switch(vid.renderpath)
400 case RENDERPATH_GL32:
401 case RENDERPATH_GLES2:
407 static void gl_backend_devicerestored(void)
409 switch(vid.renderpath)
411 case RENDERPATH_GL32:
412 case RENDERPATH_GLES2:
417 void gl_backend_init(void)
421 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
423 polygonelement3s[i * 3 + 0] = 0;
424 polygonelement3s[i * 3 + 1] = i + 1;
425 polygonelement3s[i * 3 + 2] = i + 2;
427 // elements for rendering a series of quads as triangles
428 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
430 quadelement3s[i * 6 + 0] = i * 4;
431 quadelement3s[i * 6 + 1] = i * 4 + 1;
432 quadelement3s[i * 6 + 2] = i * 4 + 2;
433 quadelement3s[i * 6 + 3] = i * 4;
434 quadelement3s[i * 6 + 4] = i * 4 + 2;
435 quadelement3s[i * 6 + 5] = i * 4 + 3;
438 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
439 polygonelement3i[i] = polygonelement3s[i];
440 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
441 quadelement3i[i] = quadelement3s[i];
443 Cvar_RegisterVariable(&r_render);
444 Cvar_RegisterVariable(&r_renderview);
445 Cvar_RegisterVariable(&r_waterwarp);
446 Cvar_RegisterVariable(&gl_polyblend);
447 Cvar_RegisterVariable(&v_flipped);
448 Cvar_RegisterVariable(&gl_debug);
449 Cvar_RegisterVariable(&gl_paranoid);
450 Cvar_RegisterVariable(&gl_printcheckerror);
452 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");
454 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
457 void GL_SetMirrorState(qboolean state);
459 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
463 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
464 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
466 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
468 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
469 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
470 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
472 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
477 switch(vid.renderpath)
479 case RENDERPATH_GL32:
480 case RENDERPATH_GLES2:
482 qglFinish();CHECKGLERROR
487 static int bboxedges[12][2] =
506 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
508 int i, ix1, iy1, ix2, iy2;
509 float x1, y1, x2, y2;
520 scissor[0] = r_refdef.view.viewport.x;
521 scissor[1] = r_refdef.view.viewport.y;
522 scissor[2] = r_refdef.view.viewport.width;
523 scissor[3] = r_refdef.view.viewport.height;
525 // if view is inside the box, just say yes it's visible
526 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
529 // transform all corners that are infront of the nearclip plane
530 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
531 plane4f[3] = r_refdef.view.frustum[4].dist;
533 for (i = 0;i < 8;i++)
535 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
536 dist[i] = DotProduct4(corner[i], plane4f);
537 sign[i] = dist[i] > 0;
540 VectorCopy(corner[i], vertex[numvertices]);
544 // if some points are behind the nearclip, add clipped edge points to make
545 // sure that the scissor boundary is complete
546 if (numvertices > 0 && numvertices < 8)
548 // add clipped edge points
549 for (i = 0;i < 12;i++)
553 if (sign[j] != sign[k])
555 f = dist[j] / (dist[j] - dist[k]);
556 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
562 // if we have no points to check, it is behind the view plane
566 // if we have some points to transform, check what screen area is covered
567 x1 = y1 = x2 = y2 = 0;
569 //Con_Printf("%i vertices to transform...\n", numvertices);
570 for (i = 0;i < numvertices;i++)
572 VectorCopy(vertex[i], v);
573 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
574 //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]);
577 if (x1 > v2[0]) x1 = v2[0];
578 if (x2 < v2[0]) x2 = v2[0];
579 if (y1 > v2[1]) y1 = v2[1];
580 if (y2 < v2[1]) y2 = v2[1];
589 // now convert the scissor rectangle to integer screen coordinates
590 ix1 = (int)(x1 - 1.0f);
591 //iy1 = vid.height - (int)(y2 - 1.0f);
592 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
593 iy1 = (int)(y1 - 1.0f);
594 ix2 = (int)(x2 + 1.0f);
595 //iy2 = vid.height - (int)(y1 + 1.0f);
596 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
597 iy2 = (int)(y2 + 1.0f);
598 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
600 // clamp it to the screen
601 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
602 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
603 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
604 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
606 // if it is inside out, it's not visible
607 if (ix2 <= ix1 || iy2 <= iy1)
610 // the light area is visible, set up the scissor rectangle
613 scissor[2] = ix2 - ix1;
614 scissor[3] = iy2 - iy1;
616 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
617 switch(vid.renderpath)
619 case RENDERPATH_GL32:
620 case RENDERPATH_GLES2:
628 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
632 float clipPlane[4], v3[3], v4[3];
635 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
637 VectorSet(normal, normalx, normaly, normalz);
638 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
639 VectorScale(normal, -dist, v3);
640 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
641 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
642 clipPlane[3] = -DotProduct(v4, clipPlane);
644 // Calculate the clip-space corner point opposite the clipping plane
645 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
646 // transform it into camera space by multiplying it
647 // by the inverse of the projection matrix
648 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
649 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
651 q[3] = (1.0f + m[10]) / m[14];
653 // Calculate the scaled plane vector
654 d = 2.0f / DotProduct4(clipPlane, q);
656 // Replace the third row of the projection matrix
657 m[2] = clipPlane[0] * d;
658 m[6] = clipPlane[1] * d;
659 m[10] = clipPlane[2] * d + 1.0f;
660 m[14] = clipPlane[3] * d;
663 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)
665 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
667 memset(v, 0, sizeof(*v));
668 v->type = R_VIEWPORTTYPE_ORTHO;
669 v->cameramatrix = *cameramatrix;
676 memset(m, 0, sizeof(m));
677 m[0] = 2/(right - left);
678 m[5] = 2/(top - bottom);
679 m[10] = -2/(zFar - zNear);
680 m[12] = - (right + left)/(right - left);
681 m[13] = - (top + bottom)/(top - bottom);
682 m[14] = - (zFar + zNear)/(zFar - zNear);
684 switch(vid.renderpath)
686 case RENDERPATH_GL32:
687 case RENDERPATH_GLES2:
690 v->screentodepth[0] = -farclip / (farclip - nearclip);
691 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
693 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
696 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
698 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
704 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
705 R_Viewport_TransformToScreen(v, test1, test2);
706 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
711 void R_Viewport_InitOrtho3D(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)
713 matrix4x4_t tempmatrix, basematrix;
715 memset(v, 0, sizeof(*v));
717 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
718 v->cameramatrix = *cameramatrix;
725 memset(m, 0, sizeof(m));
726 m[0] = 1.0 / frustumx;
727 m[5] = 1.0 / frustumy;
728 m[10] = -2 / (farclip - nearclip);
729 m[14] = -(farclip + nearclip) / (farclip - nearclip);
731 v->screentodepth[0] = -farclip / (farclip - nearclip);
732 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
734 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
735 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
736 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
737 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
740 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
742 if(v_flipped.integer)
750 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
753 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)
755 matrix4x4_t tempmatrix, basematrix;
757 memset(v, 0, sizeof(*v));
759 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
760 v->cameramatrix = *cameramatrix;
767 memset(m, 0, sizeof(m));
768 m[0] = 1.0 / frustumx;
769 m[5] = 1.0 / frustumy;
770 m[10] = -(farclip + nearclip) / (farclip - nearclip);
772 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
773 v->screentodepth[0] = -farclip / (farclip - nearclip);
774 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
776 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
777 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
778 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
779 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
782 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
784 if(v_flipped.integer)
792 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
795 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)
797 matrix4x4_t tempmatrix, basematrix;
798 const float nudge = 1.0 - 1.0 / (1<<23);
800 memset(v, 0, sizeof(*v));
802 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
803 v->cameramatrix = *cameramatrix;
810 memset(m, 0, sizeof(m));
811 m[ 0] = 1.0 / frustumx;
812 m[ 5] = 1.0 / frustumy;
815 m[14] = -2 * nearclip * nudge;
816 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
817 v->screentodepth[1] = m[14] * -0.5;
819 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
820 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
821 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
822 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
825 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
827 if(v_flipped.integer)
835 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
838 float cubeviewmatrix[6][16] =
840 // standard cubemap projections
878 float rectviewmatrix[6][16] =
880 // sign-preserving cubemap projections
919 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
921 matrix4x4_t tempmatrix, basematrix;
923 memset(v, 0, sizeof(*v));
924 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
925 v->cameramatrix = *cameramatrix;
929 memset(m, 0, sizeof(m));
931 m[10] = -(farclip + nearclip) / (farclip - nearclip);
933 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
935 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
936 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
937 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
940 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
942 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
945 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, int offsetx, int offsety)
947 matrix4x4_t tempmatrix, basematrix;
949 memset(v, 0, sizeof(*v));
950 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
951 v->cameramatrix = *cameramatrix;
952 v->x = offsetx + (side & 1) * size;
953 v->y = offsety + (side >> 1) * size;
957 memset(m, 0, sizeof(m));
958 m[0] = m[5] = 1.0f * ((float)size - border) / size;
959 m[10] = -(farclip + nearclip) / (farclip - nearclip);
961 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
963 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
964 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
965 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
968 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
970 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
973 void R_SetViewport(const r_viewport_t *v)
977 // FIXME: v_flipped_state is evil, this probably breaks somewhere
978 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
980 // copy over the matrices to our state
981 gl_viewmatrix = v->viewmatrix;
982 gl_projectionmatrix = v->projectmatrix;
984 switch(vid.renderpath)
986 case RENDERPATH_GL32:
987 case RENDERPATH_GLES2:
989 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
993 // force an update of the derived matrices
994 gl_modelmatrixchanged = true;
995 R_EntityMatrix(&gl_modelmatrix);
998 void R_GetViewport(r_viewport_t *v)
1003 static void GL_BindVBO(int bufferobject)
1005 if (gl_state.vertexbufferobject != bufferobject)
1007 gl_state.vertexbufferobject = bufferobject;
1009 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1013 static void GL_BindEBO(int bufferobject)
1015 if (gl_state.elementbufferobject != bufferobject)
1017 gl_state.elementbufferobject = bufferobject;
1019 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1023 static void GL_BindUBO(int bufferobject)
1025 if (gl_state.uniformbufferobject != bufferobject)
1027 gl_state.uniformbufferobject = bufferobject;
1028 #ifdef GL_UNIFORM_BUFFER
1030 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1035 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1036 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1040 switch(vid.renderpath)
1042 case RENDERPATH_GL32:
1043 case RENDERPATH_GLES2:
1045 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1046 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1047 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1049 // FIXME: separate stencil attachment on GLES
1050 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1051 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1053 if (depthtexture && depthtexture->texnum )
1055 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1056 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1058 if (depthtexture && depthtexture->renderbuffernum )
1060 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1061 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1064 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1065 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1066 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1067 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1068 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1069 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1070 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1071 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1074 if (colortexture4 && qglDrawBuffersARB)
1076 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1077 qglReadBuffer(GL_NONE);CHECKGLERROR
1079 else if (colortexture3 && qglDrawBuffersARB)
1081 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1082 qglReadBuffer(GL_NONE);CHECKGLERROR
1084 else if (colortexture2 && qglDrawBuffersARB)
1086 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1087 qglReadBuffer(GL_NONE);CHECKGLERROR
1089 else if (colortexture && qglDrawBuffer)
1091 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1092 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1094 else if (qglDrawBuffer)
1096 qglDrawBuffer(GL_NONE);CHECKGLERROR
1097 qglReadBuffer(GL_NONE);CHECKGLERROR
1100 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1101 if (status != GL_FRAMEBUFFER_COMPLETE)
1103 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1104 gl_state.framebufferobject = 0; // GL unbinds it for us
1105 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1113 void R_Mesh_DestroyFramebufferObject(int fbo)
1115 switch(vid.renderpath)
1117 case RENDERPATH_GL32:
1118 case RENDERPATH_GLES2:
1121 // GL clears the binding if we delete something bound
1122 if (gl_state.framebufferobject == fbo)
1123 gl_state.framebufferobject = 0;
1124 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1130 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1134 rtexture_t *textures[5];
1135 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1136 textures[4] = depthtexture;
1137 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1138 for (j = 0;j < 5;j++)
1140 for (i = 0;i < MAX_TEXTUREUNITS;i++)
1141 if (gl_state.units[i].texture == textures[j])
1142 R_Mesh_TexBind(i, NULL);
1143 // set up framebuffer object or render targets for the active rendering API
1144 switch (vid.renderpath)
1146 case RENDERPATH_GL32:
1147 case RENDERPATH_GLES2:
1148 if (gl_state.framebufferobject != fbo)
1150 gl_state.framebufferobject = fbo;
1151 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1157 static void GL_Backend_ResetState(void)
1159 gl_state.active = true;
1160 gl_state.depthtest = true;
1161 gl_state.alphatest = false;
1162 gl_state.alphafunc = GL_GEQUAL;
1163 gl_state.alphafuncvalue = 0.5f;
1164 gl_state.alphatocoverage = false;
1165 gl_state.blendfunc1 = GL_ONE;
1166 gl_state.blendfunc2 = GL_ZERO;
1167 gl_state.blend = false;
1168 gl_state.depthmask = GL_TRUE;
1169 gl_state.colormask = 15;
1170 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1171 gl_state.lockrange_first = 0;
1172 gl_state.lockrange_count = 0;
1173 gl_state.cullface = GL_FRONT;
1174 gl_state.cullfaceenable = false;
1175 gl_state.polygonoffset[0] = 0;
1176 gl_state.polygonoffset[1] = 0;
1177 gl_state.framebufferobject = 0;
1178 gl_state.depthfunc = GL_LEQUAL;
1180 switch(vid.renderpath)
1182 case RENDERPATH_GL32:
1183 case RENDERPATH_GLES2:
1185 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1186 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1187 qglDisable(GL_BLEND);CHECKGLERROR
1188 qglCullFace(gl_state.cullface);CHECKGLERROR
1189 qglDisable(GL_CULL_FACE);CHECKGLERROR
1190 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1191 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1192 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1193 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1194 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1195 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1196 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1197 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1198 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1199 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1200 gl_state.unit = MAX_TEXTUREUNITS;
1201 gl_state.clientunit = MAX_TEXTUREUNITS;
1207 void GL_ActiveTexture(unsigned int num)
1209 if (gl_state.unit != num)
1211 gl_state.unit = num;
1212 switch(vid.renderpath)
1214 case RENDERPATH_GL32:
1215 case RENDERPATH_GLES2:
1217 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1223 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1225 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1227 qboolean blendenable;
1228 gl_state.blendfunc1 = blendfunc1;
1229 gl_state.blendfunc2 = blendfunc2;
1230 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1231 switch(vid.renderpath)
1233 case RENDERPATH_GL32:
1234 case RENDERPATH_GLES2:
1236 if (qglBlendFuncSeparate)
1238 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1242 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1244 if (gl_state.blend != blendenable)
1246 gl_state.blend = blendenable;
1247 if (!gl_state.blend)
1249 qglDisable(GL_BLEND);CHECKGLERROR
1253 qglEnable(GL_BLEND);CHECKGLERROR
1261 void GL_DepthMask(int state)
1263 if (gl_state.depthmask != state)
1265 gl_state.depthmask = state;
1266 switch(vid.renderpath)
1268 case RENDERPATH_GL32:
1269 case RENDERPATH_GLES2:
1271 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1277 void GL_DepthTest(int state)
1279 if (gl_state.depthtest != state)
1281 gl_state.depthtest = state;
1282 switch(vid.renderpath)
1284 case RENDERPATH_GL32:
1285 case RENDERPATH_GLES2:
1287 if (gl_state.depthtest)
1289 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1293 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1300 void GL_DepthFunc(int state)
1302 if (gl_state.depthfunc != state)
1304 gl_state.depthfunc = state;
1305 switch(vid.renderpath)
1307 case RENDERPATH_GL32:
1308 case RENDERPATH_GLES2:
1310 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1316 void GL_DepthRange(float nearfrac, float farfrac)
1318 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1320 gl_state.depthrange[0] = nearfrac;
1321 gl_state.depthrange[1] = farfrac;
1322 switch(vid.renderpath)
1324 case RENDERPATH_GL32:
1325 case RENDERPATH_GLES2:
1328 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1330 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1337 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1339 switch (vid.renderpath)
1341 case RENDERPATH_GL32:
1342 case RENDERPATH_GLES2:
1346 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1350 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1352 qglStencilMask(writemask);CHECKGLERROR
1353 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1354 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1360 void GL_PolygonOffset(float planeoffset, float depthoffset)
1362 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1364 gl_state.polygonoffset[0] = planeoffset;
1365 gl_state.polygonoffset[1] = depthoffset;
1366 switch(vid.renderpath)
1368 case RENDERPATH_GL32:
1369 case RENDERPATH_GLES2:
1371 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1377 void GL_SetMirrorState(qboolean state)
1379 if (v_flipped_state != state)
1381 v_flipped_state = state;
1382 if (gl_state.cullface == GL_BACK)
1383 gl_state.cullface = GL_FRONT;
1384 else if (gl_state.cullface == GL_FRONT)
1385 gl_state.cullface = GL_BACK;
1388 switch(vid.renderpath)
1390 case RENDERPATH_GL32:
1391 case RENDERPATH_GLES2:
1393 qglCullFace(gl_state.cullface);CHECKGLERROR
1399 void GL_CullFace(int state)
1403 if(state == GL_FRONT)
1405 else if(state == GL_BACK)
1409 switch(vid.renderpath)
1411 case RENDERPATH_GL32:
1412 case RENDERPATH_GLES2:
1415 if (state != GL_NONE)
1417 if (!gl_state.cullfaceenable)
1419 gl_state.cullfaceenable = true;
1420 qglEnable(GL_CULL_FACE);CHECKGLERROR
1422 if (gl_state.cullface != state)
1424 gl_state.cullface = state;
1425 qglCullFace(gl_state.cullface);CHECKGLERROR
1430 if (gl_state.cullfaceenable)
1432 gl_state.cullfaceenable = false;
1433 qglDisable(GL_CULL_FACE);CHECKGLERROR
1440 void GL_AlphaToCoverage(qboolean state)
1442 if (gl_state.alphatocoverage != state)
1444 gl_state.alphatocoverage = state;
1445 switch(vid.renderpath)
1447 case RENDERPATH_GLES2:
1449 case RENDERPATH_GL32:
1450 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1451 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1453 if (gl_state.alphatocoverage)
1455 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1456 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1460 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1461 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1469 void GL_ColorMask(int r, int g, int b, int a)
1471 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1472 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1473 if (gl_state.colormask != state)
1475 gl_state.colormask = state;
1476 switch(vid.renderpath)
1478 case RENDERPATH_GL32:
1479 case RENDERPATH_GLES2:
1481 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1487 void GL_Color(float cr, float cg, float cb, float ca)
1489 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)
1491 gl_state.color4f[0] = cr;
1492 gl_state.color4f[1] = cg;
1493 gl_state.color4f[2] = cb;
1494 gl_state.color4f[3] = ca;
1495 switch(vid.renderpath)
1497 case RENDERPATH_GL32:
1498 case RENDERPATH_GLES2:
1499 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1505 void GL_Scissor (int x, int y, int width, int height)
1507 switch(vid.renderpath)
1509 case RENDERPATH_GL32:
1510 case RENDERPATH_GLES2:
1512 qglScissor(x, y,width,height);CHECKGLERROR
1517 void GL_ScissorTest(int state)
1519 if (gl_state.scissortest != state)
1521 gl_state.scissortest = state;
1522 switch(vid.renderpath)
1524 case RENDERPATH_GL32:
1525 case RENDERPATH_GLES2:
1527 if(gl_state.scissortest)
1528 qglEnable(GL_SCISSOR_TEST);
1530 qglDisable(GL_SCISSOR_TEST);
1537 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1539 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1540 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1541 // prevent warnings when trying to clear a buffer that does not exist
1543 colorvalue = blackcolor;
1546 mask &= ~GL_STENCIL_BUFFER_BIT;
1549 switch(vid.renderpath)
1551 case RENDERPATH_GL32:
1552 case RENDERPATH_GLES2:
1554 if (mask & GL_COLOR_BUFFER_BIT)
1556 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1558 if (mask & GL_DEPTH_BUFFER_BIT)
1561 qglClearDepthf(depthvalue);CHECKGLERROR
1563 qglClearDepth(depthvalue);CHECKGLERROR
1566 if (mask & GL_STENCIL_BUFFER_BIT)
1568 qglClearStencil(stencilvalue);CHECKGLERROR
1570 qglClear(mask);CHECKGLERROR
1575 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1577 switch(vid.renderpath)
1579 case RENDERPATH_GL32:
1580 case RENDERPATH_GLES2:
1589 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1590 for (i = 0;i < width * height * 4;i += 4)
1593 // g = outpixels[i+1];
1595 // a = outpixels[i+3];
1597 // outpixels[i+1] = g;
1599 // outpixels[i+3] = a;
1603 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1609 // called at beginning of frame
1610 void R_Mesh_Start(void)
1613 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1614 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1616 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1617 Cvar_SetValueQuick(&gl_paranoid, 1);
1621 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1625 char compilelog[MAX_INPUTLINE];
1626 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1629 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1630 qglCompileShader(shaderobject);CHECKGLERROR
1631 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1632 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1633 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))
1635 int i, j, pretextlines = 0;
1636 for (i = 0;i < numstrings - 1;i++)
1637 for (j = 0;strings[i][j];j++)
1638 if (strings[i][j] == '\n')
1640 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1642 if (!shadercompiled)
1644 qglDeleteShader(shaderobject);CHECKGLERROR
1647 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1648 qglDeleteShader(shaderobject);CHECKGLERROR
1652 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)
1654 GLint programlinked;
1655 GLuint programobject = 0;
1656 char linklog[MAX_INPUTLINE];
1659 programobject = qglCreateProgram();CHECKGLERROR
1663 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1664 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1665 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1666 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1667 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1668 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1669 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1670 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1671 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1672 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1674 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1678 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1681 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1682 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1686 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1689 qglLinkProgram(programobject);CHECKGLERROR
1690 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1691 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1696 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1697 Con_DPrintf("program link log:\n%s\n", linklog);
1699 // software vertex shader is ok but software fragment shader is WAY
1700 // too slow, fail program if so.
1701 // NOTE: this string might be ATI specific, but that's ok because the
1702 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1703 // software fragment shader due to low instruction and dependent
1705 if (strstr(linklog, "fragment shader will run in software"))
1706 programlinked = false;
1712 return programobject;
1714 qglDeleteProgram(programobject);CHECKGLERROR
1718 void GL_Backend_FreeProgram(unsigned int prog)
1721 qglDeleteProgram(prog);
1725 // renders triangles using vertices from the active arrays
1726 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
1728 unsigned int numelements = numtriangles * 3;
1730 size_t bufferoffset3i;
1732 size_t bufferoffset3s;
1733 if (numvertices < 3 || numtriangles < 1)
1735 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1736 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);
1739 // adjust the pointers for firsttriangle
1741 element3i += firsttriangle * 3;
1742 if (element3i_indexbuffer)
1743 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1745 element3s += firsttriangle * 3;
1746 if (element3s_indexbuffer)
1747 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1748 // upload a dynamic index buffer if needed
1751 if (!element3s_indexbuffer)
1752 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1756 if (!element3i_indexbuffer)
1757 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1759 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1760 bufferoffset3i = element3i_bufferoffset;
1761 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1762 bufferoffset3s = element3s_bufferoffset;
1763 r_refdef.stats[r_stat_draws]++;
1764 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1765 r_refdef.stats[r_stat_draws_elements] += numelements;
1766 if (gl_paranoid.integer)
1771 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1773 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1775 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1782 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1784 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1786 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1792 if (r_render.integer || r_refdef.draw2dstage)
1794 switch(vid.renderpath)
1796 case RENDERPATH_GL32:
1797 case RENDERPATH_GLES2:
1801 GL_BindEBO(bufferobject3s);
1802 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1804 else if (bufferobject3i)
1806 GL_BindEBO(bufferobject3i);
1807 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1811 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1818 // restores backend state, used when done with 3D rendering
1819 void R_Mesh_Finish(void)
1821 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1824 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1826 r_meshbuffer_t *buffer;
1827 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1828 memset(buffer, 0, sizeof(*buffer));
1829 buffer->bufferobject = 0;
1830 buffer->devicebuffer = NULL;
1831 buffer->size = size;
1832 buffer->isindexbuffer = isindexbuffer;
1833 buffer->isuniformbuffer = isuniformbuffer;
1834 buffer->isdynamic = isdynamic;
1835 buffer->isindex16 = isindex16;
1836 strlcpy(buffer->name, name, sizeof(buffer->name));
1837 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1841 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1845 if (buffer->isindexbuffer)
1847 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1848 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1852 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1853 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1856 buffer->size = size;
1857 switch(vid.renderpath)
1859 case RENDERPATH_GL32:
1860 case RENDERPATH_GLES2:
1861 if (!buffer->bufferobject)
1862 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1864 if (buffer->isuniformbuffer)
1865 GL_BindUBO(buffer->bufferobject);
1866 else if (buffer->isindexbuffer)
1867 GL_BindEBO(buffer->bufferobject);
1869 GL_BindVBO(buffer->bufferobject);
1873 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1874 #ifdef GL_UNIFORM_BUFFER
1875 if (buffer->isuniformbuffer)
1876 buffertype = GL_UNIFORM_BUFFER;
1880 qglBufferSubData(buffertype, offset, size, data);
1882 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1885 if (buffer->isuniformbuffer)
1891 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1895 switch(vid.renderpath)
1897 case RENDERPATH_GL32:
1898 case RENDERPATH_GLES2:
1899 // GL clears the binding if we delete something bound
1900 if (gl_state.uniformbufferobject == buffer->bufferobject)
1901 gl_state.uniformbufferobject = 0;
1902 if (gl_state.vertexbufferobject == buffer->bufferobject)
1903 gl_state.vertexbufferobject = 0;
1904 if (gl_state.elementbufferobject == buffer->bufferobject)
1905 gl_state.elementbufferobject = 0;
1907 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1910 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1913 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1914 void GL_Mesh_ListVBOs(qboolean printeach)
1919 int index16count, index16mem;
1920 int index32count, index32mem;
1921 int vertexcount, vertexmem;
1922 int uniformcount, uniformmem;
1923 int totalcount, totalmem;
1924 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1925 r_meshbuffer_t *buffer;
1926 memset(bufferstat, 0, sizeof(bufferstat));
1927 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1928 for (i = 0;i < endindex;i++)
1930 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1933 if (buffer->isuniformbuffer)
1934 type = R_BUFFERDATA_UNIFORM;
1935 else if (buffer->isindexbuffer && buffer->isindex16)
1936 type = R_BUFFERDATA_INDEX16;
1937 else if (buffer->isindexbuffer)
1938 type = R_BUFFERDATA_INDEX32;
1940 type = R_BUFFERDATA_VERTEX;
1941 isdynamic = buffer->isdynamic;
1942 bufferstat[type][isdynamic][0]++;
1943 bufferstat[type][isdynamic][1] += buffer->size;
1945 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1947 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1948 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1949 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1950 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1951 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1952 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1953 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1954 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1955 totalcount = index16count + index32count + vertexcount + uniformcount;
1956 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1957 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);
1962 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1964 switch(vid.renderpath)
1966 case RENDERPATH_GL32:
1967 case RENDERPATH_GLES2:
1968 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)
1970 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1971 if (!bufferobject && gl_paranoid.integer)
1972 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1973 gl_state.pointer_vertex_components = components;
1974 gl_state.pointer_vertex_gltype = gltype;
1975 gl_state.pointer_vertex_stride = stride;
1976 gl_state.pointer_vertex_pointer = pointer;
1977 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1978 gl_state.pointer_vertex_offset = bufferoffset;
1980 GL_BindVBO(bufferobject);
1981 // LordHavoc: special flag added to gltype for unnormalized types
1982 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1988 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1990 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1991 // the pointer only.
1992 switch(vid.renderpath)
1994 case RENDERPATH_GL32:
1995 case RENDERPATH_GLES2:
1999 // caller wants color array enabled
2000 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2001 if (!gl_state.pointer_color_enabled)
2003 gl_state.pointer_color_enabled = true;
2005 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2007 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)
2009 gl_state.pointer_color_components = components;
2010 gl_state.pointer_color_gltype = gltype;
2011 gl_state.pointer_color_stride = stride;
2012 gl_state.pointer_color_pointer = pointer;
2013 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2014 gl_state.pointer_color_offset = bufferoffset;
2016 GL_BindVBO(bufferobject);
2017 // LordHavoc: special flag added to gltype for unnormalized types
2018 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2023 // caller wants color array disabled
2024 if (gl_state.pointer_color_enabled)
2026 gl_state.pointer_color_enabled = false;
2028 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2029 // when color array is on the current color gets trashed, set it again
2030 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2037 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)
2039 gltextureunit_t *unit = gl_state.units + unitnum;
2040 if (unitnum >= MAX_TEXTUREUNITS)
2041 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2042 // update array settings
2043 // note: there is no need to check bufferobject here because all cases
2044 // that involve a valid bufferobject also supply a texcoord array
2045 switch(vid.renderpath)
2047 case RENDERPATH_GL32:
2048 case RENDERPATH_GLES2:
2052 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2053 // texture array unit is enabled, enable the array
2054 if (!unit->arrayenabled)
2056 unit->arrayenabled = true;
2057 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2060 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)
2062 unit->pointer_texcoord_components = components;
2063 unit->pointer_texcoord_gltype = gltype;
2064 unit->pointer_texcoord_stride = stride;
2065 unit->pointer_texcoord_pointer = pointer;
2066 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2067 unit->pointer_texcoord_offset = bufferoffset;
2068 GL_BindVBO(bufferobject);
2069 // LordHavoc: special flag added to gltype for unnormalized types
2070 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2075 // texture array unit is disabled, disable the array
2076 if (unit->arrayenabled)
2078 unit->arrayenabled = false;
2079 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2086 int R_Mesh_TexBound(unsigned int unitnum, int id)
2088 gltextureunit_t *unit = gl_state.units + unitnum;
2089 if (unitnum >= MAX_TEXTUREUNITS)
2090 Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2091 if (id == GL_TEXTURE_2D)
2093 if (id == GL_TEXTURE_3D)
2095 if (id == GL_TEXTURE_CUBE_MAP)
2096 return unit->tcubemap;
2100 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2102 switch(vid.renderpath)
2104 case RENDERPATH_GL32:
2105 case RENDERPATH_GLES2:
2106 R_Mesh_TexBind(0, tex);
2107 GL_ActiveTexture(0);CHECKGLERROR
2108 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2113 void R_Mesh_ClearBindingsForTexture(int texnum)
2115 gltextureunit_t *unit;
2116 unsigned int unitnum;
2117 // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later.
2118 for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++)
2120 unit = gl_state.units + unitnum;
2121 if (unit->texture && unit->texture->texnum == texnum)
2122 R_Mesh_TexBind(unitnum, NULL);
2126 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2128 gltextureunit_t *unit = gl_state.units + unitnum;
2130 if (unitnum >= MAX_TEXTUREUNITS)
2131 Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS);
2132 if (unit->texture == tex)
2134 switch(vid.renderpath)
2136 case RENDERPATH_GL32:
2137 case RENDERPATH_GLES2:
2140 tex = r_texture_white;
2141 // not initialized enough yet...
2145 unit->texture = tex;
2146 texnum = R_GetTexture(tex);
2147 switch(tex->gltexturetypeenum)
2149 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2150 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2151 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2157 void R_Mesh_ResetTextureState(void)
2159 unsigned int unitnum;
2163 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2164 R_Mesh_TexBind(unitnum, NULL);
2165 for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++)
2166 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2169 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2171 // upload temporary vertexbuffer for this rendering
2173 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2176 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2177 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2178 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2179 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2180 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2181 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2182 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2183 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2184 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2185 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2189 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2190 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2191 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2192 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2193 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2194 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2195 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2196 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2197 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2198 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2202 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2204 r_meshbuffer_t *buffer_vertex3f = NULL;
2205 r_meshbuffer_t *buffer_color4f = NULL;
2206 r_meshbuffer_t *buffer_texcoord2f = NULL;
2207 int bufferoffset_vertex3f = 0;
2208 int bufferoffset_color4f = 0;
2209 int bufferoffset_texcoord2f = 0;
2210 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2211 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2212 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2213 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2214 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2215 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2216 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2217 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2218 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2219 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2220 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2221 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2222 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2225 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)
2227 r_meshbuffer_t *buffer_vertex3f = NULL;
2228 r_meshbuffer_t *buffer_color4f = NULL;
2229 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2230 r_meshbuffer_t *buffer_svector3f = NULL;
2231 r_meshbuffer_t *buffer_tvector3f = NULL;
2232 r_meshbuffer_t *buffer_normal3f = NULL;
2233 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2234 int bufferoffset_vertex3f = 0;
2235 int bufferoffset_color4f = 0;
2236 int bufferoffset_texcoordtexture2f = 0;
2237 int bufferoffset_svector3f = 0;
2238 int bufferoffset_tvector3f = 0;
2239 int bufferoffset_normal3f = 0;
2240 int bufferoffset_texcoordlightmap2f = 0;
2241 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2242 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2243 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2244 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2245 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2246 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2247 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2248 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2249 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2250 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2251 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2252 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2253 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2254 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2255 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2256 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2257 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2260 void GL_BlendEquationSubtract(qboolean negated)
2265 switch(vid.renderpath)
2267 case RENDERPATH_GL32:
2268 case RENDERPATH_GLES2:
2269 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2275 switch(vid.renderpath)
2277 case RENDERPATH_GL32:
2278 case RENDERPATH_GLES2:
2279 qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR