3 #include "cl_collision.h"
6 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
7 extern D3DCAPS9 vid_d3d9caps;
10 #define MAX_RENDERTARGETS 4
12 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
13 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)"};
14 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"};
15 cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
16 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
17 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
19 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
20 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
21 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
22 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
23 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
24 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)"};
25 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"};
26 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"};
27 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"};
29 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
30 qboolean v_flipped_state = false;
32 r_viewport_t gl_viewport;
33 matrix4x4_t gl_modelmatrix;
34 matrix4x4_t gl_viewmatrix;
35 matrix4x4_t gl_modelviewmatrix;
36 matrix4x4_t gl_projectionmatrix;
37 matrix4x4_t gl_modelviewprojectionmatrix;
38 float gl_modelview16f[16];
39 float gl_modelviewprojection16f[16];
40 qboolean gl_modelmatrixchanged;
42 int gl_maxdrawrangeelementsvertices;
43 int gl_maxdrawrangeelementsindices;
48 void GL_PrintError(int errornumber, char *filename, int linenumber)
52 #ifdef GL_INVALID_ENUM
54 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
57 #ifdef GL_INVALID_VALUE
58 case GL_INVALID_VALUE:
59 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
62 #ifdef GL_INVALID_OPERATION
63 case GL_INVALID_OPERATION:
64 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
67 #ifdef GL_STACK_OVERFLOW
68 case GL_STACK_OVERFLOW:
69 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
72 #ifdef GL_STACK_UNDERFLOW
73 case GL_STACK_UNDERFLOW:
74 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
77 #ifdef GL_OUT_OF_MEMORY
78 case GL_OUT_OF_MEMORY:
79 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
82 #ifdef GL_TABLE_TOO_LARGE
83 case GL_TABLE_TOO_LARGE:
84 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
87 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
88 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
89 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
93 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
99 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
101 void SCR_ScreenShot_f (void);
103 typedef struct gltextureunit_s
105 int pointer_texcoord_components;
106 int pointer_texcoord_gltype;
107 size_t pointer_texcoord_stride;
108 const void *pointer_texcoord_pointer;
109 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
110 size_t pointer_texcoord_offset;
113 int t2d, t3d, tcubemap, trectangle;
115 int rgbscale, alphascale;
117 int combinergb, combinealpha;
118 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
119 int texmatrixenabled;
124 typedef struct gl_state_s
132 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
136 float polygonoffset[2];
139 float alphafuncvalue;
142 unsigned int clientunit;
143 gltextureunit_t units[MAX_TEXTUREUNITS];
147 int vertexbufferobject;
148 int elementbufferobject;
149 int framebufferobject;
150 qboolean pointer_color_enabled;
152 int pointer_vertex_components;
153 int pointer_vertex_gltype;
154 size_t pointer_vertex_stride;
155 const void *pointer_vertex_pointer;
156 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
157 size_t pointer_vertex_offset;
159 int pointer_color_components;
160 int pointer_color_gltype;
161 size_t pointer_color_stride;
162 const void *pointer_color_pointer;
163 const r_meshbuffer_t *pointer_color_vertexbuffer;
164 size_t pointer_color_offset;
166 void *preparevertices_tempdata;
167 size_t preparevertices_tempdatamaxsize;
168 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
169 r_vertexposition_t *preparevertices_vertexposition;
170 r_vertexgeneric_t *preparevertices_vertexgeneric;
171 r_vertexmesh_t *preparevertices_vertexmesh;
172 int preparevertices_numvertices;
174 r_meshbuffer_t *draw_dynamicindexbuffer;
176 qboolean usevbo_staticvertex;
177 qboolean usevbo_staticindex;
178 qboolean usevbo_dynamicvertex;
179 qboolean usevbo_dynamicindex;
181 memexpandablearray_t meshbufferarray;
186 rtexture_t *d3drt_depthtexture;
187 rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
188 IDirect3DSurface9 *d3drt_depthsurface;
189 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
190 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
191 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
196 static gl_state_t gl_state;
200 note: here's strip order for a terrain row:
207 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
209 *elements++ = i + row;
211 *elements++ = i + row + 1;
214 *elements++ = i + row + 1;
217 for (y = 0;y < rows - 1;y++)
219 for (x = 0;x < columns - 1;x++)
222 *elements++ = i + columns;
224 *elements++ = i + columns + 1;
227 *elements++ = i + columns + 1;
238 for (y = 0;y < rows - 1;y++)
240 for (x = 0;x < columns - 1;x++)
244 *elements++ = i + columns;
245 *elements++ = i + columns + 1;
246 *elements++ = i + columns;
247 *elements++ = i + columns + 1;
253 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
254 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
255 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
256 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
258 void GL_VBOStats_f(void)
260 GL_Mesh_ListVBOs(true);
263 static void GL_Backend_ResetState(void);
265 static void R_Mesh_InitVertexDeclarations(void);
266 static void R_Mesh_DestroyVertexDeclarations(void);
268 static void gl_backend_start(void)
270 memset(&gl_state, 0, sizeof(gl_state));
272 R_Mesh_InitVertexDeclarations();
274 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
275 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
276 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
277 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
278 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
280 Con_DPrintf("OpenGL backend started.\n");
284 GL_Backend_ResetState();
286 switch(vid.renderpath)
288 case RENDERPATH_GL11:
289 case RENDERPATH_GL13:
290 case RENDERPATH_GL20:
291 case RENDERPATH_CGGL:
293 case RENDERPATH_D3D9:
295 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
296 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
299 case RENDERPATH_D3D10:
300 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
302 case RENDERPATH_D3D11:
303 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
308 static void gl_backend_shutdown(void)
310 Con_DPrint("OpenGL Backend shutting down\n");
312 switch(vid.renderpath)
314 case RENDERPATH_GL11:
315 case RENDERPATH_GL13:
316 case RENDERPATH_GL20:
317 case RENDERPATH_CGGL:
319 case RENDERPATH_D3D9:
321 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
322 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
325 case RENDERPATH_D3D10:
326 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
328 case RENDERPATH_D3D11:
329 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
333 if (gl_state.preparevertices_tempdata)
334 Mem_Free(gl_state.preparevertices_tempdata);
335 if (gl_state.preparevertices_dynamicvertexbuffer)
336 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
338 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
340 R_Mesh_DestroyVertexDeclarations();
342 memset(&gl_state, 0, sizeof(gl_state));
345 static void gl_backend_newmap(void)
349 static void gl_backend_devicelost(void)
352 r_meshbuffer_t *buffer;
353 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
354 for (i = 0;i < endindex;i++)
356 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
357 if (!buffer || !buffer->isdynamic)
359 switch(vid.renderpath)
361 case RENDERPATH_GL11:
362 case RENDERPATH_GL13:
363 case RENDERPATH_GL20:
364 case RENDERPATH_CGGL:
366 case RENDERPATH_D3D9:
368 if (buffer->devicebuffer)
370 if (buffer->isindexbuffer)
371 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
373 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
374 buffer->devicebuffer = NULL;
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__);
388 static void gl_backend_devicerestored(void)
392 void gl_backend_init(void)
396 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
398 polygonelement3s[i * 3 + 0] = 0;
399 polygonelement3s[i * 3 + 1] = i + 1;
400 polygonelement3s[i * 3 + 2] = i + 2;
402 // elements for rendering a series of quads as triangles
403 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
405 quadelement3s[i * 6 + 0] = i * 4;
406 quadelement3s[i * 6 + 1] = i * 4 + 1;
407 quadelement3s[i * 6 + 2] = i * 4 + 2;
408 quadelement3s[i * 6 + 3] = i * 4;
409 quadelement3s[i * 6 + 4] = i * 4 + 2;
410 quadelement3s[i * 6 + 5] = i * 4 + 3;
413 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
414 polygonelement3i[i] = polygonelement3s[i];
415 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
416 quadelement3i[i] = quadelement3s[i];
418 Cvar_RegisterVariable(&r_render);
419 Cvar_RegisterVariable(&r_renderview);
420 Cvar_RegisterVariable(&r_waterwarp);
421 Cvar_RegisterVariable(&gl_polyblend);
422 Cvar_RegisterVariable(&v_flipped);
423 Cvar_RegisterVariable(&gl_dither);
424 Cvar_RegisterVariable(&gl_vbo);
425 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
426 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
427 Cvar_RegisterVariable(&gl_paranoid);
428 Cvar_RegisterVariable(&gl_printcheckerror);
430 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
431 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
432 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
433 Cvar_RegisterVariable(&gl_mesh_separatearrays);
435 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");
437 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
440 void GL_SetMirrorState(qboolean state);
442 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
446 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
447 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
449 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
450 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
451 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
454 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
458 float clipPlane[4], v3[3], v4[3];
461 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
463 VectorSet(normal, normalx, normaly, normalz);
464 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
465 VectorScale(normal, dist, v3);
466 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
467 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
468 clipPlane[3] = -DotProduct(v4, clipPlane);
472 // testing code for comparing results
474 VectorCopy4(clipPlane, clipPlane2);
475 R_EntityMatrix(&identitymatrix);
476 VectorSet(q, normal[0], normal[1], normal[2], -dist);
477 qglClipPlane(GL_CLIP_PLANE0, q);
478 qglGetClipPlane(GL_CLIP_PLANE0, q);
479 VectorCopy4(q, clipPlane);
483 // Calculate the clip-space corner point opposite the clipping plane
484 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
485 // transform it into camera space by multiplying it
486 // by the inverse of the projection matrix
487 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
488 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
490 q[3] = (1.0f + m[10]) / m[14];
492 // Calculate the scaled plane vector
493 d = 2.0f / DotProduct4(clipPlane, q);
495 // Replace the third row of the projection matrix
496 m[2] = clipPlane[0] * d;
497 m[6] = clipPlane[1] * d;
498 m[10] = clipPlane[2] * d + 1.0f;
499 m[14] = clipPlane[3] * d;
502 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)
504 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
506 memset(v, 0, sizeof(*v));
507 v->type = R_VIEWPORTTYPE_ORTHO;
508 v->cameramatrix = *cameramatrix;
515 memset(m, 0, sizeof(m));
516 m[0] = 2/(right - left);
517 m[5] = 2/(top - bottom);
518 // m[10] = -2/(zFar - zNear);
519 m[10] = -1/(zFar - zNear);
520 m[12] = - (right + left)/(right - left);
521 m[13] = - (top + bottom)/(top - bottom);
522 // m[14] = - (zFar + zNear)/(zFar - zNear);
523 m[14] = -zNear/(zFar-zNear);
525 v->screentodepth[0] = -farclip / (farclip - nearclip);
526 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
528 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
531 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
533 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
539 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
540 R_Viewport_TransformToScreen(v, test1, test2);
541 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
546 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)
548 matrix4x4_t tempmatrix, basematrix;
550 memset(v, 0, sizeof(*v));
552 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
553 v->cameramatrix = *cameramatrix;
560 memset(m, 0, sizeof(m));
561 m[0] = 1.0 / frustumx;
562 m[5] = 1.0 / frustumy;
563 m[10] = -(farclip + nearclip) / (farclip - nearclip);
565 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
566 v->screentodepth[0] = -farclip / (farclip - nearclip);
567 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
569 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
570 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
571 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
572 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
575 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
577 if(v_flipped.integer)
585 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
588 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)
590 matrix4x4_t tempmatrix, basematrix;
591 const float nudge = 1.0 - 1.0 / (1<<23);
593 memset(v, 0, sizeof(*v));
595 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
596 v->cameramatrix = *cameramatrix;
603 memset(m, 0, sizeof(m));
604 m[ 0] = 1.0 / frustumx;
605 m[ 5] = 1.0 / frustumy;
608 m[14] = -2 * nearclip * nudge;
609 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
610 v->screentodepth[1] = m[14] * -0.5;
612 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
613 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
614 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
615 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
618 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
620 if(v_flipped.integer)
628 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
631 float cubeviewmatrix[6][16] =
633 // standard cubemap projections
671 float rectviewmatrix[6][16] =
673 // sign-preserving cubemap projections
712 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
714 matrix4x4_t tempmatrix, basematrix;
716 memset(v, 0, sizeof(*v));
717 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
718 v->cameramatrix = *cameramatrix;
722 memset(m, 0, sizeof(m));
724 m[10] = -(farclip + nearclip) / (farclip - nearclip);
726 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
728 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
729 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
730 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
733 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
735 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
738 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)
740 matrix4x4_t tempmatrix, basematrix;
742 memset(v, 0, sizeof(*v));
743 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
744 v->cameramatrix = *cameramatrix;
745 v->x = (side & 1) * size;
746 v->y = (side >> 1) * size;
750 memset(m, 0, sizeof(m));
751 m[0] = m[5] = 1.0f * ((float)size - border) / size;
752 m[10] = -(farclip + nearclip) / (farclip - nearclip);
754 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
756 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
757 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
758 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
760 switch(vid.renderpath)
762 case RENDERPATH_GL20:
763 case RENDERPATH_CGGL:
764 case RENDERPATH_GL13:
765 case RENDERPATH_GL11:
767 case RENDERPATH_D3D9:
770 case RENDERPATH_D3D10:
771 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
773 case RENDERPATH_D3D11:
774 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
779 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
781 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
784 void R_SetViewport(const r_viewport_t *v)
789 // FIXME: v_flipped_state is evil, this probably breaks somewhere
790 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
792 // copy over the matrices to our state
793 gl_viewmatrix = v->viewmatrix;
794 gl_projectionmatrix = v->projectmatrix;
796 switch(vid.renderpath)
798 case RENDERPATH_GL20:
799 case RENDERPATH_CGGL:
801 // qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
803 case RENDERPATH_GL13:
804 case RENDERPATH_GL11:
806 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
807 // Load the projection matrix into OpenGL
808 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
809 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
810 qglLoadMatrixf(m);CHECKGLERROR
811 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
813 case RENDERPATH_D3D9:
816 D3DVIEWPORT9 d3dviewport;
817 d3dviewport.X = gl_viewport.x;
818 d3dviewport.Y = gl_viewport.y;
819 d3dviewport.Width = gl_viewport.width;
820 d3dviewport.Height = gl_viewport.height;
821 d3dviewport.MinZ = gl_state.depthrange[0];
822 d3dviewport.MaxZ = gl_state.depthrange[1];
823 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
827 case RENDERPATH_D3D10:
828 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
830 case RENDERPATH_D3D11:
831 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
835 // force an update of the derived matrices
836 gl_modelmatrixchanged = true;
837 R_EntityMatrix(&gl_modelmatrix);
840 void R_GetViewport(r_viewport_t *v)
845 static void GL_BindVBO(int bufferobject)
847 if (gl_state.vertexbufferobject != bufferobject)
849 gl_state.vertexbufferobject = bufferobject;
851 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
855 static void GL_BindEBO(int bufferobject)
857 if (gl_state.elementbufferobject != bufferobject)
859 gl_state.elementbufferobject = bufferobject;
861 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
865 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
868 switch(vid.renderpath)
870 case RENDERPATH_GL11:
871 case RENDERPATH_GL13:
872 case RENDERPATH_GL20:
873 case RENDERPATH_CGGL:
874 if (!vid.support.ext_framebuffer_object)
876 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
877 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
878 if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
879 if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
880 if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
881 if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
882 if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
884 case RENDERPATH_D3D9:
885 case RENDERPATH_D3D10:
886 case RENDERPATH_D3D11:
892 void R_Mesh_DestroyFramebufferObject(int fbo)
894 switch(vid.renderpath)
896 case RENDERPATH_GL11:
897 case RENDERPATH_GL13:
898 case RENDERPATH_GL20:
899 case RENDERPATH_CGGL:
901 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
903 case RENDERPATH_D3D9:
904 case RENDERPATH_D3D10:
905 case RENDERPATH_D3D11:
910 void R_Mesh_ResetRenderTargets(void)
912 switch(vid.renderpath)
914 case RENDERPATH_GL11:
915 case RENDERPATH_GL13:
916 case RENDERPATH_GL20:
917 case RENDERPATH_CGGL:
918 if (gl_state.framebufferobject)
920 gl_state.framebufferobject = 0;
921 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
924 case RENDERPATH_D3D9:
926 if (gl_state.framebufferobject)
929 gl_state.framebufferobject = 0;
930 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
931 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
932 gl_state.d3drt_depthsurface = NULL;
933 for (i = 1;i < vid.maxdrawbuffers;i++)
935 if (gl_state.d3drt_colorsurfaces[i])
937 gl_state.d3drt_colorsurfaces[i] = NULL;
938 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
944 case RENDERPATH_D3D10:
945 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
947 case RENDERPATH_D3D11:
948 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
953 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
957 rtexture_t *textures[5];
958 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
959 textures[4] = depthtexture;
960 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
961 for (j = 0;j < 5;j++)
963 for (i = 0;i < vid.teximageunits;i++)
964 if (gl_state.units[i].texture == textures[j])
965 R_Mesh_TexBind(i, NULL);
966 // set up framebuffer object or render targets for the active rendering API
967 switch(vid.renderpath)
969 case RENDERPATH_GL11:
970 case RENDERPATH_GL13:
971 case RENDERPATH_GL20:
972 case RENDERPATH_CGGL:
973 if (gl_state.framebufferobject != fbo)
975 gl_state.framebufferobject = fbo;
976 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
979 case RENDERPATH_D3D9:
981 // set up the new render targets, a NULL depthtexture intentionally binds nothing
982 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
985 gl_state.framebufferobject = 1;
986 gl_state.d3drt_depthtexture = depthtexture;
987 if (gl_state.d3drt_depthtexture)
989 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
990 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
991 IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
994 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
995 for (i = 0;i < vid.maxdrawbuffers;i++)
997 gl_state.d3drt_colortextures[i] = textures[i];
998 if (gl_state.d3drt_colortextures[i])
1000 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
1001 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
1002 IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
1005 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
1009 R_Mesh_ResetRenderTargets();
1012 case RENDERPATH_D3D10:
1013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1015 case RENDERPATH_D3D11:
1016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1022 static int d3dcmpforglfunc(int f)
1026 case GL_NEVER: return D3DCMP_NEVER;
1027 case GL_LESS: return D3DCMP_LESS;
1028 case GL_EQUAL: return D3DCMP_EQUAL;
1029 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1030 case GL_GREATER: return D3DCMP_GREATER;
1031 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1032 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1033 case GL_ALWAYS: return D3DCMP_ALWAYS;
1034 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1038 static int d3dstencilopforglfunc(int f)
1042 case GL_KEEP: return D3DSTENCILOP_KEEP;
1043 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1044 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1045 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1051 static void GL_Backend_ResetState(void)
1054 gl_state.active = true;
1055 gl_state.depthtest = true;
1056 gl_state.alphatest = false;
1057 gl_state.alphafunc = GL_GEQUAL;
1058 gl_state.alphafuncvalue = 0.5f;
1059 gl_state.blendfunc1 = GL_ONE;
1060 gl_state.blendfunc2 = GL_ZERO;
1061 gl_state.blend = false;
1062 gl_state.depthmask = GL_TRUE;
1063 gl_state.colormask = 15;
1064 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1065 gl_state.lockrange_first = 0;
1066 gl_state.lockrange_count = 0;
1067 gl_state.cullface = GL_NONE;
1068 gl_state.cullfaceenable = false;
1069 gl_state.polygonoffset[0] = 0;
1070 gl_state.polygonoffset[1] = 0;
1071 gl_state.framebufferobject = 0;
1072 gl_state.depthfunc = GL_LEQUAL;
1074 switch(vid.renderpath)
1076 case RENDERPATH_D3D9:
1079 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1080 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1081 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1082 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
1083 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1084 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1085 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1086 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1087 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1088 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1092 case RENDERPATH_D3D10:
1093 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1095 case RENDERPATH_D3D11:
1096 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1098 case RENDERPATH_GL20:
1099 case RENDERPATH_CGGL:
1102 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1103 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1104 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1105 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1106 qglDisable(GL_BLEND);CHECKGLERROR
1107 qglCullFace(gl_state.cullface);CHECKGLERROR
1108 qglDisable(GL_CULL_FACE);CHECKGLERROR
1109 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1110 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1111 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1112 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1114 if (vid.support.arb_vertex_buffer_object)
1116 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1117 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1120 if (vid.support.ext_framebuffer_object)
1122 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1123 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1126 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1127 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1129 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1130 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1131 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1133 if (vid.support.ext_framebuffer_object)
1134 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1136 gl_state.unit = MAX_TEXTUREUNITS;
1137 gl_state.clientunit = MAX_TEXTUREUNITS;
1138 for (i = 0;i < vid.teximageunits;i++)
1140 GL_ActiveTexture(i);
1141 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1142 if (vid.support.ext_texture_3d)
1144 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1146 if (vid.support.arb_texture_cube_map)
1148 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1150 if (vid.support.arb_texture_rectangle)
1152 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1156 for (i = 0;i < vid.texarrayunits;i++)
1158 GL_ClientActiveTexture(i);
1160 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1161 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1165 case RENDERPATH_GL13:
1166 case RENDERPATH_GL11:
1169 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1170 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1171 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1172 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1173 qglDisable(GL_BLEND);CHECKGLERROR
1174 qglCullFace(gl_state.cullface);CHECKGLERROR
1175 qglDisable(GL_CULL_FACE);CHECKGLERROR
1176 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1177 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1178 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1179 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1181 if (vid.support.arb_vertex_buffer_object)
1183 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
1184 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
1187 if (vid.support.ext_framebuffer_object)
1189 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
1190 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1193 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1194 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1196 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1197 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1198 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1200 if (vid.support.ext_framebuffer_object)
1201 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
1203 gl_state.unit = MAX_TEXTUREUNITS;
1204 gl_state.clientunit = MAX_TEXTUREUNITS;
1205 for (i = 0;i < vid.texunits;i++)
1207 GL_ActiveTexture(i);
1208 GL_ClientActiveTexture(i);
1209 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1210 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1211 if (vid.support.ext_texture_3d)
1213 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1214 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1216 if (vid.support.arb_texture_cube_map)
1218 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1219 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
1221 if (vid.support.arb_texture_rectangle)
1223 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
1224 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
1227 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1228 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1229 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1230 qglLoadIdentity();CHECKGLERROR
1231 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1232 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1239 void GL_ActiveTexture(unsigned int num)
1241 if (gl_state.unit != num)
1243 gl_state.unit = num;
1244 switch(vid.renderpath)
1246 case RENDERPATH_GL11:
1247 case RENDERPATH_GL13:
1248 case RENDERPATH_GL20:
1249 case RENDERPATH_CGGL:
1250 if (qglActiveTexture)
1253 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
1257 case RENDERPATH_D3D9:
1258 case RENDERPATH_D3D10:
1259 case RENDERPATH_D3D11:
1265 void GL_ClientActiveTexture(unsigned int num)
1267 if (gl_state.clientunit != num)
1269 gl_state.clientunit = num;
1270 switch(vid.renderpath)
1272 case RENDERPATH_GL11:
1273 case RENDERPATH_GL13:
1274 case RENDERPATH_GL20:
1275 case RENDERPATH_CGGL:
1276 if (qglActiveTexture)
1279 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
1283 case RENDERPATH_D3D9:
1284 case RENDERPATH_D3D10:
1285 case RENDERPATH_D3D11:
1291 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1293 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1295 qboolean blendenable;
1296 gl_state.blendfunc1 = blendfunc1;
1297 gl_state.blendfunc2 = blendfunc2;
1298 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1299 switch(vid.renderpath)
1301 case RENDERPATH_GL11:
1302 case RENDERPATH_GL13:
1303 case RENDERPATH_GL20:
1304 case RENDERPATH_CGGL:
1306 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1307 if (gl_state.blend != blendenable)
1309 gl_state.blend = blendenable;
1310 if (!gl_state.blend)
1312 qglDisable(GL_BLEND);CHECKGLERROR
1316 qglEnable(GL_BLEND);CHECKGLERROR
1320 case RENDERPATH_D3D9:
1325 D3DBLEND d3dblendfunc[2];
1326 glblendfunc[0] = gl_state.blendfunc1;
1327 glblendfunc[1] = gl_state.blendfunc2;
1328 for (i = 0;i < 2;i++)
1330 switch(glblendfunc[i])
1332 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1333 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1334 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1335 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1336 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1337 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1338 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1339 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1340 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1341 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1344 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1345 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1346 if (gl_state.blend != blendenable)
1348 gl_state.blend = blendenable;
1349 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1354 case RENDERPATH_D3D10:
1355 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1357 case RENDERPATH_D3D11:
1358 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1364 void GL_DepthMask(int state)
1366 if (gl_state.depthmask != state)
1368 gl_state.depthmask = state;
1369 switch(vid.renderpath)
1371 case RENDERPATH_GL11:
1372 case RENDERPATH_GL13:
1373 case RENDERPATH_GL20:
1374 case RENDERPATH_CGGL:
1376 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1378 case RENDERPATH_D3D9:
1380 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1383 case RENDERPATH_D3D10:
1384 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1386 case RENDERPATH_D3D11:
1387 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1393 void GL_DepthTest(int state)
1395 if (gl_state.depthtest != state)
1397 gl_state.depthtest = state;
1398 switch(vid.renderpath)
1400 case RENDERPATH_GL11:
1401 case RENDERPATH_GL13:
1402 case RENDERPATH_GL20:
1403 case RENDERPATH_CGGL:
1405 if (gl_state.depthtest)
1407 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1411 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1414 case RENDERPATH_D3D9:
1416 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1419 case RENDERPATH_D3D10:
1420 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1422 case RENDERPATH_D3D11:
1423 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1429 void GL_DepthFunc(int state)
1431 if (gl_state.depthfunc != state)
1433 gl_state.depthfunc = state;
1434 switch(vid.renderpath)
1436 case RENDERPATH_GL11:
1437 case RENDERPATH_GL13:
1438 case RENDERPATH_GL20:
1439 case RENDERPATH_CGGL:
1441 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1443 case RENDERPATH_D3D9:
1445 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1448 case RENDERPATH_D3D10:
1449 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1451 case RENDERPATH_D3D11:
1452 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1458 void GL_DepthRange(float nearfrac, float farfrac)
1460 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1462 gl_state.depthrange[0] = nearfrac;
1463 gl_state.depthrange[1] = farfrac;
1464 switch(vid.renderpath)
1466 case RENDERPATH_GL11:
1467 case RENDERPATH_GL13:
1468 case RENDERPATH_GL20:
1469 case RENDERPATH_CGGL:
1470 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1472 case RENDERPATH_D3D9:
1475 D3DVIEWPORT9 d3dviewport;
1476 d3dviewport.X = gl_viewport.x;
1477 d3dviewport.Y = gl_viewport.y;
1478 d3dviewport.Width = gl_viewport.width;
1479 d3dviewport.Height = gl_viewport.height;
1480 d3dviewport.MinZ = gl_state.depthrange[0];
1481 d3dviewport.MaxZ = gl_state.depthrange[1];
1482 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1486 case RENDERPATH_D3D10:
1487 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1489 case RENDERPATH_D3D11:
1490 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1496 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)
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL11:
1501 case RENDERPATH_GL13:
1502 case RENDERPATH_GL20:
1503 case RENDERPATH_CGGL:
1507 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1511 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1513 if (vid.support.ati_separate_stencil)
1515 qglStencilMask(writemask);CHECKGLERROR
1516 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1517 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1518 qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
1520 else if (vid.support.ext_stencil_two_side)
1522 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1523 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1524 qglStencilMask(writemask);CHECKGLERROR
1525 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1526 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1527 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1528 qglStencilMask(writemask);CHECKGLERROR
1529 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1530 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1533 case RENDERPATH_D3D9:
1535 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1536 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1537 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1538 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1539 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
1540 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
1541 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
1542 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
1543 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
1544 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
1545 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
1546 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1547 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1550 case RENDERPATH_D3D10:
1551 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1553 case RENDERPATH_D3D11:
1554 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1559 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1561 switch (vid.renderpath)
1563 case RENDERPATH_GL11:
1564 case RENDERPATH_GL13:
1565 case RENDERPATH_GL20:
1566 case RENDERPATH_CGGL:
1570 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1574 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1576 if (vid.support.ext_stencil_two_side)
1578 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1580 qglStencilMask(writemask);CHECKGLERROR
1581 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1582 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1585 case RENDERPATH_D3D9:
1587 if (vid.support.ati_separate_stencil)
1588 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1589 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1590 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1591 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
1592 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
1593 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
1594 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
1595 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
1596 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
1599 case RENDERPATH_D3D10:
1600 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1602 case RENDERPATH_D3D11:
1603 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1608 void GL_PolygonOffset(float planeoffset, float depthoffset)
1610 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1612 gl_state.polygonoffset[0] = planeoffset;
1613 gl_state.polygonoffset[1] = depthoffset;
1614 switch(vid.renderpath)
1616 case RENDERPATH_GL11:
1617 case RENDERPATH_GL13:
1618 case RENDERPATH_GL20:
1619 case RENDERPATH_CGGL:
1620 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1622 case RENDERPATH_D3D9:
1624 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1625 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1628 case RENDERPATH_D3D10:
1629 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1631 case RENDERPATH_D3D11:
1632 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1638 void GL_SetMirrorState(qboolean state)
1640 if (v_flipped_state != state)
1642 v_flipped_state = state;
1643 if (gl_state.cullface == GL_BACK)
1644 gl_state.cullface = GL_FRONT;
1645 else if (gl_state.cullface == GL_FRONT)
1646 gl_state.cullface = GL_BACK;
1649 switch(vid.renderpath)
1651 case RENDERPATH_GL11:
1652 case RENDERPATH_GL13:
1653 case RENDERPATH_GL20:
1654 case RENDERPATH_CGGL:
1655 qglCullFace(gl_state.cullface);
1657 case RENDERPATH_D3D9:
1659 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
1662 case RENDERPATH_D3D10:
1663 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1665 case RENDERPATH_D3D11:
1666 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1672 void GL_CullFace(int state)
1676 if(state == GL_FRONT)
1678 else if(state == GL_BACK)
1682 switch(vid.renderpath)
1684 case RENDERPATH_GL11:
1685 case RENDERPATH_GL13:
1686 case RENDERPATH_GL20:
1687 case RENDERPATH_CGGL:
1690 if (state != GL_NONE)
1692 if (!gl_state.cullfaceenable)
1694 gl_state.cullfaceenable = true;
1695 qglEnable(GL_CULL_FACE);CHECKGLERROR
1697 if (gl_state.cullface != state)
1699 gl_state.cullface = state;
1700 qglCullFace(gl_state.cullface);CHECKGLERROR
1705 if (gl_state.cullfaceenable)
1707 gl_state.cullfaceenable = false;
1708 qglDisable(GL_CULL_FACE);CHECKGLERROR
1712 case RENDERPATH_D3D9:
1714 if (gl_state.cullface != state)
1716 gl_state.cullface = state;
1717 switch(gl_state.cullface)
1720 gl_state.cullfaceenable = false;
1721 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1724 gl_state.cullfaceenable = true;
1725 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
1728 gl_state.cullfaceenable = true;
1729 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
1735 case RENDERPATH_D3D10:
1736 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1738 case RENDERPATH_D3D11:
1739 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1744 void GL_AlphaTest(int state)
1746 if (gl_state.alphatest != state)
1748 gl_state.alphatest = state;
1749 switch(vid.renderpath)
1751 case RENDERPATH_GL11:
1752 case RENDERPATH_GL13:
1753 case RENDERPATH_GL20:
1754 case RENDERPATH_CGGL:
1756 if (gl_state.alphatest)
1758 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1762 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1765 case RENDERPATH_D3D9:
1767 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
1770 case RENDERPATH_D3D10:
1771 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1773 case RENDERPATH_D3D11:
1774 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1780 void GL_AlphaFunc(int state, float value)
1782 if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
1784 gl_state.alphafunc = state;
1785 gl_state.alphafuncvalue = value;
1786 switch(vid.renderpath)
1788 case RENDERPATH_GL11:
1789 case RENDERPATH_GL13:
1790 case RENDERPATH_GL20:
1791 case RENDERPATH_CGGL:
1793 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1795 case RENDERPATH_D3D9:
1797 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
1798 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
1801 case RENDERPATH_D3D10:
1802 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1804 case RENDERPATH_D3D11:
1805 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1811 void GL_ColorMask(int r, int g, int b, int a)
1813 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1814 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1815 if (gl_state.colormask != state)
1817 gl_state.colormask = state;
1818 switch(vid.renderpath)
1820 case RENDERPATH_GL11:
1821 case RENDERPATH_GL13:
1822 case RENDERPATH_GL20:
1823 case RENDERPATH_CGGL:
1825 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1827 case RENDERPATH_D3D9:
1829 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
1832 case RENDERPATH_D3D10:
1833 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1835 case RENDERPATH_D3D11:
1836 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 void GL_Color(float cr, float cg, float cb, float ca)
1844 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)
1846 gl_state.color4f[0] = cr;
1847 gl_state.color4f[1] = cg;
1848 gl_state.color4f[2] = cb;
1849 gl_state.color4f[3] = ca;
1850 switch(vid.renderpath)
1852 case RENDERPATH_GL11:
1853 case RENDERPATH_GL13:
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_CGGL:
1857 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1860 case RENDERPATH_D3D9:
1861 case RENDERPATH_D3D10:
1862 case RENDERPATH_D3D11:
1863 // no equivalent in D3D
1869 void GL_Scissor (int x, int y, int width, int height)
1871 switch(vid.renderpath)
1873 case RENDERPATH_GL11:
1874 case RENDERPATH_GL13:
1875 case RENDERPATH_GL20:
1876 case RENDERPATH_CGGL:
1878 qglScissor(x, y,width,height);
1881 case RENDERPATH_D3D9:
1887 d3drect.right = x + width;
1888 d3drect.bottom = y + height;
1889 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
1893 case RENDERPATH_D3D10:
1894 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1896 case RENDERPATH_D3D11:
1897 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1902 void GL_ScissorTest(int state)
1904 if (gl_state.scissortest != state)
1906 gl_state.scissortest = state;
1907 switch(vid.renderpath)
1909 case RENDERPATH_GL11:
1910 case RENDERPATH_GL13:
1911 case RENDERPATH_GL20:
1912 case RENDERPATH_CGGL:
1914 if(gl_state.scissortest)
1915 qglEnable(GL_SCISSOR_TEST);
1917 qglDisable(GL_SCISSOR_TEST);
1920 case RENDERPATH_D3D9:
1922 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
1925 case RENDERPATH_D3D10:
1926 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1928 case RENDERPATH_D3D11:
1929 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1937 static const float blackcolor[4] = {0, 0, 0, 0};
1938 // prevent warnings when trying to clear a buffer that does not exist
1940 colorvalue = blackcolor;
1943 mask &= ~GL_STENCIL_BUFFER_BIT;
1946 switch(vid.renderpath)
1948 case RENDERPATH_GL11:
1949 case RENDERPATH_GL13:
1950 case RENDERPATH_GL20:
1951 case RENDERPATH_CGGL:
1953 if (mask & GL_COLOR_BUFFER_BIT)
1955 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1957 if (mask & GL_DEPTH_BUFFER_BIT)
1959 qglClearDepth(depthvalue);CHECKGLERROR
1961 if (mask & GL_STENCIL_BUFFER_BIT)
1963 qglClearStencil(stencilvalue);CHECKGLERROR
1965 qglClear(mask);CHECKGLERROR
1967 case RENDERPATH_D3D9:
1969 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);
1972 case RENDERPATH_D3D10:
1973 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1975 case RENDERPATH_D3D11:
1976 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1981 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1983 switch(vid.renderpath)
1985 case RENDERPATH_GL11:
1986 case RENDERPATH_GL13:
1987 case RENDERPATH_GL20:
1988 case RENDERPATH_CGGL:
1990 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1992 case RENDERPATH_D3D9:
1995 // LordHavoc: we can't directly download the backbuffer because it may be
1996 // multisampled, and it may not be lockable, so we blit it to a lockable
1997 // surface of the same dimensions (but without multisample) to resolve the
1998 // multisample buffer to a normal image, and then lock that...
1999 IDirect3DSurface9 *stretchsurface = NULL;
2000 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2002 D3DLOCKED_RECT lockedrect;
2003 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2005 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2008 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2009 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2010 memcpy(outpixels + line * width * 4, row, width * 4);
2011 IDirect3DSurface9_UnlockRect(stretchsurface);
2014 IDirect3DSurface9_Release(stretchsurface);
2017 //IDirect3DSurface9 *syssurface = NULL;
2018 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2019 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2020 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2021 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2022 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2023 //IDirect3DSurface9_UnlockRect(syssurface);
2024 //IDirect3DSurface9_Release(syssurface);
2028 case RENDERPATH_D3D10:
2029 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 case RENDERPATH_D3D11:
2032 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2037 // called at beginning of frame
2038 void R_Mesh_Start(void)
2041 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
2042 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
2043 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
2044 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
2045 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2047 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2048 Cvar_SetValueQuick(&gl_paranoid, 1);
2052 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2056 char compilelog[MAX_INPUTLINE];
2057 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
2060 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2061 qglCompileShaderARB(shaderobject);CHECKGLERROR
2062 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
2063 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2064 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
2066 int i, j, pretextlines = 0;
2067 for (i = 0;i < numstrings - 1;i++)
2068 for (j = 0;strings[i][j];j++)
2069 if (strings[i][j] == '\n')
2071 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2073 if (!shadercompiled)
2075 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2078 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
2079 qglDeleteObjectARB(shaderobject);CHECKGLERROR
2083 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)
2085 GLint programlinked;
2086 GLuint programobject = 0;
2087 char linklog[MAX_INPUTLINE];
2090 programobject = qglCreateProgramObjectARB();CHECKGLERROR
2094 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
2097 #ifdef GL_GEOMETRY_SHADER_ARB
2098 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
2102 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
2105 qglLinkProgramARB(programobject);CHECKGLERROR
2106 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
2107 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2110 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
2111 Con_DPrintf("program link log:\n%s\n", linklog);
2112 // software vertex shader is ok but software fragment shader is WAY
2113 // too slow, fail program if so.
2114 // NOTE: this string might be ATI specific, but that's ok because the
2115 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2116 // software fragment shader due to low instruction and dependent
2118 if (strstr(linklog, "fragment shader will run in software"))
2119 programlinked = false;
2123 return programobject;
2125 qglDeleteObjectARB(programobject);CHECKGLERROR
2129 void GL_Backend_FreeProgram(unsigned int prog)
2132 qglDeleteObjectARB(prog);
2136 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
2141 for (i = 0;i < count;i++)
2142 *out++ = *in++ + offset;
2145 memcpy(out, in, sizeof(*out) * count);
2148 // renders triangles using vertices from the active arrays
2149 int paranoidblah = 0;
2150 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)
2152 unsigned int numelements = numtriangles * 3;
2154 size_t bufferoffset3i;
2156 size_t bufferoffset3s;
2157 if (numvertices < 3 || numtriangles < 1)
2159 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2160 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);
2163 if (!gl_mesh_prefer_short_elements.integer)
2167 if (element3i_indexbuffer)
2168 element3i_indexbuffer = NULL;
2170 // adjust the pointers for firsttriangle
2172 element3i += firsttriangle * 3;
2173 if (element3i_indexbuffer)
2174 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2176 element3s += firsttriangle * 3;
2177 if (element3s_indexbuffer)
2178 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2179 // check if the user specified to ignore static index buffers
2180 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2182 element3i_indexbuffer = NULL;
2183 element3s_indexbuffer = NULL;
2185 // upload a dynamic index buffer if needed
2188 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2190 if (gl_state.draw_dynamicindexbuffer)
2191 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2193 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2194 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2195 element3s_bufferoffset = 0;
2200 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2202 if (gl_state.draw_dynamicindexbuffer)
2203 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2205 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2206 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2207 element3i_bufferoffset = 0;
2210 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2211 bufferoffset3i = element3i_bufferoffset;
2212 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2213 bufferoffset3s = element3s_bufferoffset;
2214 r_refdef.stats.meshes++;
2215 r_refdef.stats.meshes_elements += numelements;
2216 if (gl_paranoid.integer)
2219 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2221 unsigned int j, size;
2223 // note: there's no validation done here on buffer objects because it
2224 // is somewhat difficult to get at the data, and gl_paranoid can be
2225 // used without buffer objects if the need arises
2226 // (the data could be gotten using glMapBuffer but it would be very
2227 // slow due to uncachable video memory reads)
2228 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2229 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2231 if (gl_state.pointer_vertex_pointer)
2232 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2234 if (gl_state.pointer_color_enabled)
2236 if (!qglIsEnabled(GL_COLOR_ARRAY))
2237 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2239 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2240 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2243 for (i = 0;i < vid.texarrayunits;i++)
2245 if (gl_state.units[i].arrayenabled)
2247 GL_ClientActiveTexture(i);
2248 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2249 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2251 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2252 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++)
2259 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2261 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2263 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2270 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2272 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2274 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2280 if (r_render.integer || r_refdef.draw2dstage)
2282 switch(vid.renderpath)
2284 case RENDERPATH_GL11:
2285 case RENDERPATH_GL13:
2286 case RENDERPATH_GL20:
2287 case RENDERPATH_CGGL:
2289 if (gl_mesh_testmanualfeeding.integer)
2291 unsigned int i, j, element;
2293 qglBegin(GL_TRIANGLES);
2294 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2297 element = element3i[i];
2299 element = element3s[i];
2301 element = firstvertex + i;
2302 for (j = 0;j < vid.texarrayunits;j++)
2304 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2306 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2308 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2309 if (vid.texarrayunits > 1)
2311 if (gl_state.units[j].pointer_texcoord_components == 4)
2312 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
2313 else if (gl_state.units[j].pointer_texcoord_components == 3)
2314 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
2315 else if (gl_state.units[j].pointer_texcoord_components == 2)
2316 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
2318 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
2322 if (gl_state.units[j].pointer_texcoord_components == 4)
2323 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2324 else if (gl_state.units[j].pointer_texcoord_components == 3)
2325 qglTexCoord3f(p[0], p[1], p[2]);
2326 else if (gl_state.units[j].pointer_texcoord_components == 2)
2327 qglTexCoord2f(p[0], p[1]);
2329 qglTexCoord1f(p[0]);
2332 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2334 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2335 if (vid.texarrayunits > 1)
2337 if (gl_state.units[j].pointer_texcoord_components == 4)
2338 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
2339 else if (gl_state.units[j].pointer_texcoord_components == 3)
2340 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
2341 else if (gl_state.units[j].pointer_texcoord_components == 2)
2342 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
2343 else if (gl_state.units[j].pointer_texcoord_components == 1)
2344 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
2348 if (gl_state.units[j].pointer_texcoord_components == 4)
2349 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2350 else if (gl_state.units[j].pointer_texcoord_components == 3)
2351 qglTexCoord3f(s[0], s[1], s[2]);
2352 else if (gl_state.units[j].pointer_texcoord_components == 2)
2353 qglTexCoord2f(s[0], s[1]);
2354 else if (gl_state.units[j].pointer_texcoord_components == 1)
2355 qglTexCoord1f(s[0]);
2358 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2360 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2361 if (vid.texarrayunits > 1)
2363 if (gl_state.units[j].pointer_texcoord_components == 4)
2364 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
2365 else if (gl_state.units[j].pointer_texcoord_components == 3)
2366 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
2367 else if (gl_state.units[j].pointer_texcoord_components == 2)
2368 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
2369 else if (gl_state.units[j].pointer_texcoord_components == 1)
2370 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
2374 if (gl_state.units[j].pointer_texcoord_components == 4)
2375 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2376 else if (gl_state.units[j].pointer_texcoord_components == 3)
2377 qglTexCoord3f(sb[0], sb[1], sb[2]);
2378 else if (gl_state.units[j].pointer_texcoord_components == 2)
2379 qglTexCoord2f(sb[0], sb[1]);
2380 else if (gl_state.units[j].pointer_texcoord_components == 1)
2381 qglTexCoord1f(sb[0]);
2386 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2388 if (gl_state.pointer_color_gltype == GL_FLOAT)
2390 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2391 qglColor4f(p[0], p[1], p[2], p[3]);
2393 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2395 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2396 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
2399 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2401 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2402 if (gl_state.pointer_vertex_components == 4)
2403 qglVertex4f(p[0], p[1], p[2], p[3]);
2404 else if (gl_state.pointer_vertex_components == 3)
2405 qglVertex3f(p[0], p[1], p[2]);
2407 qglVertex2f(p[0], p[1]);
2413 else if (bufferobject3s)
2415 GL_BindEBO(bufferobject3s);
2416 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2418 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
2423 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
2427 else if (bufferobject3i)
2429 GL_BindEBO(bufferobject3i);
2430 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2432 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
2437 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
2444 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2446 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
2451 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
2458 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
2460 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
2465 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
2471 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
2475 case RENDERPATH_D3D9:
2478 if (element3s_indexbuffer)
2480 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
2481 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
2483 else if (element3i_indexbuffer)
2485 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
2486 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
2489 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
2493 case RENDERPATH_D3D10:
2494 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2496 case RENDERPATH_D3D11:
2497 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2503 // restores backend state, used when done with 3D rendering
2504 void R_Mesh_Finish(void)
2508 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
2510 r_meshbuffer_t *buffer;
2511 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
2513 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
2514 memset(buffer, 0, sizeof(*buffer));
2515 buffer->bufferobject = 0;
2516 buffer->devicebuffer = NULL;
2518 buffer->isindexbuffer = isindexbuffer;
2519 buffer->isdynamic = isdynamic;
2520 buffer->isindex16 = isindex16;
2521 strlcpy(buffer->name, name, sizeof(buffer->name));
2522 R_Mesh_UpdateMeshBuffer(buffer, data, size);
2526 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
2530 if (buffer->isindexbuffer)
2532 r_refdef.stats.indexbufferuploadcount++;
2533 r_refdef.stats.indexbufferuploadsize += size;
2537 r_refdef.stats.vertexbufferuploadcount++;
2538 r_refdef.stats.vertexbufferuploadsize += size;
2540 switch(vid.renderpath)
2542 case RENDERPATH_GL11:
2543 case RENDERPATH_GL13:
2544 case RENDERPATH_GL20:
2545 case RENDERPATH_CGGL:
2546 if (!buffer->bufferobject)
2547 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
2548 if (buffer->isindexbuffer)
2549 GL_BindEBO(buffer->bufferobject);
2551 GL_BindVBO(buffer->bufferobject);
2552 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
2554 case RENDERPATH_D3D9:
2558 void *datapointer = NULL;
2559 if (buffer->isindexbuffer)
2561 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
2562 if (size != buffer->size || !buffer->devicebuffer)
2564 if (buffer->devicebuffer)
2565 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
2566 buffer->devicebuffer = NULL;
2567 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
2568 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, result);
2569 buffer->devicebuffer = (void *)d3d9indexbuffer;
2570 buffer->size = size;
2572 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2575 memcpy(datapointer, data, size);
2577 memset(datapointer, 0, size);
2578 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
2583 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
2584 if (size != buffer->size || !buffer->devicebuffer)
2586 if (buffer->devicebuffer)
2587 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
2588 buffer->devicebuffer = NULL;
2589 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
2590 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, result);
2591 buffer->devicebuffer = (void *)d3d9vertexbuffer;
2592 buffer->size = size;
2594 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
2597 memcpy(datapointer, data, size);
2599 memset(datapointer, 0, size);
2600 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
2606 case RENDERPATH_D3D10:
2607 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2609 case RENDERPATH_D3D11:
2610 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2615 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
2619 switch(vid.renderpath)
2621 case RENDERPATH_GL11:
2622 case RENDERPATH_GL13:
2623 case RENDERPATH_GL20:
2624 case RENDERPATH_CGGL:
2625 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
2627 case RENDERPATH_D3D9:
2629 if (buffer->devicebuffer)
2631 if (buffer->isindexbuffer)
2632 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
2634 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
2638 case RENDERPATH_D3D10:
2639 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2641 case RENDERPATH_D3D11:
2642 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2645 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
2648 void GL_Mesh_ListVBOs(qboolean printeach)
2651 size_t ebocount = 0, ebomemory = 0;
2652 size_t vbocount = 0, vbomemory = 0;
2653 r_meshbuffer_t *buffer;
2654 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
2655 for (i = 0;i < endindex;i++)
2657 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
2660 if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
2661 else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
2663 Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
2668 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2670 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2671 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)
2673 gl_state.pointer_vertex_components = components;
2674 gl_state.pointer_vertex_gltype = gltype;
2675 gl_state.pointer_vertex_stride = stride;
2676 gl_state.pointer_vertex_pointer = pointer;
2677 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
2678 gl_state.pointer_vertex_offset = bufferoffset;
2680 GL_BindVBO(bufferobject);
2681 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2685 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
2687 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
2688 // the pointer only.
2691 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2692 // caller wants color array enabled
2693 if (!gl_state.pointer_color_enabled)
2695 gl_state.pointer_color_enabled = true;
2697 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2699 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)
2701 gl_state.pointer_color_components = components;
2702 gl_state.pointer_color_gltype = gltype;
2703 gl_state.pointer_color_stride = stride;
2704 gl_state.pointer_color_pointer = pointer;
2705 gl_state.pointer_color_vertexbuffer = vertexbuffer;
2706 gl_state.pointer_color_offset = bufferoffset;
2708 GL_BindVBO(bufferobject);
2709 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2714 // caller wants color array disabled
2715 if (gl_state.pointer_color_enabled)
2717 gl_state.pointer_color_enabled = false;
2719 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
2720 // when color array is on the glColor gets trashed, set it again
2721 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2726 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)
2728 gltextureunit_t *unit = gl_state.units + unitnum;
2729 // update array settings
2731 // note: there is no need to check bufferobject here because all cases
2732 // that involve a valid bufferobject also supply a texcoord array
2735 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2736 // texture array unit is enabled, enable the array
2737 if (!unit->arrayenabled)
2739 unit->arrayenabled = true;
2740 GL_ClientActiveTexture(unitnum);
2741 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2744 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)
2746 unit->pointer_texcoord_components = components;
2747 unit->pointer_texcoord_gltype = gltype;
2748 unit->pointer_texcoord_stride = stride;
2749 unit->pointer_texcoord_pointer = pointer;
2750 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2751 unit->pointer_texcoord_offset = bufferoffset;
2752 GL_ClientActiveTexture(unitnum);
2753 GL_BindVBO(bufferobject);
2754 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2759 // texture array unit is disabled, disable the array
2760 if (unit->arrayenabled)
2762 unit->arrayenabled = false;
2763 GL_ClientActiveTexture(unitnum);
2764 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2769 int R_Mesh_TexBound(unsigned int unitnum, int id)
2771 gltextureunit_t *unit = gl_state.units + unitnum;
2772 if (unitnum >= vid.teximageunits)
2774 if (id == GL_TEXTURE_2D)
2776 if (id == GL_TEXTURE_3D)
2778 if (id == GL_TEXTURE_CUBE_MAP_ARB)
2779 return unit->tcubemap;
2780 if (id == GL_TEXTURE_RECTANGLE_ARB)
2781 return unit->trectangle;
2785 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2787 switch(vid.renderpath)
2789 case RENDERPATH_GL11:
2790 case RENDERPATH_GL13:
2791 case RENDERPATH_GL20:
2792 case RENDERPATH_CGGL:
2793 R_Mesh_TexBind(0, tex);
2794 GL_ActiveTexture(0);CHECKGLERROR
2795 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2797 case RENDERPATH_D3D9:
2800 IDirect3DSurface9 *currentsurface = NULL;
2801 IDirect3DSurface9 *texturesurface = NULL;
2804 sourcerect.left = sx;
2805 sourcerect.top = sy;
2806 sourcerect.right = sx + width;
2807 sourcerect.bottom = sy + height;
2810 destrect.right = tx + width;
2811 destrect.bottom = ty + height;
2812 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
2814 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
2816 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
2817 IDirect3DSurface9_Release(currentsurface);
2819 IDirect3DSurface9_Release(texturesurface);
2824 case RENDERPATH_D3D10:
2825 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2827 case RENDERPATH_D3D11:
2828 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2834 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};
2837 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2839 gltextureunit_t *unit = gl_state.units + unitnum;
2840 int tex2d, tex3d, texcubemap, texnum;
2841 if (unitnum >= vid.teximageunits)
2843 // if (unit->texture == tex)
2845 switch(vid.renderpath)
2847 case RENDERPATH_GL20:
2848 case RENDERPATH_CGGL:
2851 tex = r_texture_white;
2852 // not initialized enough yet...
2856 unit->texture = tex;
2857 texnum = R_GetTexture(tex);
2858 switch(tex->gltexturetypeenum)
2860 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2861 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2862 case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
2863 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
2866 case RENDERPATH_GL13:
2867 case RENDERPATH_GL11:
2868 unit->texture = tex;
2874 texnum = R_GetTexture(tex);
2875 switch(tex->gltexturetypeenum)
2883 case GL_TEXTURE_CUBE_MAP_ARB:
2884 texcubemap = texnum;
2888 // update 2d texture binding
2889 if (unit->t2d != tex2d)
2891 GL_ActiveTexture(unitnum);
2896 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
2903 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2907 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2909 // update 3d texture binding
2910 if (unit->t3d != tex3d)
2912 GL_ActiveTexture(unitnum);
2917 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
2924 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2928 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2930 // update cubemap texture binding
2931 if (unit->tcubemap != texcubemap)
2933 GL_ActiveTexture(unitnum);
2936 if (unit->tcubemap == 0)
2938 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2945 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2948 unit->tcubemap = texcubemap;
2949 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2952 case RENDERPATH_D3D9:
2955 extern cvar_t gl_texture_anisotropy;
2958 tex = r_texture_white;
2959 // not initialized enough yet...
2963 if (unit->texture == tex)
2965 unit->texture = tex;
2966 // upload texture if needed
2968 R_RealGetTexture(tex);
2969 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
2970 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
2971 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
2972 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
2973 if (tex->d3daddressw)
2974 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
2975 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
2976 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
2977 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
2978 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
2979 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
2980 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
2984 case RENDERPATH_D3D10:
2985 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2987 case RENDERPATH_D3D11:
2988 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2993 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
2995 gltextureunit_t *unit = gl_state.units + unitnum;
2996 switch(vid.renderpath)
2998 case RENDERPATH_GL11:
2999 case RENDERPATH_GL13:
3000 case RENDERPATH_GL20:
3001 case RENDERPATH_CGGL:
3002 if (matrix && matrix->m[3][3])
3004 // texmatrix specified, check if it is different
3005 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3008 unit->texmatrixenabled = true;
3009 unit->matrix = *matrix;
3011 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3012 GL_ActiveTexture(unitnum);
3013 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3014 qglLoadMatrixf(glmatrix);CHECKGLERROR
3015 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3020 // no texmatrix specified, revert to identity
3021 if (unit->texmatrixenabled)
3023 unit->texmatrixenabled = false;
3024 unit->matrix = identitymatrix;
3026 GL_ActiveTexture(unitnum);
3027 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3028 qglLoadIdentity();CHECKGLERROR
3029 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3033 case RENDERPATH_D3D9:
3034 case RENDERPATH_D3D10:
3035 case RENDERPATH_D3D11:
3040 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3042 gltextureunit_t *unit = gl_state.units + unitnum;
3044 switch(vid.renderpath)
3046 case RENDERPATH_GL20:
3047 case RENDERPATH_CGGL:
3050 case RENDERPATH_GL13:
3051 // GL_ARB_texture_env_combine
3053 combinergb = GL_MODULATE;
3055 combinealpha = GL_MODULATE;
3060 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3062 if (combinergb == GL_DECAL)
3063 combinergb = GL_INTERPOLATE_ARB;
3064 if (unit->combine != GL_COMBINE_ARB)
3066 unit->combine = GL_COMBINE_ARB;
3067 GL_ActiveTexture(unitnum);
3068 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
3069 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
3071 if (unit->combinergb != combinergb)
3073 unit->combinergb = combinergb;
3074 GL_ActiveTexture(unitnum);
3075 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
3077 if (unit->combinealpha != combinealpha)
3079 unit->combinealpha = combinealpha;
3080 GL_ActiveTexture(unitnum);
3081 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
3083 if (unit->rgbscale != rgbscale)
3085 unit->rgbscale = rgbscale;
3086 GL_ActiveTexture(unitnum);
3087 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
3089 if (unit->alphascale != alphascale)
3091 unit->alphascale = alphascale;
3092 GL_ActiveTexture(unitnum);
3093 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3098 if (unit->combine != combinergb)
3100 unit->combine = combinergb;
3101 GL_ActiveTexture(unitnum);
3102 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3106 case RENDERPATH_GL11:
3109 combinergb = GL_MODULATE;
3110 if (unit->combine != combinergb)
3112 unit->combine = combinergb;
3113 GL_ActiveTexture(unitnum);
3114 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3117 case RENDERPATH_D3D9:
3118 case RENDERPATH_D3D10:
3119 case RENDERPATH_D3D11:
3124 void R_Mesh_ResetTextureState(void)
3126 unsigned int unitnum;
3131 switch(vid.renderpath)
3133 case RENDERPATH_GL20:
3134 case RENDERPATH_CGGL:
3135 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3137 gltextureunit_t *unit = gl_state.units + unitnum;
3141 GL_ActiveTexture(unitnum);
3142 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3147 GL_ActiveTexture(unitnum);
3148 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3153 GL_ActiveTexture(unitnum);
3154 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3156 if (unit->trectangle)
3158 unit->trectangle = 0;
3159 GL_ActiveTexture(unitnum);
3160 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3163 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
3165 gltextureunit_t *unit = gl_state.units + unitnum;
3166 if (unit->arrayenabled)
3168 unit->arrayenabled = false;
3169 GL_ClientActiveTexture(unitnum);
3170 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3173 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3175 gltextureunit_t *unit = gl_state.units + unitnum;
3176 if (unit->texmatrixenabled)
3178 unit->texmatrixenabled = false;
3179 unit->matrix = identitymatrix;
3181 GL_ActiveTexture(unitnum);
3182 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3183 qglLoadIdentity();CHECKGLERROR
3184 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3188 case RENDERPATH_GL13:
3189 case RENDERPATH_GL11:
3190 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
3192 gltextureunit_t *unit = gl_state.units + unitnum;
3196 GL_ActiveTexture(unitnum);
3197 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3198 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3203 GL_ActiveTexture(unitnum);
3204 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3205 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3210 GL_ActiveTexture(unitnum);
3211 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
3212 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
3214 if (unit->trectangle)
3216 unit->trectangle = 0;
3217 GL_ActiveTexture(unitnum);
3218 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
3219 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
3221 if (unit->arrayenabled)
3223 unit->arrayenabled = false;
3224 GL_ClientActiveTexture(unitnum);
3225 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3227 if (unit->texmatrixenabled)
3229 unit->texmatrixenabled = false;
3230 unit->matrix = identitymatrix;
3232 GL_ActiveTexture(unitnum);
3233 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3234 qglLoadIdentity();CHECKGLERROR
3235 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3237 if (unit->combine != GL_MODULATE)
3239 unit->combine = GL_MODULATE;
3240 GL_ActiveTexture(unitnum);
3241 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3245 case RENDERPATH_D3D9:
3246 case RENDERPATH_D3D10:
3247 case RENDERPATH_D3D11:
3255 //#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
3256 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
3257 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
3259 D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
3261 {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3265 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
3267 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3268 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3269 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3273 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
3275 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
3276 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
3277 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
3278 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
3279 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
3280 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
3281 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
3285 IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
3286 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
3287 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
3290 static void R_Mesh_InitVertexDeclarations(void)
3293 r_vertexposition_d3d9decl = NULL;
3294 r_vertexgeneric_d3d9decl = NULL;
3295 r_vertexmesh_d3d9decl = NULL;
3296 switch(vid.renderpath)
3298 case RENDERPATH_D3D9:
3299 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
3300 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
3301 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
3303 case RENDERPATH_D3D10:
3304 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3306 case RENDERPATH_D3D11:
3307 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3313 static void R_Mesh_DestroyVertexDeclarations(void)
3316 if (r_vertexposition_d3d9decl)
3317 IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
3318 r_vertexposition_d3d9decl = NULL;
3319 if (r_vertexgeneric_d3d9decl)
3320 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
3321 r_vertexgeneric_d3d9decl = NULL;
3322 if (r_vertexmesh_d3d9decl)
3323 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
3324 r_vertexmesh_d3d9decl = NULL;
3328 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
3331 size = sizeof(r_vertexposition_t) * numvertices;
3332 if (gl_state.preparevertices_tempdatamaxsize < size)
3334 gl_state.preparevertices_tempdatamaxsize = size;
3335 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3337 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
3338 gl_state.preparevertices_numvertices = numvertices;
3339 return gl_state.preparevertices_vertexposition;
3342 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
3344 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
3345 gl_state.preparevertices_vertexposition = NULL;
3346 gl_state.preparevertices_numvertices = 0;
3350 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
3353 r_vertexposition_t *vertex;
3354 switch(vid.renderpath)
3356 case RENDERPATH_GL20:
3357 case RENDERPATH_CGGL:
3358 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3359 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3360 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3361 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3362 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3363 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3364 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3366 case RENDERPATH_GL13:
3367 case RENDERPATH_GL11:
3368 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3369 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3370 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3371 if (vid.texunits >= 2)
3372 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3373 if (vid.texunits >= 3)
3374 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3376 case RENDERPATH_D3D9:
3377 case RENDERPATH_D3D10:
3378 case RENDERPATH_D3D11:
3382 // no quick path for this case, convert to vertex structs
3383 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
3384 for (i = 0;i < numvertices;i++)
3385 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3386 R_Mesh_PrepareVertices_Position_Unlock();
3387 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
3390 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
3392 // upload temporary vertexbuffer for this rendering
3393 if (!gl_state.usevbo_staticvertex)
3394 vertexbuffer = NULL;
3395 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3397 if (gl_state.preparevertices_dynamicvertexbuffer)
3398 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3400 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3401 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3405 switch(vid.renderpath)
3407 case RENDERPATH_GL20:
3408 case RENDERPATH_CGGL:
3409 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3410 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3411 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3412 case RENDERPATH_GL13:
3413 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3414 case RENDERPATH_GL11:
3415 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3416 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3417 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3419 case RENDERPATH_D3D9:
3421 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
3422 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3425 case RENDERPATH_D3D10:
3426 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3428 case RENDERPATH_D3D11:
3429 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3434 switch(vid.renderpath)
3436 case RENDERPATH_GL20:
3437 case RENDERPATH_CGGL:
3438 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3439 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3440 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3441 case RENDERPATH_GL13:
3442 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3443 case RENDERPATH_GL11:
3444 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3445 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
3446 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3448 case RENDERPATH_D3D9:
3449 case RENDERPATH_D3D10:
3450 case RENDERPATH_D3D11:
3457 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
3460 size = sizeof(r_vertexgeneric_t) * numvertices;
3461 if (gl_state.preparevertices_tempdatamaxsize < size)
3463 gl_state.preparevertices_tempdatamaxsize = size;
3464 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3466 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
3467 gl_state.preparevertices_numvertices = numvertices;
3468 return gl_state.preparevertices_vertexgeneric;
3471 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
3473 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
3474 gl_state.preparevertices_vertexgeneric = NULL;
3475 gl_state.preparevertices_numvertices = 0;
3479 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
3482 r_vertexgeneric_t *vertex;
3483 switch(vid.renderpath)
3485 case RENDERPATH_GL20:
3486 case RENDERPATH_CGGL:
3487 if (gl_mesh_separatearrays.integer)
3489 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3490 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3491 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3492 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3493 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3494 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3495 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3499 case RENDERPATH_GL13:
3500 case RENDERPATH_GL11:
3501 if (gl_mesh_separatearrays.integer)
3503 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3504 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3505 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
3506 if (vid.texunits >= 2)
3507 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3508 if (vid.texunits >= 3)
3509 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3513 case RENDERPATH_D3D9:
3514 case RENDERPATH_D3D10:
3515 case RENDERPATH_D3D11:
3519 // no quick path for this case, convert to vertex structs
3520 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
3521 for (i = 0;i < numvertices;i++)
3522 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3525 for (i = 0;i < numvertices;i++)
3526 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3530 float tempcolor4f[4];
3531 unsigned char tempcolor4ub[4];
3532 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3533 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3534 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3535 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3536 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3537 for (i = 0;i < numvertices;i++)
3538 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3541 for (i = 0;i < numvertices;i++)
3542 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
3543 R_Mesh_PrepareVertices_Generic_Unlock();
3544 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
3547 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
3549 // upload temporary vertexbuffer for this rendering
3550 if (!gl_state.usevbo_staticvertex)
3551 vertexbuffer = NULL;
3552 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3554 if (gl_state.preparevertices_dynamicvertexbuffer)
3555 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3557 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3558 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3562 switch(vid.renderpath)
3564 case RENDERPATH_GL20:
3565 case RENDERPATH_CGGL:
3566 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3567 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3568 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3569 case RENDERPATH_GL13:
3570 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3571 case RENDERPATH_GL11:
3572 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3573 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3574 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
3576 case RENDERPATH_D3D9:
3578 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
3579 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3582 case RENDERPATH_D3D10:
3583 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3585 case RENDERPATH_D3D11:
3586 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3591 switch(vid.renderpath)
3593 case RENDERPATH_GL20:
3594 case RENDERPATH_CGGL:
3595 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3596 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3597 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3598 case RENDERPATH_GL13:
3599 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3600 case RENDERPATH_GL11:
3601 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3602 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3603 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
3605 case RENDERPATH_D3D9:
3606 case RENDERPATH_D3D10:
3607 case RENDERPATH_D3D11:
3614 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
3617 size = sizeof(r_vertexmesh_t) * numvertices;
3618 if (gl_state.preparevertices_tempdatamaxsize < size)
3620 gl_state.preparevertices_tempdatamaxsize = size;
3621 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
3623 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
3624 gl_state.preparevertices_numvertices = numvertices;
3625 return gl_state.preparevertices_vertexmesh;
3628 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
3630 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
3631 gl_state.preparevertices_vertexmesh = NULL;
3632 gl_state.preparevertices_numvertices = 0;
3636 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)
3639 r_vertexmesh_t *vertex;
3640 switch(vid.renderpath)
3642 case RENDERPATH_GL20:
3643 case RENDERPATH_CGGL:
3644 if (gl_mesh_separatearrays.integer)
3646 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3647 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3648 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3649 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
3650 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
3651 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
3652 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3656 case RENDERPATH_GL13:
3657 case RENDERPATH_GL11:
3658 if (gl_mesh_separatearrays.integer)
3660 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
3661 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
3662 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
3663 if (vid.texunits >= 2)
3664 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
3665 if (vid.texunits >= 3)
3666 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
3670 case RENDERPATH_D3D9:
3671 case RENDERPATH_D3D10:
3672 case RENDERPATH_D3D11:
3676 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
3677 for (i = 0;i < numvertices;i++)
3678 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
3680 for (i = 0;i < numvertices;i++)
3681 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
3683 for (i = 0;i < numvertices;i++)
3684 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
3686 for (i = 0;i < numvertices;i++)
3687 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
3690 for (i = 0;i < numvertices;i++)
3691 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
3695 float tempcolor4f[4];
3696 unsigned char tempcolor4ub[4];
3697 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
3698 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
3699 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
3700 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
3701 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
3702 for (i = 0;i < numvertices;i++)
3703 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
3705 if (texcoordtexture2f)
3706 for (i = 0;i < numvertices;i++)
3707 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
3708 if (texcoordlightmap2f)
3709 for (i = 0;i < numvertices;i++)
3710 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
3711 R_Mesh_PrepareVertices_Mesh_Unlock();
3712 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
3715 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
3717 // upload temporary vertexbuffer for this rendering
3718 if (!gl_state.usevbo_staticvertex)
3719 vertexbuffer = NULL;
3720 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
3722 if (gl_state.preparevertices_dynamicvertexbuffer)
3723 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
3725 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
3726 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
3730 switch(vid.renderpath)
3732 case RENDERPATH_GL20:
3733 case RENDERPATH_CGGL:
3734 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3735 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3736 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3737 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
3738 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
3739 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
3740 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3742 case RENDERPATH_GL13:
3743 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
3744 case RENDERPATH_GL11:
3745 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
3746 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
3747 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
3749 case RENDERPATH_D3D9:
3751 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
3752 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
3755 case RENDERPATH_D3D10:
3756 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3758 case RENDERPATH_D3D11:
3759 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3764 switch(vid.renderpath)
3766 case RENDERPATH_GL20:
3767 case RENDERPATH_CGGL:
3768 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3769 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3770 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3771 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
3772 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
3773 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
3774 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3776 case RENDERPATH_GL13:
3777 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
3778 case RENDERPATH_GL11:
3779 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
3780 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
3781 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
3783 case RENDERPATH_D3D9:
3784 case RENDERPATH_D3D10:
3785 case RENDERPATH_D3D11: