3 #include "cl_collision.h"
5 // on GLES we have to use some proper #define's
7 #define GL_FRAMEBUFFER 0x8D40
8 #define GL_DEPTH_ATTACHMENT 0x8D00
9 #define GL_COLOR_ATTACHMENT0 0x8CE0
10 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
12 #ifndef GL_COLOR_ATTACHMENT1
13 #define GL_COLOR_ATTACHMENT1 0x8CE1
14 #define GL_COLOR_ATTACHMENT2 0x8CE2
15 #define GL_COLOR_ATTACHMENT3 0x8CE3
16 #define GL_COLOR_ATTACHMENT4 0x8CE4
17 #define GL_COLOR_ATTACHMENT5 0x8CE5
18 #define GL_COLOR_ATTACHMENT6 0x8CE6
19 #define GL_COLOR_ATTACHMENT7 0x8CE7
20 #define GL_COLOR_ATTACHMENT8 0x8CE8
21 #define GL_COLOR_ATTACHMENT9 0x8CE9
22 #define GL_COLOR_ATTACHMENT10 0x8CEA
23 #define GL_COLOR_ATTACHMENT11 0x8CEB
24 #define GL_COLOR_ATTACHMENT12 0x8CEC
25 #define GL_COLOR_ATTACHMENT13 0x8CED
26 #define GL_COLOR_ATTACHMENT14 0x8CEE
27 #define GL_COLOR_ATTACHMENT15 0x8CEF
29 #ifndef GL_ARRAY_BUFFER
30 #define GL_ARRAY_BUFFER 0x8892
31 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
34 #define GL_TEXTURE0 0x84C0
35 #define GL_TEXTURE1 0x84C1
36 #define GL_TEXTURE2 0x84C2
37 #define GL_TEXTURE3 0x84C3
38 #define GL_TEXTURE4 0x84C4
39 #define GL_TEXTURE5 0x84C5
40 #define GL_TEXTURE6 0x84C6
41 #define GL_TEXTURE7 0x84C7
42 #define GL_TEXTURE8 0x84C8
43 #define GL_TEXTURE9 0x84C9
44 #define GL_TEXTURE10 0x84CA
45 #define GL_TEXTURE11 0x84CB
46 #define GL_TEXTURE12 0x84CC
47 #define GL_TEXTURE13 0x84CD
48 #define GL_TEXTURE14 0x84CE
49 #define GL_TEXTURE15 0x84CF
50 #define GL_TEXTURE16 0x84D0
51 #define GL_TEXTURE17 0x84D1
52 #define GL_TEXTURE18 0x84D2
53 #define GL_TEXTURE19 0x84D3
54 #define GL_TEXTURE20 0x84D4
55 #define GL_TEXTURE21 0x84D5
56 #define GL_TEXTURE22 0x84D6
57 #define GL_TEXTURE23 0x84D7
58 #define GL_TEXTURE24 0x84D8
59 #define GL_TEXTURE25 0x84D9
60 #define GL_TEXTURE26 0x84DA
61 #define GL_TEXTURE27 0x84DB
62 #define GL_TEXTURE28 0x84DC
63 #define GL_TEXTURE29 0x84DD
64 #define GL_TEXTURE30 0x84DE
65 #define GL_TEXTURE31 0x84DF
69 #define GL_TEXTURE_3D 0x806F
71 #ifndef GL_TEXTURE_CUBE_MAP
72 #define GL_TEXTURE_CUBE_MAP 0x8513
76 #define MAX_RENDERTARGETS 4
78 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
79 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
81 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
82 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
83 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
84 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
85 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
86 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"};
88 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
89 qboolean v_flipped_state = false;
91 r_viewport_t gl_viewport;
92 matrix4x4_t gl_modelmatrix;
93 matrix4x4_t gl_viewmatrix;
94 matrix4x4_t gl_modelviewmatrix;
95 matrix4x4_t gl_projectionmatrix;
96 matrix4x4_t gl_modelviewprojectionmatrix;
97 float gl_modelview16f[16];
98 float gl_modelviewprojection16f[16];
99 qboolean gl_modelmatrixchanged;
101 int gl_maxdrawrangeelementsvertices;
102 int gl_maxdrawrangeelementsindices;
105 int gl_errornumber = 0;
107 void GL_PrintError(int errornumber, const char *filename, int linenumber)
111 #ifdef GL_INVALID_ENUM
112 case GL_INVALID_ENUM:
113 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
116 #ifdef GL_INVALID_VALUE
117 case GL_INVALID_VALUE:
118 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
121 #ifdef GL_INVALID_OPERATION
122 case GL_INVALID_OPERATION:
123 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
126 #ifdef GL_STACK_OVERFLOW
127 case GL_STACK_OVERFLOW:
128 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
131 #ifdef GL_STACK_UNDERFLOW
132 case GL_STACK_UNDERFLOW:
133 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
136 #ifdef GL_OUT_OF_MEMORY
137 case GL_OUT_OF_MEMORY:
138 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
141 #ifdef GL_TABLE_TOO_LARGE
142 case GL_TABLE_TOO_LARGE:
143 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
146 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
147 case GL_INVALID_FRAMEBUFFER_OPERATION:
148 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
152 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
158 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
160 void SCR_ScreenShot_f (void);
162 typedef struct gltextureunit_s
164 int pointer_texcoord_components;
165 int pointer_texcoord_gltype;
166 size_t pointer_texcoord_stride;
167 const void *pointer_texcoord_pointer;
168 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
169 size_t pointer_texcoord_offset;
172 int t2d, t3d, tcubemap;
174 int rgbscale, alphascale;
176 int combinergb, combinealpha;
177 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
178 int texmatrixenabled;
183 typedef struct gl_state_s
191 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
195 float polygonoffset[2];
198 float alphafuncvalue;
199 qboolean alphatocoverage;
202 unsigned int clientunit;
203 gltextureunit_t units[MAX_TEXTUREUNITS];
207 int vertexbufferobject;
208 int elementbufferobject;
209 int uniformbufferobject;
210 int framebufferobject;
211 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
212 qboolean pointer_color_enabled;
214 int pointer_vertex_components;
215 int pointer_vertex_gltype;
216 size_t pointer_vertex_stride;
217 const void *pointer_vertex_pointer;
218 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
219 size_t pointer_vertex_offset;
221 int pointer_color_components;
222 int pointer_color_gltype;
223 size_t pointer_color_stride;
224 const void *pointer_color_pointer;
225 const r_meshbuffer_t *pointer_color_vertexbuffer;
226 size_t pointer_color_offset;
228 void *preparevertices_tempdata;
229 size_t preparevertices_tempdatamaxsize;
230 int preparevertices_numvertices;
232 memexpandablearray_t meshbufferarray;
238 static gl_state_t gl_state;
242 note: here's strip order for a terrain row:
249 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
251 *elements++ = i + row;
253 *elements++ = i + row + 1;
256 *elements++ = i + row + 1;
259 for (y = 0;y < rows - 1;y++)
261 for (x = 0;x < columns - 1;x++)
264 *elements++ = i + columns;
266 *elements++ = i + columns + 1;
269 *elements++ = i + columns + 1;
280 for (y = 0;y < rows - 1;y++)
282 for (x = 0;x < columns - 1;x++)
286 *elements++ = i + columns;
287 *elements++ = i + columns + 1;
288 *elements++ = i + columns;
289 *elements++ = i + columns + 1;
295 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
296 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
297 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
298 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
300 static void GL_VBOStats_f(void)
302 GL_Mesh_ListVBOs(true);
305 static void GL_Backend_ResetState(void);
307 static void gl_backend_start(void)
309 memset(&gl_state, 0, sizeof(gl_state));
311 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
313 Con_DPrintf("OpenGL backend started.\n");
317 GL_Backend_ResetState();
319 switch(vid.renderpath)
321 case RENDERPATH_GL20:
322 case RENDERPATH_GLES2:
323 // fetch current fbo here (default fbo is not 0 on some GLES devices)
325 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR
330 static void gl_backend_shutdown(void)
332 Con_DPrint("OpenGL Backend shutting down\n");
334 switch(vid.renderpath)
336 case RENDERPATH_GL20:
337 case RENDERPATH_GLES2:
341 if (gl_state.preparevertices_tempdata)
342 Mem_Free(gl_state.preparevertices_tempdata);
344 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
346 memset(&gl_state, 0, sizeof(gl_state));
349 static void gl_backend_newmap(void)
353 static void gl_backend_devicelost(void)
356 r_meshbuffer_t *buffer;
357 switch(vid.renderpath)
359 case RENDERPATH_GL20:
360 case RENDERPATH_GLES2:
363 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
364 for (i = 0;i < endindex;i++)
366 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
367 if (!buffer || !buffer->isdynamic)
369 switch(vid.renderpath)
371 case RENDERPATH_GL20:
372 case RENDERPATH_GLES2:
378 static void gl_backend_devicerestored(void)
380 switch(vid.renderpath)
382 case RENDERPATH_GL20:
383 case RENDERPATH_GLES2:
388 void gl_backend_init(void)
392 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
394 polygonelement3s[i * 3 + 0] = 0;
395 polygonelement3s[i * 3 + 1] = i + 1;
396 polygonelement3s[i * 3 + 2] = i + 2;
398 // elements for rendering a series of quads as triangles
399 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
401 quadelement3s[i * 6 + 0] = i * 4;
402 quadelement3s[i * 6 + 1] = i * 4 + 1;
403 quadelement3s[i * 6 + 2] = i * 4 + 2;
404 quadelement3s[i * 6 + 3] = i * 4;
405 quadelement3s[i * 6 + 4] = i * 4 + 2;
406 quadelement3s[i * 6 + 5] = i * 4 + 3;
409 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
410 polygonelement3i[i] = polygonelement3s[i];
411 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
412 quadelement3i[i] = quadelement3s[i];
414 Cvar_RegisterVariable(&r_render);
415 Cvar_RegisterVariable(&r_renderview);
416 Cvar_RegisterVariable(&r_waterwarp);
417 Cvar_RegisterVariable(&gl_polyblend);
418 Cvar_RegisterVariable(&v_flipped);
419 Cvar_RegisterVariable(&gl_dither);
420 Cvar_RegisterVariable(&gl_paranoid);
421 Cvar_RegisterVariable(&gl_printcheckerror);
423 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");
425 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
428 void GL_SetMirrorState(qboolean state);
430 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
434 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
435 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
437 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
439 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
440 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
441 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
443 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
448 switch(vid.renderpath)
450 case RENDERPATH_GL20:
451 case RENDERPATH_GLES2:
453 qglFinish();CHECKGLERROR
458 static int bboxedges[12][2] =
477 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
479 int i, ix1, iy1, ix2, iy2;
480 float x1, y1, x2, y2;
491 scissor[0] = r_refdef.view.viewport.x;
492 scissor[1] = r_refdef.view.viewport.y;
493 scissor[2] = r_refdef.view.viewport.width;
494 scissor[3] = r_refdef.view.viewport.height;
496 // if view is inside the box, just say yes it's visible
497 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
500 // transform all corners that are infront of the nearclip plane
501 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
502 plane4f[3] = r_refdef.view.frustum[4].dist;
504 for (i = 0;i < 8;i++)
506 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
507 dist[i] = DotProduct4(corner[i], plane4f);
508 sign[i] = dist[i] > 0;
511 VectorCopy(corner[i], vertex[numvertices]);
515 // if some points are behind the nearclip, add clipped edge points to make
516 // sure that the scissor boundary is complete
517 if (numvertices > 0 && numvertices < 8)
519 // add clipped edge points
520 for (i = 0;i < 12;i++)
524 if (sign[j] != sign[k])
526 f = dist[j] / (dist[j] - dist[k]);
527 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
533 // if we have no points to check, it is behind the view plane
537 // if we have some points to transform, check what screen area is covered
538 x1 = y1 = x2 = y2 = 0;
540 //Con_Printf("%i vertices to transform...\n", numvertices);
541 for (i = 0;i < numvertices;i++)
543 VectorCopy(vertex[i], v);
544 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
545 //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
548 if (x1 > v2[0]) x1 = v2[0];
549 if (x2 < v2[0]) x2 = v2[0];
550 if (y1 > v2[1]) y1 = v2[1];
551 if (y2 < v2[1]) y2 = v2[1];
560 // now convert the scissor rectangle to integer screen coordinates
561 ix1 = (int)(x1 - 1.0f);
562 //iy1 = vid.height - (int)(y2 - 1.0f);
563 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
564 iy1 = (int)(y1 - 1.0f);
565 ix2 = (int)(x2 + 1.0f);
566 //iy2 = vid.height - (int)(y1 + 1.0f);
567 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
568 iy2 = (int)(y2 + 1.0f);
569 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
571 // clamp it to the screen
572 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
573 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
574 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
575 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
577 // if it is inside out, it's not visible
578 if (ix2 <= ix1 || iy2 <= iy1)
581 // the light area is visible, set up the scissor rectangle
584 scissor[2] = ix2 - ix1;
585 scissor[3] = iy2 - iy1;
587 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
588 switch(vid.renderpath)
590 case RENDERPATH_GL20:
591 case RENDERPATH_GLES2:
599 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
603 float clipPlane[4], v3[3], v4[3];
606 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
608 VectorSet(normal, normalx, normaly, normalz);
609 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
610 VectorScale(normal, -dist, v3);
611 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
612 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
613 clipPlane[3] = -DotProduct(v4, clipPlane);
615 // Calculate the clip-space corner point opposite the clipping plane
616 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
617 // transform it into camera space by multiplying it
618 // by the inverse of the projection matrix
619 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
620 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
622 q[3] = (1.0f + m[10]) / m[14];
624 // Calculate the scaled plane vector
625 d = 2.0f / DotProduct4(clipPlane, q);
627 // Replace the third row of the projection matrix
628 m[2] = clipPlane[0] * d;
629 m[6] = clipPlane[1] * d;
630 m[10] = clipPlane[2] * d + 1.0f;
631 m[14] = clipPlane[3] * d;
634 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)
636 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
638 memset(v, 0, sizeof(*v));
639 v->type = R_VIEWPORTTYPE_ORTHO;
640 v->cameramatrix = *cameramatrix;
647 memset(m, 0, sizeof(m));
648 m[0] = 2/(right - left);
649 m[5] = 2/(top - bottom);
650 m[10] = -2/(zFar - zNear);
651 m[12] = - (right + left)/(right - left);
652 m[13] = - (top + bottom)/(top - bottom);
653 m[14] = - (zFar + zNear)/(zFar - zNear);
655 switch(vid.renderpath)
657 case RENDERPATH_GL20:
658 case RENDERPATH_GLES2:
661 v->screentodepth[0] = -farclip / (farclip - nearclip);
662 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
664 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
667 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
669 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
675 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
676 R_Viewport_TransformToScreen(v, test1, test2);
677 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
682 void R_Viewport_InitOrtho3D(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
684 matrix4x4_t tempmatrix, basematrix;
686 memset(v, 0, sizeof(*v));
688 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
689 v->cameramatrix = *cameramatrix;
696 memset(m, 0, sizeof(m));
697 m[0] = 1.0 / frustumx;
698 m[5] = 1.0 / frustumy;
699 m[10] = -2 / (farclip - nearclip);
700 m[14] = -(farclip + nearclip) / (farclip - nearclip);
702 v->screentodepth[0] = -farclip / (farclip - nearclip);
703 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
705 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
706 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
707 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
708 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
711 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
713 if(v_flipped.integer)
721 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
724 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)
726 matrix4x4_t tempmatrix, basematrix;
728 memset(v, 0, sizeof(*v));
730 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
731 v->cameramatrix = *cameramatrix;
738 memset(m, 0, sizeof(m));
739 m[0] = 1.0 / frustumx;
740 m[5] = 1.0 / frustumy;
741 m[10] = -(farclip + nearclip) / (farclip - nearclip);
743 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
744 v->screentodepth[0] = -farclip / (farclip - nearclip);
745 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
747 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
748 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
749 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
750 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
753 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
755 if(v_flipped.integer)
763 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
766 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)
768 matrix4x4_t tempmatrix, basematrix;
769 const float nudge = 1.0 - 1.0 / (1<<23);
771 memset(v, 0, sizeof(*v));
773 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
774 v->cameramatrix = *cameramatrix;
781 memset(m, 0, sizeof(m));
782 m[ 0] = 1.0 / frustumx;
783 m[ 5] = 1.0 / frustumy;
786 m[14] = -2 * nearclip * nudge;
787 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
788 v->screentodepth[1] = m[14] * -0.5;
790 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
791 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
792 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
793 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
796 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
798 if(v_flipped.integer)
806 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
809 float cubeviewmatrix[6][16] =
811 // standard cubemap projections
849 float rectviewmatrix[6][16] =
851 // sign-preserving cubemap projections
890 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
892 matrix4x4_t tempmatrix, basematrix;
894 memset(v, 0, sizeof(*v));
895 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
896 v->cameramatrix = *cameramatrix;
900 memset(m, 0, sizeof(m));
902 m[10] = -(farclip + nearclip) / (farclip - nearclip);
904 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
906 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
907 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
908 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
911 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
913 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
916 void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane, int offsetx, int offsety)
918 matrix4x4_t tempmatrix, basematrix;
920 memset(v, 0, sizeof(*v));
921 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
922 v->cameramatrix = *cameramatrix;
923 v->x = offsetx + (side & 1) * size;
924 v->y = offsety + (side >> 1) * size;
928 memset(m, 0, sizeof(m));
929 m[0] = m[5] = 1.0f * ((float)size - border) / size;
930 m[10] = -(farclip + nearclip) / (farclip - nearclip);
932 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
934 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
935 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
936 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
939 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
941 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
944 void R_SetViewport(const r_viewport_t *v)
948 // FIXME: v_flipped_state is evil, this probably breaks somewhere
949 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
951 // copy over the matrices to our state
952 gl_viewmatrix = v->viewmatrix;
953 gl_projectionmatrix = v->projectmatrix;
955 switch(vid.renderpath)
957 case RENDERPATH_GL20:
958 case RENDERPATH_GLES2:
960 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
964 // force an update of the derived matrices
965 gl_modelmatrixchanged = true;
966 R_EntityMatrix(&gl_modelmatrix);
969 void R_GetViewport(r_viewport_t *v)
974 static void GL_BindVBO(int bufferobject)
976 if (gl_state.vertexbufferobject != bufferobject)
978 gl_state.vertexbufferobject = bufferobject;
980 qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
984 static void GL_BindEBO(int bufferobject)
986 if (gl_state.elementbufferobject != bufferobject)
988 gl_state.elementbufferobject = bufferobject;
990 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
994 static void GL_BindUBO(int bufferobject)
996 if (gl_state.uniformbufferobject != bufferobject)
998 gl_state.uniformbufferobject = bufferobject;
999 #ifdef GL_UNIFORM_BUFFER
1001 qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1006 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1007 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1011 switch(vid.renderpath)
1013 case RENDERPATH_GL20:
1014 case RENDERPATH_GLES2:
1016 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1017 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1018 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1020 // FIXME: separate stencil attachment on GLES
1021 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1022 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1024 if (depthtexture && depthtexture->texnum )
1026 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1027 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1029 if (depthtexture && depthtexture->renderbuffernum )
1031 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1032 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1035 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1036 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1037 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1038 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1039 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1040 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1041 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1042 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1045 if (colortexture4 && qglDrawBuffersARB)
1047 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1048 qglReadBuffer(GL_NONE);CHECKGLERROR
1050 else if (colortexture3 && qglDrawBuffersARB)
1052 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1053 qglReadBuffer(GL_NONE);CHECKGLERROR
1055 else if (colortexture2 && qglDrawBuffersARB)
1057 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1058 qglReadBuffer(GL_NONE);CHECKGLERROR
1060 else if (colortexture && qglDrawBuffer)
1062 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1063 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1065 else if (qglDrawBuffer)
1067 qglDrawBuffer(GL_NONE);CHECKGLERROR
1068 qglReadBuffer(GL_NONE);CHECKGLERROR
1071 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1072 if (status != GL_FRAMEBUFFER_COMPLETE)
1074 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1075 gl_state.framebufferobject = 0; // GL unbinds it for us
1076 qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1084 void R_Mesh_DestroyFramebufferObject(int fbo)
1086 switch(vid.renderpath)
1088 case RENDERPATH_GL20:
1089 case RENDERPATH_GLES2:
1092 // GL clears the binding if we delete something bound
1093 if (gl_state.framebufferobject == fbo)
1094 gl_state.framebufferobject = 0;
1095 qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR
1101 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1105 rtexture_t *textures[5];
1106 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1107 textures[4] = depthtexture;
1108 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1109 for (j = 0;j < 5;j++)
1111 for (i = 0;i < vid.teximageunits;i++)
1112 if (gl_state.units[i].texture == textures[j])
1113 R_Mesh_TexBind(i, NULL);
1114 // set up framebuffer object or render targets for the active rendering API
1115 switch (vid.renderpath)
1117 case RENDERPATH_GL20:
1118 case RENDERPATH_GLES2:
1119 if (gl_state.framebufferobject != fbo)
1121 gl_state.framebufferobject = fbo;
1122 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR
1128 static void GL_Backend_ResetState(void)
1131 gl_state.active = true;
1132 gl_state.depthtest = true;
1133 gl_state.alphatest = false;
1134 gl_state.alphafunc = GL_GEQUAL;
1135 gl_state.alphafuncvalue = 0.5f;
1136 gl_state.alphatocoverage = false;
1137 gl_state.blendfunc1 = GL_ONE;
1138 gl_state.blendfunc2 = GL_ZERO;
1139 gl_state.blend = false;
1140 gl_state.depthmask = GL_TRUE;
1141 gl_state.colormask = 15;
1142 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1143 gl_state.lockrange_first = 0;
1144 gl_state.lockrange_count = 0;
1145 gl_state.cullface = GL_FRONT;
1146 gl_state.cullfaceenable = false;
1147 gl_state.polygonoffset[0] = 0;
1148 gl_state.polygonoffset[1] = 0;
1149 gl_state.framebufferobject = 0;
1150 gl_state.depthfunc = GL_LEQUAL;
1152 switch(vid.renderpath)
1154 case RENDERPATH_GL20:
1155 case RENDERPATH_GLES2:
1157 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1158 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1159 qglDisable(GL_BLEND);CHECKGLERROR
1160 qglCullFace(gl_state.cullface);CHECKGLERROR
1161 qglDisable(GL_CULL_FACE);CHECKGLERROR
1162 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1163 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1164 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1165 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1166 qglBindBuffer(GL_ARRAY_BUFFER, 0);
1167 qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1168 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1169 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1170 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1171 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1172 gl_state.unit = MAX_TEXTUREUNITS;
1173 gl_state.clientunit = MAX_TEXTUREUNITS;
1174 for (i = 0;i < vid.teximageunits;i++)
1176 GL_ActiveTexture(i);
1177 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1178 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1179 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1181 for (i = 0;i < vid.texarrayunits;i++)
1184 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1191 void GL_ActiveTexture(unsigned int num)
1193 if (gl_state.unit != num)
1195 gl_state.unit = num;
1196 switch(vid.renderpath)
1198 case RENDERPATH_GL20:
1199 case RENDERPATH_GLES2:
1201 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR
1207 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1209 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1211 qboolean blendenable;
1212 gl_state.blendfunc1 = blendfunc1;
1213 gl_state.blendfunc2 = blendfunc2;
1214 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1215 switch(vid.renderpath)
1217 case RENDERPATH_GL20:
1218 case RENDERPATH_GLES2:
1220 if (qglBlendFuncSeparate)
1222 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1226 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1228 if (gl_state.blend != blendenable)
1230 gl_state.blend = blendenable;
1231 if (!gl_state.blend)
1233 qglDisable(GL_BLEND);CHECKGLERROR
1237 qglEnable(GL_BLEND);CHECKGLERROR
1245 void GL_DepthMask(int state)
1247 if (gl_state.depthmask != state)
1249 gl_state.depthmask = state;
1250 switch(vid.renderpath)
1252 case RENDERPATH_GL20:
1253 case RENDERPATH_GLES2:
1255 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1261 void GL_DepthTest(int state)
1263 if (gl_state.depthtest != state)
1265 gl_state.depthtest = state;
1266 switch(vid.renderpath)
1268 case RENDERPATH_GL20:
1269 case RENDERPATH_GLES2:
1271 if (gl_state.depthtest)
1273 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1277 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1284 void GL_DepthFunc(int state)
1286 if (gl_state.depthfunc != state)
1288 gl_state.depthfunc = state;
1289 switch(vid.renderpath)
1291 case RENDERPATH_GL20:
1292 case RENDERPATH_GLES2:
1294 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1300 void GL_DepthRange(float nearfrac, float farfrac)
1302 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1304 gl_state.depthrange[0] = nearfrac;
1305 gl_state.depthrange[1] = farfrac;
1306 switch(vid.renderpath)
1308 case RENDERPATH_GL20:
1309 case RENDERPATH_GLES2:
1312 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1314 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR
1321 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
1323 switch (vid.renderpath)
1325 case RENDERPATH_GL20:
1326 case RENDERPATH_GLES2:
1330 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1334 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1336 qglStencilMask(writemask);CHECKGLERROR
1337 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
1338 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
1344 void GL_PolygonOffset(float planeoffset, float depthoffset)
1346 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
1348 gl_state.polygonoffset[0] = planeoffset;
1349 gl_state.polygonoffset[1] = depthoffset;
1350 switch(vid.renderpath)
1352 case RENDERPATH_GL20:
1353 case RENDERPATH_GLES2:
1355 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR
1361 void GL_SetMirrorState(qboolean state)
1363 if (v_flipped_state != state)
1365 v_flipped_state = state;
1366 if (gl_state.cullface == GL_BACK)
1367 gl_state.cullface = GL_FRONT;
1368 else if (gl_state.cullface == GL_FRONT)
1369 gl_state.cullface = GL_BACK;
1372 switch(vid.renderpath)
1374 case RENDERPATH_GL20:
1375 case RENDERPATH_GLES2:
1377 qglCullFace(gl_state.cullface);CHECKGLERROR
1383 void GL_CullFace(int state)
1387 if(state == GL_FRONT)
1389 else if(state == GL_BACK)
1393 switch(vid.renderpath)
1395 case RENDERPATH_GL20:
1396 case RENDERPATH_GLES2:
1399 if (state != GL_NONE)
1401 if (!gl_state.cullfaceenable)
1403 gl_state.cullfaceenable = true;
1404 qglEnable(GL_CULL_FACE);CHECKGLERROR
1406 if (gl_state.cullface != state)
1408 gl_state.cullface = state;
1409 qglCullFace(gl_state.cullface);CHECKGLERROR
1414 if (gl_state.cullfaceenable)
1416 gl_state.cullfaceenable = false;
1417 qglDisable(GL_CULL_FACE);CHECKGLERROR
1424 void GL_AlphaToCoverage(qboolean state)
1426 if (gl_state.alphatocoverage != state)
1428 gl_state.alphatocoverage = state;
1429 switch(vid.renderpath)
1431 case RENDERPATH_GLES2:
1433 case RENDERPATH_GL20:
1434 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
1435 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
1437 if (gl_state.alphatocoverage)
1439 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1440 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1444 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
1445 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
1453 void GL_ColorMask(int r, int g, int b, int a)
1455 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
1456 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
1457 if (gl_state.colormask != state)
1459 gl_state.colormask = state;
1460 switch(vid.renderpath)
1462 case RENDERPATH_GL20:
1463 case RENDERPATH_GLES2:
1465 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1471 void GL_Color(float cr, float cg, float cb, float ca)
1473 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)
1475 gl_state.color4f[0] = cr;
1476 gl_state.color4f[1] = cg;
1477 gl_state.color4f[2] = cb;
1478 gl_state.color4f[3] = ca;
1479 switch(vid.renderpath)
1481 case RENDERPATH_GL20:
1482 case RENDERPATH_GLES2:
1483 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR
1489 void GL_Scissor (int x, int y, int width, int height)
1491 switch(vid.renderpath)
1493 case RENDERPATH_GL20:
1494 case RENDERPATH_GLES2:
1496 qglScissor(x, y,width,height);CHECKGLERROR
1501 void GL_ScissorTest(int state)
1503 if (gl_state.scissortest != state)
1505 gl_state.scissortest = state;
1506 switch(vid.renderpath)
1508 case RENDERPATH_GL20:
1509 case RENDERPATH_GLES2:
1511 if(gl_state.scissortest)
1512 qglEnable(GL_SCISSOR_TEST);
1514 qglDisable(GL_SCISSOR_TEST);
1521 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
1523 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
1524 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
1525 // prevent warnings when trying to clear a buffer that does not exist
1527 colorvalue = blackcolor;
1530 mask &= ~GL_STENCIL_BUFFER_BIT;
1533 switch(vid.renderpath)
1535 case RENDERPATH_GL20:
1536 case RENDERPATH_GLES2:
1538 if (mask & GL_COLOR_BUFFER_BIT)
1540 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
1542 if (mask & GL_DEPTH_BUFFER_BIT)
1545 qglClearDepthf(depthvalue);CHECKGLERROR
1547 qglClearDepth(depthvalue);CHECKGLERROR
1550 if (mask & GL_STENCIL_BUFFER_BIT)
1552 qglClearStencil(stencilvalue);CHECKGLERROR
1554 qglClear(mask);CHECKGLERROR
1559 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
1561 switch(vid.renderpath)
1563 case RENDERPATH_GL20:
1564 case RENDERPATH_GLES2:
1573 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1574 for (i = 0;i < width * height * 4;i += 4)
1577 // g = outpixels[i+1];
1579 // a = outpixels[i+3];
1581 // outpixels[i+1] = g;
1583 // outpixels[i+3] = a;
1587 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
1593 // called at beginning of frame
1594 void R_Mesh_Start(void)
1597 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1598 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1600 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1601 Cvar_SetValueQuick(&gl_paranoid, 1);
1605 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1609 char compilelog[MAX_INPUTLINE];
1610 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
1613 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1614 qglCompileShader(shaderobject);CHECKGLERROR
1615 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
1616 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1617 if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
1619 int i, j, pretextlines = 0;
1620 for (i = 0;i < numstrings - 1;i++)
1621 for (j = 0;strings[i][j];j++)
1622 if (strings[i][j] == '\n')
1624 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1626 if (!shadercompiled)
1628 qglDeleteShader(shaderobject);CHECKGLERROR
1631 qglAttachShader(programobject, shaderobject);CHECKGLERROR
1632 qglDeleteShader(shaderobject);CHECKGLERROR
1636 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)
1638 GLint programlinked;
1639 GLuint programobject = 0;
1640 char linklog[MAX_INPUTLINE];
1643 programobject = qglCreateProgram();CHECKGLERROR
1647 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
1648 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
1649 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
1650 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
1651 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
1652 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
1653 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
1654 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
1655 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
1656 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
1658 if(vid.support.gl20shaders130)
1659 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
1663 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
1666 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
1667 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
1671 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
1674 qglLinkProgram(programobject);CHECKGLERROR
1675 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
1676 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1681 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
1682 Con_DPrintf("program link log:\n%s\n", linklog);
1684 // software vertex shader is ok but software fragment shader is WAY
1685 // too slow, fail program if so.
1686 // NOTE: this string might be ATI specific, but that's ok because the
1687 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1688 // software fragment shader due to low instruction and dependent
1690 if (strstr(linklog, "fragment shader will run in software"))
1691 programlinked = false;
1697 return programobject;
1699 qglDeleteProgram(programobject);CHECKGLERROR
1703 void GL_Backend_FreeProgram(unsigned int prog)
1706 qglDeleteProgram(prog);
1710 // renders triangles using vertices from the active arrays
1711 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
1713 unsigned int numelements = numtriangles * 3;
1715 size_t bufferoffset3i;
1717 size_t bufferoffset3s;
1718 if (numvertices < 3 || numtriangles < 1)
1720 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1721 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);
1724 // adjust the pointers for firsttriangle
1726 element3i += firsttriangle * 3;
1727 if (element3i_indexbuffer)
1728 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1730 element3s += firsttriangle * 3;
1731 if (element3s_indexbuffer)
1732 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1733 // upload a dynamic index buffer if needed
1736 if (!element3s_indexbuffer)
1737 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
1741 if (!element3i_indexbuffer)
1742 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
1744 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1745 bufferoffset3i = element3i_bufferoffset;
1746 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1747 bufferoffset3s = element3s_bufferoffset;
1748 r_refdef.stats[r_stat_draws]++;
1749 r_refdef.stats[r_stat_draws_vertices] += numvertices;
1750 r_refdef.stats[r_stat_draws_elements] += numelements;
1751 if (gl_paranoid.integer)
1756 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1758 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1760 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1767 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1769 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1771 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1777 if (r_render.integer || r_refdef.draw2dstage)
1779 switch(vid.renderpath)
1781 case RENDERPATH_GL20:
1782 case RENDERPATH_GLES2:
1786 GL_BindEBO(bufferobject3s);
1787 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR
1789 else if (bufferobject3i)
1791 GL_BindEBO(bufferobject3i);
1792 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR
1796 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR
1803 // restores backend state, used when done with 3D rendering
1804 void R_Mesh_Finish(void)
1806 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
1809 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
1811 r_meshbuffer_t *buffer;
1812 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1813 memset(buffer, 0, sizeof(*buffer));
1814 buffer->bufferobject = 0;
1815 buffer->devicebuffer = NULL;
1816 buffer->size = size;
1817 buffer->isindexbuffer = isindexbuffer;
1818 buffer->isuniformbuffer = isuniformbuffer;
1819 buffer->isdynamic = isdynamic;
1820 buffer->isindex16 = isindex16;
1821 strlcpy(buffer->name, name, sizeof(buffer->name));
1822 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
1826 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
1830 if (buffer->isindexbuffer)
1832 r_refdef.stats[r_stat_indexbufferuploadcount]++;
1833 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
1837 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
1838 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
1841 buffer->size = size;
1842 switch(vid.renderpath)
1844 case RENDERPATH_GL20:
1845 case RENDERPATH_GLES2:
1846 if (!buffer->bufferobject)
1847 qglGenBuffers(1, (GLuint *)&buffer->bufferobject);
1849 if (buffer->isuniformbuffer)
1850 GL_BindUBO(buffer->bufferobject);
1851 else if (buffer->isindexbuffer)
1852 GL_BindEBO(buffer->bufferobject);
1854 GL_BindVBO(buffer->bufferobject);
1858 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
1859 #ifdef GL_UNIFORM_BUFFER
1860 if (buffer->isuniformbuffer)
1861 buffertype = GL_UNIFORM_BUFFER;
1865 qglBufferSubData(buffertype, offset, size, data);
1867 qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
1870 if (buffer->isuniformbuffer)
1876 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1880 switch(vid.renderpath)
1882 case RENDERPATH_GL20:
1883 case RENDERPATH_GLES2:
1884 // GL clears the binding if we delete something bound
1885 if (gl_state.uniformbufferobject == buffer->bufferobject)
1886 gl_state.uniformbufferobject = 0;
1887 if (gl_state.vertexbufferobject == buffer->bufferobject)
1888 gl_state.vertexbufferobject = 0;
1889 if (gl_state.elementbufferobject == buffer->bufferobject)
1890 gl_state.elementbufferobject = 0;
1892 qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR
1895 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1898 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
1899 void GL_Mesh_ListVBOs(qboolean printeach)
1904 int index16count, index16mem;
1905 int index32count, index32mem;
1906 int vertexcount, vertexmem;
1907 int uniformcount, uniformmem;
1908 int totalcount, totalmem;
1909 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
1910 r_meshbuffer_t *buffer;
1911 memset(bufferstat, 0, sizeof(bufferstat));
1912 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1913 for (i = 0;i < endindex;i++)
1915 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1918 if (buffer->isuniformbuffer)
1919 type = R_BUFFERDATA_UNIFORM;
1920 else if (buffer->isindexbuffer && buffer->isindex16)
1921 type = R_BUFFERDATA_INDEX16;
1922 else if (buffer->isindexbuffer)
1923 type = R_BUFFERDATA_INDEX32;
1925 type = R_BUFFERDATA_VERTEX;
1926 isdynamic = buffer->isdynamic;
1927 bufferstat[type][isdynamic][0]++;
1928 bufferstat[type][isdynamic][1] += buffer->size;
1930 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
1932 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
1933 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
1934 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
1935 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
1936 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
1937 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
1938 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
1939 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
1940 totalcount = index16count + index32count + vertexcount + uniformcount;
1941 totalmem = index16mem + index32mem + vertexmem + uniformmem;
1942 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
1947 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1949 switch(vid.renderpath)
1951 case RENDERPATH_GL20:
1952 case RENDERPATH_GLES2:
1953 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)
1955 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1956 if (!bufferobject && gl_paranoid.integer)
1957 Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, vertexbuffer, (unsigned int)bufferoffset);
1958 gl_state.pointer_vertex_components = components;
1959 gl_state.pointer_vertex_gltype = gltype;
1960 gl_state.pointer_vertex_stride = stride;
1961 gl_state.pointer_vertex_pointer = pointer;
1962 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1963 gl_state.pointer_vertex_offset = bufferoffset;
1965 GL_BindVBO(bufferobject);
1966 // LordHavoc: special flag added to gltype for unnormalized types
1967 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1973 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1975 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1976 // the pointer only.
1977 switch(vid.renderpath)
1979 case RENDERPATH_GL20:
1980 case RENDERPATH_GLES2:
1984 // caller wants color array enabled
1985 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1986 if (!gl_state.pointer_color_enabled)
1988 gl_state.pointer_color_enabled = true;
1990 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
1992 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)
1994 gl_state.pointer_color_components = components;
1995 gl_state.pointer_color_gltype = gltype;
1996 gl_state.pointer_color_stride = stride;
1997 gl_state.pointer_color_pointer = pointer;
1998 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1999 gl_state.pointer_color_offset = bufferoffset;
2001 GL_BindVBO(bufferobject);
2002 // LordHavoc: special flag added to gltype for unnormalized types
2003 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2008 // caller wants color array disabled
2009 if (gl_state.pointer_color_enabled)
2011 gl_state.pointer_color_enabled = false;
2013 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
2014 // when color array is on the current color gets trashed, set it again
2015 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
2022 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)
2024 gltextureunit_t *unit = gl_state.units + unitnum;
2025 // update array settings
2026 // note: there is no need to check bufferobject here because all cases
2027 // that involve a valid bufferobject also supply a texcoord array
2028 switch(vid.renderpath)
2030 case RENDERPATH_GL20:
2031 case RENDERPATH_GLES2:
2035 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
2036 // texture array unit is enabled, enable the array
2037 if (!unit->arrayenabled)
2039 unit->arrayenabled = true;
2040 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2043 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)
2045 unit->pointer_texcoord_components = components;
2046 unit->pointer_texcoord_gltype = gltype;
2047 unit->pointer_texcoord_stride = stride;
2048 unit->pointer_texcoord_pointer = pointer;
2049 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
2050 unit->pointer_texcoord_offset = bufferoffset;
2051 GL_BindVBO(bufferobject);
2052 // LordHavoc: special flag added to gltype for unnormalized types
2053 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
2058 // texture array unit is disabled, disable the array
2059 if (unit->arrayenabled)
2061 unit->arrayenabled = false;
2062 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
2069 int R_Mesh_TexBound(unsigned int unitnum, int id)
2071 gltextureunit_t *unit = gl_state.units + unitnum;
2072 if (unitnum >= vid.teximageunits)
2074 if (id == GL_TEXTURE_2D)
2076 if (id == GL_TEXTURE_3D)
2078 if (id == GL_TEXTURE_CUBE_MAP)
2079 return unit->tcubemap;
2083 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
2085 switch(vid.renderpath)
2087 case RENDERPATH_GL20:
2088 case RENDERPATH_GLES2:
2089 R_Mesh_TexBind(0, tex);
2090 GL_ActiveTexture(0);CHECKGLERROR
2091 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
2096 void R_Mesh_ClearBindingsForTexture(int texnum)
2098 gltextureunit_t *unit;
2099 unsigned int unitnum;
2100 // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
2101 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2103 unit = gl_state.units + unitnum;
2104 if (unit->t2d == texnum)
2106 if (unit->t3d == texnum)
2108 if (unit->tcubemap == texnum)
2109 unit->tcubemap = -1;
2113 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
2115 gltextureunit_t *unit = gl_state.units + unitnum;
2117 if (unitnum >= vid.teximageunits)
2119 if (unit->texture == tex)
2121 switch(vid.renderpath)
2123 case RENDERPATH_GL20:
2124 case RENDERPATH_GLES2:
2127 tex = r_texture_white;
2128 // not initialized enough yet...
2132 unit->texture = tex;
2133 texnum = R_GetTexture(tex);
2134 switch(tex->gltexturetypeenum)
2136 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
2137 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
2138 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
2144 void R_Mesh_ResetTextureState(void)
2146 unsigned int unitnum;
2150 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
2151 R_Mesh_TexBind(unitnum, NULL);
2152 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
2153 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2156 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
2158 // upload temporary vertexbuffer for this rendering
2160 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
2163 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
2164 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2165 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2166 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2167 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2168 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2169 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2170 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2171 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2172 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2176 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
2177 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2178 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2179 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2180 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2181 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2182 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2183 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2184 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2185 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
2189 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2191 r_meshbuffer_t *buffer_vertex3f = NULL;
2192 r_meshbuffer_t *buffer_color4f = NULL;
2193 r_meshbuffer_t *buffer_texcoord2f = NULL;
2194 int bufferoffset_vertex3f = 0;
2195 int bufferoffset_color4f = 0;
2196 int bufferoffset_texcoord2f = 0;
2197 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2198 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2199 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
2200 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2201 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2202 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
2203 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2204 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2205 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
2206 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2207 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2208 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2209 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2212 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)
2214 r_meshbuffer_t *buffer_vertex3f = NULL;
2215 r_meshbuffer_t *buffer_color4f = NULL;
2216 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
2217 r_meshbuffer_t *buffer_svector3f = NULL;
2218 r_meshbuffer_t *buffer_tvector3f = NULL;
2219 r_meshbuffer_t *buffer_normal3f = NULL;
2220 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
2221 int bufferoffset_vertex3f = 0;
2222 int bufferoffset_color4f = 0;
2223 int bufferoffset_texcoordtexture2f = 0;
2224 int bufferoffset_svector3f = 0;
2225 int bufferoffset_tvector3f = 0;
2226 int bufferoffset_normal3f = 0;
2227 int bufferoffset_texcoordlightmap2f = 0;
2228 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
2229 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
2230 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
2231 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
2232 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
2233 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
2234 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
2235 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
2236 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
2237 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
2238 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
2239 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
2240 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
2241 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
2242 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
2243 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2244 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
2247 void GL_BlendEquationSubtract(qboolean negated)
2252 switch(vid.renderpath)
2254 case RENDERPATH_GL20:
2255 case RENDERPATH_GLES2:
2256 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR
2262 switch(vid.renderpath)
2264 case RENDERPATH_GL20:
2265 case RENDERPATH_GLES2:
2266 qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR