3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
80 #define GL_TEXTURE_3D 0x806F
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
92 //#define GL_DECAL 0x2101
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
99 #define MAX_RENDERTARGETS 4
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
104 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
105 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
107 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
109 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
110 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
111 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
112 cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
113 cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
114 cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
115 cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
117 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
118 qboolean v_flipped_state = false;
120 r_viewport_t gl_viewport;
121 matrix4x4_t gl_modelmatrix;
122 matrix4x4_t gl_viewmatrix;
123 matrix4x4_t gl_modelviewmatrix;
124 matrix4x4_t gl_projectionmatrix;
125 matrix4x4_t gl_modelviewprojectionmatrix;
126 float gl_modelview16f[16];
127 float gl_modelviewprojection16f[16];
128 qboolean gl_modelmatrixchanged;
130 int gl_maxdrawrangeelementsvertices;
131 int gl_maxdrawrangeelementsindices;
136 void GL_PrintError(int errornumber, const char *filename, int linenumber)
140 #ifdef GL_INVALID_ENUM
141 case GL_INVALID_ENUM:
142 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
145 #ifdef GL_INVALID_VALUE
146 case GL_INVALID_VALUE:
147 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
150 #ifdef GL_INVALID_OPERATION
151 case GL_INVALID_OPERATION:
152 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
155 #ifdef GL_STACK_OVERFLOW
156 case GL_STACK_OVERFLOW:
157 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
160 #ifdef GL_STACK_UNDERFLOW
161 case GL_STACK_UNDERFLOW:
162 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
165 #ifdef GL_OUT_OF_MEMORY
166 case GL_OUT_OF_MEMORY:
167 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
170 #ifdef GL_TABLE_TOO_LARGE
171 case GL_TABLE_TOO_LARGE:
172 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
175 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
176 case GL_INVALID_FRAMEBUFFER_OPERATION:
177 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
181 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
187 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
189 void SCR_ScreenShot_f (void);
191 typedef struct gltextureunit_s
193 int pointer_texcoord_components;
194 int pointer_texcoord_gltype;
195 size_t pointer_texcoord_stride;
196 const void *pointer_texcoord_pointer;
197 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
198 size_t pointer_texcoord_offset;
201 int t2d, t3d, tcubemap;
203 int rgbscale, alphascale;
205 int combinergb, combinealpha;
206 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
207 int texmatrixenabled;
212 typedef struct gl_state_s
220 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
224 float polygonoffset[2];
227 float alphafuncvalue;
228 qboolean alphatocoverage;
231 unsigned int clientunit;
232 gltextureunit_t units[MAX_TEXTUREUNITS];
236 int vertexbufferobject;
237 int elementbufferobject;
238 int framebufferobject;
239 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240 qboolean pointer_color_enabled;
242 int pointer_vertex_components;
243 int pointer_vertex_gltype;
244 size_t pointer_vertex_stride;
245 const void *pointer_vertex_pointer;
246 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247 size_t pointer_vertex_offset;
249 int pointer_color_components;
250 int pointer_color_gltype;
251 size_t pointer_color_stride;
252 const void *pointer_color_pointer;
253 const r_meshbuffer_t *pointer_color_vertexbuffer;
254 size_t pointer_color_offset;
256 void *preparevertices_tempdata;
257 size_t preparevertices_tempdatamaxsize;
258 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
259 r_vertexgeneric_t *preparevertices_vertexgeneric;
260 r_vertexmesh_t *preparevertices_vertexmesh;
261 int preparevertices_numvertices;
263 r_meshbuffer_t *draw_dynamicindexbuffer;
265 qboolean usevbo_staticvertex;
266 qboolean usevbo_staticindex;
267 qboolean usevbo_dynamicvertex;
268 qboolean usevbo_dynamicindex;
270 memexpandablearray_t meshbufferarray;
275 // rtexture_t *d3drt_depthtexture;
276 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
277 IDirect3DSurface9 *d3drt_depthsurface;
278 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
279 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
280 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
281 void *d3dvertexbuffer;
283 size_t d3dvertexsize;
288 static gl_state_t gl_state;
292 note: here's strip order for a terrain row:
299 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
301 *elements++ = i + row;
303 *elements++ = i + row + 1;
306 *elements++ = i + row + 1;
309 for (y = 0;y < rows - 1;y++)
311 for (x = 0;x < columns - 1;x++)
314 *elements++ = i + columns;
316 *elements++ = i + columns + 1;
319 *elements++ = i + columns + 1;
330 for (y = 0;y < rows - 1;y++)
332 for (x = 0;x < columns - 1;x++)
336 *elements++ = i + columns;
337 *elements++ = i + columns + 1;
338 *elements++ = i + columns;
339 *elements++ = i + columns + 1;
345 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
346 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
347 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
348 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
350 static void GL_VBOStats_f(void)
352 GL_Mesh_ListVBOs(true);
355 static void GL_Backend_ResetState(void);
357 static void R_Mesh_InitVertexDeclarations(void);
358 static void R_Mesh_DestroyVertexDeclarations(void);
360 static void R_Mesh_SetUseVBO(void)
362 switch(vid.renderpath)
364 case RENDERPATH_GL11:
365 case RENDERPATH_GL13:
366 case RENDERPATH_GL20:
367 case RENDERPATH_GLES1:
368 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
369 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
370 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
371 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
373 case RENDERPATH_D3D9:
374 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
375 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
377 case RENDERPATH_D3D10:
378 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
380 case RENDERPATH_D3D11:
381 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
383 case RENDERPATH_SOFT:
384 gl_state.usevbo_staticvertex = false;
385 gl_state.usevbo_staticindex = false;
386 gl_state.usevbo_dynamicvertex = false;
387 gl_state.usevbo_dynamicindex = false;
389 case RENDERPATH_GLES2:
390 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
391 gl_state.usevbo_staticindex = false;
392 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
393 gl_state.usevbo_dynamicindex = false;
398 static void gl_backend_start(void)
400 memset(&gl_state, 0, sizeof(gl_state));
402 R_Mesh_InitVertexDeclarations();
405 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
407 Con_DPrintf("OpenGL backend started.\n");
411 GL_Backend_ResetState();
413 switch(vid.renderpath)
415 case RENDERPATH_GL11:
416 case RENDERPATH_GL13:
417 case RENDERPATH_GL20:
418 case RENDERPATH_GLES1:
419 case RENDERPATH_GLES2:
420 // fetch current fbo here (default fbo is not 0 on some GLES devices)
421 if (vid.support.ext_framebuffer_object)
422 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
424 case RENDERPATH_D3D9:
426 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
427 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
430 case RENDERPATH_D3D10:
431 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
433 case RENDERPATH_D3D11:
434 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
436 case RENDERPATH_SOFT:
441 static void gl_backend_shutdown(void)
443 Con_DPrint("OpenGL Backend shutting down\n");
445 switch(vid.renderpath)
447 case RENDERPATH_GL11:
448 case RENDERPATH_GL13:
449 case RENDERPATH_GL20:
450 case RENDERPATH_SOFT:
451 case RENDERPATH_GLES1:
452 case RENDERPATH_GLES2:
454 case RENDERPATH_D3D9:
456 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
457 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
460 case RENDERPATH_D3D10:
461 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
463 case RENDERPATH_D3D11:
464 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
468 if (gl_state.preparevertices_tempdata)
469 Mem_Free(gl_state.preparevertices_tempdata);
470 if (gl_state.preparevertices_dynamicvertexbuffer)
471 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
473 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
475 R_Mesh_DestroyVertexDeclarations();
477 memset(&gl_state, 0, sizeof(gl_state));
480 static void gl_backend_newmap(void)
484 static void gl_backend_devicelost(void)
487 r_meshbuffer_t *buffer;
489 gl_state.d3dvertexbuffer = NULL;
491 switch(vid.renderpath)
493 case RENDERPATH_GL11:
494 case RENDERPATH_GL13:
495 case RENDERPATH_GL20:
496 case RENDERPATH_SOFT:
497 case RENDERPATH_GLES1:
498 case RENDERPATH_GLES2:
500 case RENDERPATH_D3D9:
502 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
503 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
506 case RENDERPATH_D3D10:
507 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
509 case RENDERPATH_D3D11:
510 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
513 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
514 for (i = 0;i < endindex;i++)
516 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
517 if (!buffer || !buffer->isdynamic)
519 switch(vid.renderpath)
521 case RENDERPATH_GL11:
522 case RENDERPATH_GL13:
523 case RENDERPATH_GL20:
524 case RENDERPATH_SOFT:
525 case RENDERPATH_GLES1:
526 case RENDERPATH_GLES2:
528 case RENDERPATH_D3D9:
530 if (buffer->devicebuffer)
532 if (buffer->isindexbuffer)
533 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
535 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
536 buffer->devicebuffer = NULL;
540 case RENDERPATH_D3D10:
541 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
543 case RENDERPATH_D3D11:
544 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
550 static void gl_backend_devicerestored(void)
552 switch(vid.renderpath)
554 case RENDERPATH_GL11:
555 case RENDERPATH_GL13:
556 case RENDERPATH_GL20:
557 case RENDERPATH_SOFT:
558 case RENDERPATH_GLES1:
559 case RENDERPATH_GLES2:
561 case RENDERPATH_D3D9:
563 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
564 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
567 case RENDERPATH_D3D10:
568 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
570 case RENDERPATH_D3D11:
571 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
576 void gl_backend_init(void)
580 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
582 polygonelement3s[i * 3 + 0] = 0;
583 polygonelement3s[i * 3 + 1] = i + 1;
584 polygonelement3s[i * 3 + 2] = i + 2;
586 // elements for rendering a series of quads as triangles
587 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
589 quadelement3s[i * 6 + 0] = i * 4;
590 quadelement3s[i * 6 + 1] = i * 4 + 1;
591 quadelement3s[i * 6 + 2] = i * 4 + 2;
592 quadelement3s[i * 6 + 3] = i * 4;
593 quadelement3s[i * 6 + 4] = i * 4 + 2;
594 quadelement3s[i * 6 + 5] = i * 4 + 3;
597 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
598 polygonelement3i[i] = polygonelement3s[i];
599 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
600 quadelement3i[i] = quadelement3s[i];
602 Cvar_RegisterVariable(&r_render);
603 Cvar_RegisterVariable(&r_renderview);
604 Cvar_RegisterVariable(&r_waterwarp);
605 Cvar_RegisterVariable(&gl_polyblend);
606 Cvar_RegisterVariable(&v_flipped);
607 Cvar_RegisterVariable(&gl_dither);
608 Cvar_RegisterVariable(&gl_vbo);
609 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
610 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
611 Cvar_RegisterVariable(&gl_paranoid);
612 Cvar_RegisterVariable(&gl_printcheckerror);
614 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
615 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
616 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
618 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");
620 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
623 void GL_SetMirrorState(qboolean state);
625 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
629 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
630 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
632 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
634 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
635 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
636 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
638 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
643 switch(vid.renderpath)
645 case RENDERPATH_GL11:
646 case RENDERPATH_GL13:
647 case RENDERPATH_GL20:
648 case RENDERPATH_GLES1:
649 case RENDERPATH_GLES2:
652 case RENDERPATH_D3D9:
653 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
655 case RENDERPATH_D3D10:
656 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
658 case RENDERPATH_D3D11:
659 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
661 case RENDERPATH_SOFT:
667 static int bboxedges[12][2] =
686 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
688 int i, ix1, iy1, ix2, iy2;
689 float x1, y1, x2, y2;
700 scissor[0] = r_refdef.view.viewport.x;
701 scissor[1] = r_refdef.view.viewport.y;
702 scissor[2] = r_refdef.view.viewport.width;
703 scissor[3] = r_refdef.view.viewport.height;
705 // if view is inside the box, just say yes it's visible
706 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
709 x1 = y1 = x2 = y2 = 0;
711 // transform all corners that are infront of the nearclip plane
712 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
713 plane4f[3] = r_refdef.view.frustum[4].dist;
715 for (i = 0;i < 8;i++)
717 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
718 dist[i] = DotProduct4(corner[i], plane4f);
719 sign[i] = dist[i] > 0;
722 VectorCopy(corner[i], vertex[numvertices]);
726 // if some points are behind the nearclip, add clipped edge points to make
727 // sure that the scissor boundary is complete
728 if (numvertices > 0 && numvertices < 8)
730 // add clipped edge points
731 for (i = 0;i < 12;i++)
735 if (sign[j] != sign[k])
737 f = dist[j] / (dist[j] - dist[k]);
738 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
744 // if we have no points to check, it is behind the view plane
748 // if we have some points to transform, check what screen area is covered
749 x1 = y1 = x2 = y2 = 0;
751 //Con_Printf("%i vertices to transform...\n", numvertices);
752 for (i = 0;i < numvertices;i++)
754 VectorCopy(vertex[i], v);
755 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
756 //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]);
759 if (x1 > v2[0]) x1 = v2[0];
760 if (x2 < v2[0]) x2 = v2[0];
761 if (y1 > v2[1]) y1 = v2[1];
762 if (y2 < v2[1]) y2 = v2[1];
771 // now convert the scissor rectangle to integer screen coordinates
772 ix1 = (int)(x1 - 1.0f);
773 //iy1 = vid.height - (int)(y2 - 1.0f);
774 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
775 iy1 = (int)(y1 - 1.0f);
776 ix2 = (int)(x2 + 1.0f);
777 //iy2 = vid.height - (int)(y1 + 1.0f);
778 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
779 iy2 = (int)(y2 + 1.0f);
780 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
782 // clamp it to the screen
783 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
784 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
785 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
786 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
788 // if it is inside out, it's not visible
789 if (ix2 <= ix1 || iy2 <= iy1)
792 // the light area is visible, set up the scissor rectangle
795 scissor[2] = ix2 - ix1;
796 scissor[3] = iy2 - iy1;
798 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
799 switch(vid.renderpath)
801 case RENDERPATH_D3D9:
802 case RENDERPATH_D3D10:
803 case RENDERPATH_D3D11:
804 scissor[1] = vid.height - scissor[1] - scissor[3];
806 case RENDERPATH_GL11:
807 case RENDERPATH_GL13:
808 case RENDERPATH_GL20:
809 case RENDERPATH_SOFT:
810 case RENDERPATH_GLES1:
811 case RENDERPATH_GLES2:
819 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
823 float clipPlane[4], v3[3], v4[3];
826 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
828 VectorSet(normal, normalx, normaly, normalz);
829 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
830 VectorScale(normal, -dist, v3);
831 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
832 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
833 clipPlane[3] = -DotProduct(v4, clipPlane);
837 // testing code for comparing results
839 VectorCopy4(clipPlane, clipPlane2);
840 R_EntityMatrix(&identitymatrix);
841 VectorSet(q, normal[0], normal[1], normal[2], -dist);
842 qglClipPlane(GL_CLIP_PLANE0, q);
843 qglGetClipPlane(GL_CLIP_PLANE0, q);
844 VectorCopy4(q, clipPlane);
848 // Calculate the clip-space corner point opposite the clipping plane
849 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
850 // transform it into camera space by multiplying it
851 // by the inverse of the projection matrix
852 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
853 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
855 q[3] = (1.0f + m[10]) / m[14];
857 // Calculate the scaled plane vector
858 d = 2.0f / DotProduct4(clipPlane, q);
860 // Replace the third row of the projection matrix
861 m[2] = clipPlane[0] * d;
862 m[6] = clipPlane[1] * d;
863 m[10] = clipPlane[2] * d + 1.0f;
864 m[14] = clipPlane[3] * d;
867 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)
869 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
871 memset(v, 0, sizeof(*v));
872 v->type = R_VIEWPORTTYPE_ORTHO;
873 v->cameramatrix = *cameramatrix;
880 memset(m, 0, sizeof(m));
881 m[0] = 2/(right - left);
882 m[5] = 2/(top - bottom);
883 m[10] = -2/(zFar - zNear);
884 m[12] = - (right + left)/(right - left);
885 m[13] = - (top + bottom)/(top - bottom);
886 m[14] = - (zFar + zNear)/(zFar - zNear);
888 switch(vid.renderpath)
890 case RENDERPATH_GL11:
891 case RENDERPATH_GL13:
892 case RENDERPATH_GL20:
893 case RENDERPATH_SOFT:
894 case RENDERPATH_GLES1:
895 case RENDERPATH_GLES2:
897 case RENDERPATH_D3D9:
898 case RENDERPATH_D3D10:
899 case RENDERPATH_D3D11:
900 m[10] = -1/(zFar - zNear);
901 m[14] = -zNear/(zFar-zNear);
904 v->screentodepth[0] = -farclip / (farclip - nearclip);
905 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
907 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
910 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
912 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
918 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
919 R_Viewport_TransformToScreen(v, test1, test2);
920 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
925 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)
927 matrix4x4_t tempmatrix, basematrix;
929 memset(v, 0, sizeof(*v));
931 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
932 v->cameramatrix = *cameramatrix;
939 memset(m, 0, sizeof(m));
940 m[0] = 1.0 / frustumx;
941 m[5] = 1.0 / frustumy;
942 m[10] = -(farclip + nearclip) / (farclip - nearclip);
944 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
945 v->screentodepth[0] = -farclip / (farclip - nearclip);
946 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
948 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
949 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
950 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
951 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
954 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
956 if(v_flipped.integer)
964 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
967 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)
969 matrix4x4_t tempmatrix, basematrix;
970 const float nudge = 1.0 - 1.0 / (1<<23);
972 memset(v, 0, sizeof(*v));
974 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
975 v->cameramatrix = *cameramatrix;
982 memset(m, 0, sizeof(m));
983 m[ 0] = 1.0 / frustumx;
984 m[ 5] = 1.0 / frustumy;
987 m[14] = -2 * nearclip * nudge;
988 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
989 v->screentodepth[1] = m[14] * -0.5;
991 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
992 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
993 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
994 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
997 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
999 if(v_flipped.integer)
1007 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1010 float cubeviewmatrix[6][16] =
1012 // standard cubemap projections
1050 float rectviewmatrix[6][16] =
1052 // sign-preserving cubemap projections
1091 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1093 matrix4x4_t tempmatrix, basematrix;
1095 memset(v, 0, sizeof(*v));
1096 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1097 v->cameramatrix = *cameramatrix;
1101 memset(m, 0, sizeof(m));
1103 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1105 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1107 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1108 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1109 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1112 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1114 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1117 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)
1119 matrix4x4_t tempmatrix, basematrix;
1121 memset(v, 0, sizeof(*v));
1122 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1123 v->cameramatrix = *cameramatrix;
1124 v->x = (side & 1) * size;
1125 v->y = (side >> 1) * size;
1129 memset(m, 0, sizeof(m));
1130 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1131 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1133 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1135 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1136 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
1137 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1139 switch(vid.renderpath)
1141 case RENDERPATH_GL20:
1142 case RENDERPATH_GL13:
1143 case RENDERPATH_GL11:
1144 case RENDERPATH_SOFT:
1145 case RENDERPATH_GLES1:
1146 case RENDERPATH_GLES2:
1148 case RENDERPATH_D3D9:
1151 case RENDERPATH_D3D10:
1152 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1154 case RENDERPATH_D3D11:
1155 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1160 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1162 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1165 void R_SetViewport(const r_viewport_t *v)
1170 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1171 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1173 // copy over the matrices to our state
1174 gl_viewmatrix = v->viewmatrix;
1175 gl_projectionmatrix = v->projectmatrix;
1177 switch(vid.renderpath)
1179 case RENDERPATH_GL13:
1180 case RENDERPATH_GL11:
1181 case RENDERPATH_GLES1:
1182 #ifdef GL_PROJECTION
1184 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1185 // Load the projection matrix into OpenGL
1186 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1187 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1188 qglLoadMatrixf(m);CHECKGLERROR
1189 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1192 case RENDERPATH_D3D9:
1195 D3DVIEWPORT9 d3dviewport;
1196 d3dviewport.X = gl_viewport.x;
1197 d3dviewport.Y = gl_viewport.y;
1198 d3dviewport.Width = gl_viewport.width;
1199 d3dviewport.Height = gl_viewport.height;
1200 d3dviewport.MinZ = gl_state.depthrange[0];
1201 d3dviewport.MaxZ = gl_state.depthrange[1];
1202 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1206 case RENDERPATH_D3D10:
1207 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1209 case RENDERPATH_D3D11:
1210 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1212 case RENDERPATH_SOFT:
1213 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1215 case RENDERPATH_GL20:
1216 case RENDERPATH_GLES2:
1218 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1222 // force an update of the derived matrices
1223 gl_modelmatrixchanged = true;
1224 R_EntityMatrix(&gl_modelmatrix);
1227 void R_GetViewport(r_viewport_t *v)
1232 static void GL_BindVBO(int bufferobject)
1234 if (gl_state.vertexbufferobject != bufferobject)
1236 gl_state.vertexbufferobject = bufferobject;
1238 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1242 static void GL_BindEBO(int bufferobject)
1244 if (gl_state.elementbufferobject != bufferobject)
1246 gl_state.elementbufferobject = bufferobject;
1248 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1252 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
1253 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1255 switch(vid.renderpath)
1257 case RENDERPATH_GL11:
1258 case RENDERPATH_GL13:
1259 case RENDERPATH_GL20:
1260 case RENDERPATH_GLES1:
1261 case RENDERPATH_GLES2:
1262 if (vid.support.ext_framebuffer_object)
1266 qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
1267 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1268 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1269 // if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1270 if (colortexture && colortexture->texnum ) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1271 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1272 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1273 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1274 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1275 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1276 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1277 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1278 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1279 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1281 if (colortexture4 && qglDrawBuffersARB)
1283 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1284 qglReadBuffer(GL_NONE);CHECKGLERROR
1286 else if (colortexture3 && qglDrawBuffersARB)
1288 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1289 qglReadBuffer(GL_NONE);CHECKGLERROR
1291 else if (colortexture2 && qglDrawBuffersARB)
1293 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1294 qglReadBuffer(GL_NONE);CHECKGLERROR
1296 else if (colortexture && qglDrawBuffer)
1298 qglDrawBuffer(drawbuffers[0]);CHECKGLERROR
1299 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1301 else if (qglDrawBuffer)
1303 qglDrawBuffer(GL_NONE);CHECKGLERROR
1304 qglReadBuffer(GL_NONE);CHECKGLERROR
1306 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
1307 if (status != GL_FRAMEBUFFER_COMPLETE)
1309 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatusEXT returned %i\n", status);
1310 qglDeleteFramebuffersEXT(1, (GLuint*)&temp);
1316 case RENDERPATH_D3D9:
1317 case RENDERPATH_D3D10:
1318 case RENDERPATH_D3D11:
1320 case RENDERPATH_SOFT:
1326 void R_Mesh_DestroyFramebufferObject(int fbo)
1328 switch(vid.renderpath)
1330 case RENDERPATH_GL11:
1331 case RENDERPATH_GL13:
1332 case RENDERPATH_GL20:
1333 case RENDERPATH_GLES1:
1334 case RENDERPATH_GLES2:
1336 qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
1338 case RENDERPATH_D3D9:
1339 case RENDERPATH_D3D10:
1340 case RENDERPATH_D3D11:
1342 case RENDERPATH_SOFT:
1348 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1350 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1351 if (gl_state.d3drt_depthsurface != depthsurface)
1353 gl_state.d3drt_depthsurface = depthsurface;
1354 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1356 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1358 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1359 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1361 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1363 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1364 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1366 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1368 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1369 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1371 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1373 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1374 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1379 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1383 rtexture_t *textures[5];
1384 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1385 textures[4] = depthtexture;
1386 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1387 for (j = 0;j < 5;j++)
1389 for (i = 0;i < vid.teximageunits;i++)
1390 if (gl_state.units[i].texture == textures[j])
1391 R_Mesh_TexBind(i, NULL);
1392 // set up framebuffer object or render targets for the active rendering API
1393 switch(vid.renderpath)
1395 case RENDERPATH_GL11:
1396 case RENDERPATH_GL13:
1397 case RENDERPATH_GL20:
1398 case RENDERPATH_GLES1:
1399 case RENDERPATH_GLES2:
1400 if (gl_state.framebufferobject != fbo)
1402 gl_state.framebufferobject = fbo;
1403 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1406 case RENDERPATH_D3D9:
1408 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1409 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1412 IDirect3DSurface9 *surfaces[5];
1413 for (i = 0;i < 5;i++)
1418 if (textures[i]->d3dsurface)
1419 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1421 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1424 // set the render targets for real
1425 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1426 // release the texture surface levels (they won't be lost while bound...)
1427 for (i = 0;i < 5;i++)
1428 if (textures[i] && !textures[i]->d3dsurface)
1429 IDirect3DSurface9_Release(surfaces[i]);
1432 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1435 case RENDERPATH_D3D10:
1436 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1438 case RENDERPATH_D3D11:
1439 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1441 case RENDERPATH_SOFT:
1445 unsigned int *pointers[5];
1446 memset(pointers, 0, sizeof(pointers));
1447 for (i = 0;i < 5;i++)
1448 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1449 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1450 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1451 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1454 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1460 static int d3dcmpforglfunc(int f)
1464 case GL_NEVER: return D3DCMP_NEVER;
1465 case GL_LESS: return D3DCMP_LESS;
1466 case GL_EQUAL: return D3DCMP_EQUAL;
1467 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1468 case GL_GREATER: return D3DCMP_GREATER;
1469 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1470 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1471 case GL_ALWAYS: return D3DCMP_ALWAYS;
1472 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1476 static int d3dstencilopforglfunc(int f)
1480 case GL_KEEP: return D3DSTENCILOP_KEEP;
1481 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1482 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1483 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1488 extern cvar_t r_transparent_alphatocoverage;
1490 static void GL_Backend_ResetState(void)
1493 gl_state.active = true;
1494 gl_state.depthtest = true;
1495 gl_state.alphatest = false;
1496 gl_state.alphafunc = GL_GEQUAL;
1497 gl_state.alphafuncvalue = 0.5f;
1498 gl_state.alphatocoverage = false;
1499 gl_state.blendfunc1 = GL_ONE;
1500 gl_state.blendfunc2 = GL_ZERO;
1501 gl_state.blend = false;
1502 gl_state.depthmask = GL_TRUE;
1503 gl_state.colormask = 15;
1504 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1505 gl_state.lockrange_first = 0;
1506 gl_state.lockrange_count = 0;
1507 gl_state.cullface = GL_FRONT;
1508 gl_state.cullfaceenable = false;
1509 gl_state.polygonoffset[0] = 0;
1510 gl_state.polygonoffset[1] = 0;
1511 gl_state.framebufferobject = 0;
1512 gl_state.depthfunc = GL_LEQUAL;
1514 switch(vid.renderpath)
1516 case RENDERPATH_D3D9:
1519 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1520 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1521 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1522 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1523 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1524 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1525 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1529 case RENDERPATH_D3D10:
1530 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1532 case RENDERPATH_D3D11:
1533 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1535 case RENDERPATH_GL11:
1536 case RENDERPATH_GL13:
1537 case RENDERPATH_GLES1:
1538 #ifdef GL_ALPHA_TEST
1541 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1542 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1543 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1544 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1545 qglDisable(GL_BLEND);CHECKGLERROR
1546 qglCullFace(gl_state.cullface);CHECKGLERROR
1547 qglDisable(GL_CULL_FACE);CHECKGLERROR
1548 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1549 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1550 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1551 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1553 if (vid.support.arb_vertex_buffer_object)
1555 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1556 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1559 if (vid.support.ext_framebuffer_object)
1561 //qglBindRenderbufferEXT(GL_RENDERBUFFER, 0);
1562 qglBindFramebufferEXT(GL_FRAMEBUFFER, 0);
1565 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1566 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1568 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1569 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1570 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1572 if (vid.support.ext_framebuffer_object)
1573 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.framebufferobject);
1575 gl_state.unit = MAX_TEXTUREUNITS;
1576 gl_state.clientunit = MAX_TEXTUREUNITS;
1577 for (i = 0;i < vid.texunits;i++)
1579 GL_ActiveTexture(i);
1580 GL_ClientActiveTexture(i);
1581 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1582 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1583 if (vid.support.ext_texture_3d)
1585 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1586 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1588 if (vid.support.arb_texture_cube_map)
1590 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1591 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1594 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1595 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1596 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1597 qglLoadIdentity();CHECKGLERROR
1598 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1599 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1604 case RENDERPATH_SOFT:
1605 DPSOFTRAST_ColorMask(1,1,1,1);
1606 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1607 DPSOFTRAST_CullFace(gl_state.cullface);
1608 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1609 DPSOFTRAST_DepthMask(gl_state.depthmask);
1610 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1611 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1612 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1614 case RENDERPATH_GL20:
1615 case RENDERPATH_GLES2:
1617 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1618 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1619 qglDisable(GL_BLEND);CHECKGLERROR
1620 qglCullFace(gl_state.cullface);CHECKGLERROR
1621 qglDisable(GL_CULL_FACE);CHECKGLERROR
1622 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1623 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1624 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1625 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1626 if (vid.support.arb_vertex_buffer_object)
1628 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1629 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1631 if (vid.support.ext_framebuffer_object)
1632 qglBindFramebufferEXT(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1633 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1634 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1635 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1636 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1637 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1638 gl_state.unit = MAX_TEXTUREUNITS;
1639 gl_state.clientunit = MAX_TEXTUREUNITS;
1640 for (i = 0;i < vid.teximageunits;i++)
1642 GL_ActiveTexture(i);
1643 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1644 if (vid.support.ext_texture_3d)
1646 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1648 if (vid.support.arb_texture_cube_map)
1650 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1653 for (i = 0;i < vid.texarrayunits;i++)
1656 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1657 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1664 void GL_ActiveTexture(unsigned int num)
1666 if (gl_state.unit != num)
1668 gl_state.unit = num;
1669 switch(vid.renderpath)
1671 case RENDERPATH_GL11:
1672 case RENDERPATH_GL13:
1673 case RENDERPATH_GL20:
1674 case RENDERPATH_GLES1:
1675 case RENDERPATH_GLES2:
1676 if (qglActiveTexture)
1679 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1683 case RENDERPATH_D3D9:
1684 case RENDERPATH_D3D10:
1685 case RENDERPATH_D3D11:
1687 case RENDERPATH_SOFT:
1693 void GL_ClientActiveTexture(unsigned int num)
1695 if (gl_state.clientunit != num)
1697 gl_state.clientunit = num;
1698 switch(vid.renderpath)
1700 case RENDERPATH_GL11:
1701 case RENDERPATH_GL13:
1702 case RENDERPATH_GLES1:
1703 if (qglActiveTexture)
1706 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1710 case RENDERPATH_D3D9:
1711 case RENDERPATH_D3D10:
1712 case RENDERPATH_D3D11:
1714 case RENDERPATH_SOFT:
1716 case RENDERPATH_GL20:
1717 case RENDERPATH_GLES2:
1723 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1725 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1727 qboolean blendenable;
1728 gl_state.blendfunc1 = blendfunc1;
1729 gl_state.blendfunc2 = blendfunc2;
1730 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1731 switch(vid.renderpath)
1733 case RENDERPATH_GL11:
1734 case RENDERPATH_GL13:
1735 case RENDERPATH_GL20:
1736 case RENDERPATH_GLES1:
1737 case RENDERPATH_GLES2:
1739 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1740 if (gl_state.blend != blendenable)
1742 gl_state.blend = blendenable;
1743 if (!gl_state.blend)
1745 qglDisable(GL_BLEND);CHECKGLERROR
1749 qglEnable(GL_BLEND);CHECKGLERROR
1753 case RENDERPATH_D3D9:
1758 D3DBLEND d3dblendfunc[2];
1759 glblendfunc[0] = gl_state.blendfunc1;
1760 glblendfunc[1] = gl_state.blendfunc2;
1761 for (i = 0;i < 2;i++)
1763 switch(glblendfunc[i])
1765 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1766 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1767 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1768 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1769 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1770 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1771 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1772 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1773 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1774 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1777 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1778 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1779 if (gl_state.blend != blendenable)
1781 gl_state.blend = blendenable;
1782 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1787 case RENDERPATH_D3D10:
1788 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1790 case RENDERPATH_D3D11:
1791 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1793 case RENDERPATH_SOFT:
1794 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1800 void GL_DepthMask(int state)
1802 if (gl_state.depthmask != state)
1804 gl_state.depthmask = state;
1805 switch(vid.renderpath)
1807 case RENDERPATH_GL11:
1808 case RENDERPATH_GL13:
1809 case RENDERPATH_GL20:
1810 case RENDERPATH_GLES1:
1811 case RENDERPATH_GLES2:
1813 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1815 case RENDERPATH_D3D9:
1817 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1820 case RENDERPATH_D3D10:
1821 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823 case RENDERPATH_D3D11:
1824 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826 case RENDERPATH_SOFT:
1827 DPSOFTRAST_DepthMask(gl_state.depthmask);
1833 void GL_DepthTest(int state)
1835 if (gl_state.depthtest != state)
1837 gl_state.depthtest = state;
1838 switch(vid.renderpath)
1840 case RENDERPATH_GL11:
1841 case RENDERPATH_GL13:
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES1:
1844 case RENDERPATH_GLES2:
1846 if (gl_state.depthtest)
1848 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1852 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1855 case RENDERPATH_D3D9:
1857 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1860 case RENDERPATH_D3D10:
1861 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1863 case RENDERPATH_D3D11:
1864 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1866 case RENDERPATH_SOFT:
1867 DPSOFTRAST_DepthTest(gl_state.depthtest);
1873 void GL_DepthFunc(int state)
1875 if (gl_state.depthfunc != state)
1877 gl_state.depthfunc = state;
1878 switch(vid.renderpath)
1880 case RENDERPATH_GL11:
1881 case RENDERPATH_GL13:
1882 case RENDERPATH_GL20:
1883 case RENDERPATH_GLES1:
1884 case RENDERPATH_GLES2:
1886 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1888 case RENDERPATH_D3D9:
1890 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
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__);
1899 case RENDERPATH_SOFT:
1900 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1906 void GL_DepthRange(float nearfrac, float farfrac)
1908 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
1910 gl_state.depthrange[0] = nearfrac;
1911 gl_state.depthrange[1] = farfrac;
1912 switch(vid.renderpath)
1914 case RENDERPATH_GL11:
1915 case RENDERPATH_GL13:
1916 case RENDERPATH_GL20:
1917 case RENDERPATH_GLES1:
1918 case RENDERPATH_GLES2:
1920 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
1922 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1925 case RENDERPATH_D3D9:
1928 D3DVIEWPORT9 d3dviewport;
1929 d3dviewport.X = gl_viewport.x;
1930 d3dviewport.Y = gl_viewport.y;
1931 d3dviewport.Width = gl_viewport.width;
1932 d3dviewport.Height = gl_viewport.height;
1933 d3dviewport.MinZ = gl_state.depthrange[0];
1934 d3dviewport.MaxZ = gl_state.depthrange[1];
1935 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1939 case RENDERPATH_D3D10:
1940 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1942 case RENDERPATH_D3D11:
1943 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945 case RENDERPATH_SOFT:
1946 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
1952 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)
1954 switch (vid.renderpath)
1956 case RENDERPATH_GL11:
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GL20:
1959 case RENDERPATH_GLES1:
1960 case RENDERPATH_GLES2:
1964 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
1968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1970 if (vid.support.ati_separate_stencil)
1972 qglStencilMask(writemask);CHECKGLERROR
1973 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
1974 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
1975 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
1976 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
1978 else if (vid.support.ext_stencil_two_side)
1980 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
1981 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
1982 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
1983 qglStencilMask(writemask);CHECKGLERROR
1984 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
1985 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
1986 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
1987 qglStencilMask(writemask);CHECKGLERROR
1988 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
1989 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
1993 case RENDERPATH_D3D9:
1995 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
1996 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
1997 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
1998 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
1999 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2000 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2001 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2002 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2003 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2004 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2005 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2006 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2007 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2010 case RENDERPATH_D3D10:
2011 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2013 case RENDERPATH_D3D11:
2014 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2016 case RENDERPATH_SOFT:
2017 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2024 switch (vid.renderpath)
2026 case RENDERPATH_GL11:
2027 case RENDERPATH_GL13:
2028 case RENDERPATH_GL20:
2029 case RENDERPATH_GLES1:
2030 case RENDERPATH_GLES2:
2034 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2038 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2040 if (vid.support.ext_stencil_two_side)
2042 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2043 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2046 qglStencilMask(writemask);CHECKGLERROR
2047 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2048 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2051 case RENDERPATH_D3D9:
2053 if (vid.support.ati_separate_stencil)
2054 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2055 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2056 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2057 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2058 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2059 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2060 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2061 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2062 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2065 case RENDERPATH_D3D10:
2066 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2068 case RENDERPATH_D3D11:
2069 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2071 case RENDERPATH_SOFT:
2072 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2077 void GL_PolygonOffset(float planeoffset, float depthoffset)
2079 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2081 gl_state.polygonoffset[0] = planeoffset;
2082 gl_state.polygonoffset[1] = depthoffset;
2083 switch(vid.renderpath)
2085 case RENDERPATH_GL11:
2086 case RENDERPATH_GL13:
2087 case RENDERPATH_GL20:
2088 case RENDERPATH_GLES1:
2089 case RENDERPATH_GLES2:
2090 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2092 case RENDERPATH_D3D9:
2094 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2095 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2098 case RENDERPATH_D3D10:
2099 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2101 case RENDERPATH_D3D11:
2102 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2104 case RENDERPATH_SOFT:
2105 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2111 void GL_SetMirrorState(qboolean state)
2113 if (v_flipped_state != state)
2115 v_flipped_state = state;
2116 if (gl_state.cullface == GL_BACK)
2117 gl_state.cullface = GL_FRONT;
2118 else if (gl_state.cullface == GL_FRONT)
2119 gl_state.cullface = GL_BACK;
2122 switch(vid.renderpath)
2124 case RENDERPATH_GL11:
2125 case RENDERPATH_GL13:
2126 case RENDERPATH_GL20:
2127 case RENDERPATH_GLES1:
2128 case RENDERPATH_GLES2:
2129 qglCullFace(gl_state.cullface);CHECKGLERROR
2131 case RENDERPATH_D3D9:
2133 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2136 case RENDERPATH_D3D10:
2137 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2139 case RENDERPATH_D3D11:
2140 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2142 case RENDERPATH_SOFT:
2143 DPSOFTRAST_CullFace(gl_state.cullface);
2149 void GL_CullFace(int state)
2153 if(state == GL_FRONT)
2155 else if(state == GL_BACK)
2159 switch(vid.renderpath)
2161 case RENDERPATH_GL11:
2162 case RENDERPATH_GL13:
2163 case RENDERPATH_GL20:
2164 case RENDERPATH_GLES1:
2165 case RENDERPATH_GLES2:
2168 if (state != GL_NONE)
2170 if (!gl_state.cullfaceenable)
2172 gl_state.cullfaceenable = true;
2173 qglEnable(GL_CULL_FACE);CHECKGLERROR
2175 if (gl_state.cullface != state)
2177 gl_state.cullface = state;
2178 qglCullFace(gl_state.cullface);CHECKGLERROR
2183 if (gl_state.cullfaceenable)
2185 gl_state.cullfaceenable = false;
2186 qglDisable(GL_CULL_FACE);CHECKGLERROR
2190 case RENDERPATH_D3D9:
2192 if (gl_state.cullface != state)
2194 gl_state.cullface = state;
2195 switch(gl_state.cullface)
2198 gl_state.cullfaceenable = false;
2199 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2202 gl_state.cullfaceenable = true;
2203 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2206 gl_state.cullfaceenable = true;
2207 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2213 case RENDERPATH_D3D10:
2214 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2216 case RENDERPATH_D3D11:
2217 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2219 case RENDERPATH_SOFT:
2220 if (gl_state.cullface != state)
2222 gl_state.cullface = state;
2223 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2224 DPSOFTRAST_CullFace(gl_state.cullface);
2230 void GL_AlphaTest(int state)
2232 if (gl_state.alphatest != state)
2234 gl_state.alphatest = state;
2235 switch(vid.renderpath)
2237 case RENDERPATH_GL11:
2238 case RENDERPATH_GL13:
2239 case RENDERPATH_GLES1:
2240 #ifdef GL_ALPHA_TEST
2241 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2243 if (gl_state.alphatest)
2245 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2249 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2253 case RENDERPATH_D3D9:
2254 case RENDERPATH_D3D10:
2255 case RENDERPATH_D3D11:
2256 case RENDERPATH_SOFT:
2257 case RENDERPATH_GL20:
2258 case RENDERPATH_GLES2:
2264 void GL_AlphaToCoverage(qboolean state)
2266 if (gl_state.alphatocoverage != state)
2268 gl_state.alphatocoverage = state;
2269 switch(vid.renderpath)
2271 case RENDERPATH_GL11:
2272 case RENDERPATH_GL13:
2273 case RENDERPATH_GLES1:
2274 case RENDERPATH_GLES2:
2275 case RENDERPATH_D3D9:
2276 case RENDERPATH_D3D10:
2277 case RENDERPATH_D3D11:
2278 case RENDERPATH_SOFT:
2280 case RENDERPATH_GL20:
2281 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2282 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2284 if (gl_state.alphatocoverage)
2286 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2287 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2291 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2292 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2300 void GL_ColorMask(int r, int g, int b, int a)
2302 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2303 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2304 if (gl_state.colormask != state)
2306 gl_state.colormask = state;
2307 switch(vid.renderpath)
2309 case RENDERPATH_GL11:
2310 case RENDERPATH_GL13:
2311 case RENDERPATH_GL20:
2312 case RENDERPATH_GLES1:
2313 case RENDERPATH_GLES2:
2315 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2317 case RENDERPATH_D3D9:
2319 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2322 case RENDERPATH_D3D10:
2323 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2325 case RENDERPATH_D3D11:
2326 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2328 case RENDERPATH_SOFT:
2329 DPSOFTRAST_ColorMask(r, g, b, a);
2335 void GL_Color(float cr, float cg, float cb, float ca)
2337 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)
2339 gl_state.color4f[0] = cr;
2340 gl_state.color4f[1] = cg;
2341 gl_state.color4f[2] = cb;
2342 gl_state.color4f[3] = ca;
2343 switch(vid.renderpath)
2345 case RENDERPATH_GL11:
2346 case RENDERPATH_GL13:
2347 case RENDERPATH_GLES1:
2349 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2352 case RENDERPATH_D3D9:
2353 case RENDERPATH_D3D10:
2354 case RENDERPATH_D3D11:
2355 // no equivalent in D3D
2357 case RENDERPATH_SOFT:
2358 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2360 case RENDERPATH_GL20:
2361 case RENDERPATH_GLES2:
2362 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2368 void GL_Scissor (int x, int y, int width, int height)
2370 switch(vid.renderpath)
2372 case RENDERPATH_GL11:
2373 case RENDERPATH_GL13:
2374 case RENDERPATH_GL20:
2375 case RENDERPATH_GLES1:
2376 case RENDERPATH_GLES2:
2378 qglScissor(x, y,width,height);
2381 case RENDERPATH_D3D9:
2387 d3drect.right = x + width;
2388 d3drect.bottom = y + height;
2389 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2393 case RENDERPATH_D3D10:
2394 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2396 case RENDERPATH_D3D11:
2397 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2399 case RENDERPATH_SOFT:
2400 DPSOFTRAST_Scissor(x, y, width, height);
2405 void GL_ScissorTest(int state)
2407 if (gl_state.scissortest != state)
2409 gl_state.scissortest = state;
2410 switch(vid.renderpath)
2412 case RENDERPATH_GL11:
2413 case RENDERPATH_GL13:
2414 case RENDERPATH_GL20:
2415 case RENDERPATH_GLES1:
2416 case RENDERPATH_GLES2:
2418 if(gl_state.scissortest)
2419 qglEnable(GL_SCISSOR_TEST);
2421 qglDisable(GL_SCISSOR_TEST);
2424 case RENDERPATH_D3D9:
2426 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2429 case RENDERPATH_D3D10:
2430 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2432 case RENDERPATH_D3D11:
2433 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2435 case RENDERPATH_SOFT:
2436 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2442 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2444 static const float blackcolor[4] = {0, 0, 0, 0};
2445 // prevent warnings when trying to clear a buffer that does not exist
2447 colorvalue = blackcolor;
2450 mask &= ~GL_STENCIL_BUFFER_BIT;
2453 switch(vid.renderpath)
2455 case RENDERPATH_GL11:
2456 case RENDERPATH_GL13:
2457 case RENDERPATH_GL20:
2458 case RENDERPATH_GLES1:
2459 case RENDERPATH_GLES2:
2461 if (mask & GL_COLOR_BUFFER_BIT)
2463 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2465 if (mask & GL_DEPTH_BUFFER_BIT)
2468 qglClearDepthf(depthvalue);CHECKGLERROR
2470 qglClearDepth(depthvalue);CHECKGLERROR
2473 if (mask & GL_STENCIL_BUFFER_BIT)
2475 qglClearStencil(stencilvalue);CHECKGLERROR
2477 qglClear(mask);CHECKGLERROR
2479 case RENDERPATH_D3D9:
2481 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);
2484 case RENDERPATH_D3D10:
2485 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2487 case RENDERPATH_D3D11:
2488 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2490 case RENDERPATH_SOFT:
2491 if (mask & GL_COLOR_BUFFER_BIT)
2492 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2493 if (mask & GL_DEPTH_BUFFER_BIT)
2494 DPSOFTRAST_ClearDepth(depthvalue);
2499 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2501 switch(vid.renderpath)
2503 case RENDERPATH_GL11:
2504 case RENDERPATH_GL13:
2505 case RENDERPATH_GL20:
2506 case RENDERPATH_GLES1:
2507 case RENDERPATH_GLES2:
2509 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2511 case RENDERPATH_D3D9:
2514 // LordHavoc: we can't directly download the backbuffer because it may be
2515 // multisampled, and it may not be lockable, so we blit it to a lockable
2516 // surface of the same dimensions (but without multisample) to resolve the
2517 // multisample buffer to a normal image, and then lock that...
2518 IDirect3DSurface9 *stretchsurface = NULL;
2519 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2521 D3DLOCKED_RECT lockedrect;
2522 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2524 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2527 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2528 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2529 memcpy(outpixels + line * width * 4, row, width * 4);
2530 IDirect3DSurface9_UnlockRect(stretchsurface);
2533 IDirect3DSurface9_Release(stretchsurface);
2536 //IDirect3DSurface9 *syssurface = NULL;
2537 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2538 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2539 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2540 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2541 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2542 //IDirect3DSurface9_UnlockRect(syssurface);
2543 //IDirect3DSurface9_Release(syssurface);
2547 case RENDERPATH_D3D10:
2548 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2550 case RENDERPATH_D3D11:
2551 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2553 case RENDERPATH_SOFT:
2554 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2559 // called at beginning of frame
2560 void R_Mesh_Start(void)
2563 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2565 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2567 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2568 Cvar_SetValueQuick(&gl_paranoid, 1);
2572 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2576 char compilelog[MAX_INPUTLINE];
2577 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2580 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2581 qglCompileShader(shaderobject);CHECKGLERROR
2582 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2583 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2584 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
2586 int i, j, pretextlines = 0;
2587 for (i = 0;i < numstrings - 1;i++)
2588 for (j = 0;strings[i][j];j++)
2589 if (strings[i][j] == '\n')
2591 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2593 if (!shadercompiled)
2595 qglDeleteShader(shaderobject);CHECKGLERROR
2598 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2599 qglDeleteShader(shaderobject);CHECKGLERROR
2603 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)
2605 GLint programlinked;
2606 GLuint programobject = 0;
2607 char linklog[MAX_INPUTLINE];
2610 programobject = qglCreateProgram();CHECKGLERROR
2614 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2615 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2616 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2617 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2618 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2619 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2620 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2621 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2622 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
2623 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
2625 if(vid.support.gl20shaders130)
2626 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2629 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2632 #ifdef GL_GEOMETRY_SHADER
2633 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2637 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2640 qglLinkProgram(programobject);CHECKGLERROR
2641 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2642 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2645 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2646 Con_DPrintf("program link log:\n%s\n", linklog);
2647 // software vertex shader is ok but software fragment shader is WAY
2648 // too slow, fail program if so.
2649 // NOTE: this string might be ATI specific, but that's ok because the
2650 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2651 // software fragment shader due to low instruction and dependent
2653 if (strstr(linklog, "fragment shader will run in software"))
2654 programlinked = false;
2658 return programobject;
2660 qglDeleteProgram(programobject);CHECKGLERROR
2664 void GL_Backend_FreeProgram(unsigned int prog)
2667 qglDeleteProgram(prog);
2671 // renders triangles using vertices from the active arrays
2672 int paranoidblah = 0;
2673 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)
2675 unsigned int numelements = numtriangles * 3;
2677 size_t bufferoffset3i;
2679 size_t bufferoffset3s;
2680 if (numvertices < 3 || numtriangles < 1)
2682 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2683 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);
2686 if (!gl_mesh_prefer_short_elements.integer)
2690 if (element3i_indexbuffer)
2691 element3i_indexbuffer = NULL;
2693 // adjust the pointers for firsttriangle
2695 element3i += firsttriangle * 3;
2696 if (element3i_indexbuffer)
2697 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2699 element3s += firsttriangle * 3;
2700 if (element3s_indexbuffer)
2701 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2702 switch(vid.renderpath)
2704 case RENDERPATH_GL11:
2705 case RENDERPATH_GL13:
2706 case RENDERPATH_GL20:
2707 case RENDERPATH_GLES1:
2708 case RENDERPATH_GLES2:
2709 // check if the user specified to ignore static index buffers
2710 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2712 element3i_indexbuffer = NULL;
2713 element3s_indexbuffer = NULL;
2716 case RENDERPATH_D3D9:
2717 case RENDERPATH_D3D10:
2718 case RENDERPATH_D3D11:
2720 case RENDERPATH_SOFT:
2723 // upload a dynamic index buffer if needed
2726 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2728 if (gl_state.draw_dynamicindexbuffer)
2729 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
2731 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
2732 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
2733 element3s_bufferoffset = 0;
2738 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2740 if (gl_state.draw_dynamicindexbuffer)
2741 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
2743 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
2744 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
2745 element3i_bufferoffset = 0;
2748 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2749 bufferoffset3i = element3i_bufferoffset;
2750 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2751 bufferoffset3s = element3s_bufferoffset;
2752 r_refdef.stats.draws++;
2753 r_refdef.stats.draws_vertices += numvertices;
2754 r_refdef.stats.draws_elements += numelements;
2755 if (gl_paranoid.integer)
2758 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2760 unsigned int j, size;
2762 // note: there's no validation done here on buffer objects because it
2763 // is somewhat difficult to get at the data, and gl_paranoid can be
2764 // used without buffer objects if the need arises
2765 // (the data could be gotten using glMapBuffer but it would be very
2766 // slow due to uncachable video memory reads)
2767 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2768 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2770 if (gl_state.pointer_vertex_pointer)
2771 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2773 if (gl_state.pointer_color_enabled)
2775 if (!qglIsEnabled(GL_COLOR_ARRAY))
2776 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2778 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2779 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2782 for (i = 0;i < vid.texarrayunits;i++)
2784 if (gl_state.units[i].arrayenabled)
2786 GL_ClientActiveTexture(i);
2787 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2788 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2790 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2791 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++)
2798 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2800 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2802 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2809 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2811 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2813 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2819 if (r_render.integer || r_refdef.draw2dstage)
2821 switch(vid.renderpath)
2823 case RENDERPATH_GL11:
2824 case RENDERPATH_GL13:
2825 case RENDERPATH_GL20:
2827 if (gl_mesh_testmanualfeeding.integer)
2830 unsigned int i, j, element;
2832 qglBegin(GL_TRIANGLES);
2833 if(vid.renderpath == RENDERPATH_GL20)
2835 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2838 element = element3i[i];
2840 element = element3s[i];
2842 element = firstvertex + i;
2843 for (j = 0;j < vid.texarrayunits;j++)
2845 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2847 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2849 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2850 if (gl_state.units[j].pointer_texcoord_components == 4)
2851 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2852 else if (gl_state.units[j].pointer_texcoord_components == 3)
2853 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2854 else if (gl_state.units[j].pointer_texcoord_components == 2)
2855 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2857 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2859 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2861 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2862 if (gl_state.units[j].pointer_texcoord_components == 4)
2863 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2864 else if (gl_state.units[j].pointer_texcoord_components == 3)
2865 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2866 else if (gl_state.units[j].pointer_texcoord_components == 2)
2867 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2868 else if (gl_state.units[j].pointer_texcoord_components == 1)
2869 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2871 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2873 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2874 if (gl_state.units[j].pointer_texcoord_components == 4)
2875 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
2876 else if (gl_state.units[j].pointer_texcoord_components == 3)
2877 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
2878 else if (gl_state.units[j].pointer_texcoord_components == 2)
2879 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
2880 else if (gl_state.units[j].pointer_texcoord_components == 1)
2881 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
2885 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
2887 if (gl_state.pointer_color_gltype == GL_FLOAT)
2889 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2890 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
2892 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
2894 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
2895 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
2898 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
2900 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
2901 if (gl_state.pointer_vertex_components == 4)
2902 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
2903 else if (gl_state.pointer_vertex_components == 3)
2904 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
2906 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
2912 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2915 element = element3i[i];
2917 element = element3s[i];
2919 element = firstvertex + i;
2920 for (j = 0;j < vid.texarrayunits;j++)
2922 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2924 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2926 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2927 if (vid.texarrayunits > 1)
2929 if (gl_state.units[j].pointer_texcoord_components == 4)
2930 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
2931 else if (gl_state.units[j].pointer_texcoord_components == 3)
2932 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
2933 else if (gl_state.units[j].pointer_texcoord_components == 2)
2934 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
2936 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
2940 if (gl_state.units[j].pointer_texcoord_components == 4)
2941 qglTexCoord4f(p[0], p[1], p[2], p[3]);
2942 else if (gl_state.units[j].pointer_texcoord_components == 3)
2943 qglTexCoord3f(p[0], p[1], p[2]);
2944 else if (gl_state.units[j].pointer_texcoord_components == 2)
2945 qglTexCoord2f(p[0], p[1]);
2947 qglTexCoord1f(p[0]);
2950 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
2952 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2953 if (vid.texarrayunits > 1)
2955 if (gl_state.units[j].pointer_texcoord_components == 4)
2956 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
2957 else if (gl_state.units[j].pointer_texcoord_components == 3)
2958 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
2959 else if (gl_state.units[j].pointer_texcoord_components == 2)
2960 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
2961 else if (gl_state.units[j].pointer_texcoord_components == 1)
2962 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
2966 if (gl_state.units[j].pointer_texcoord_components == 4)
2967 qglTexCoord4f(s[0], s[1], s[2], s[3]);
2968 else if (gl_state.units[j].pointer_texcoord_components == 3)
2969 qglTexCoord3f(s[0], s[1], s[2]);
2970 else if (gl_state.units[j].pointer_texcoord_components == 2)
2971 qglTexCoord2f(s[0], s[1]);
2972 else if (gl_state.units[j].pointer_texcoord_components == 1)
2973 qglTexCoord1f(s[0]);
2976 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2978 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2979 if (vid.texarrayunits > 1)
2981 if (gl_state.units[j].pointer_texcoord_components == 4)
2982 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
2983 else if (gl_state.units[j].pointer_texcoord_components == 3)
2984 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
2985 else if (gl_state.units[j].pointer_texcoord_components == 2)
2986 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
2987 else if (gl_state.units[j].pointer_texcoord_components == 1)
2988 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
2992 if (gl_state.units[j].pointer_texcoord_components == 4)
2993 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
2994 else if (gl_state.units[j].pointer_texcoord_components == 3)
2995 qglTexCoord3f(sb[0], sb[1], sb[2]);
2996 else if (gl_state.units[j].pointer_texcoord_components == 2)
2997 qglTexCoord2f(sb[0], sb[1]);
2998 else if (gl_state.units[j].pointer_texcoord_components == 1)
2999 qglTexCoord1f(sb[0]);
3004 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3006 if (gl_state.pointer_color_gltype == GL_FLOAT)
3008 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3009 qglColor4f(p[0], p[1], p[2], p[3]);
3011 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3013 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3014 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3017 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3019 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3020 if (gl_state.pointer_vertex_components == 4)
3021 qglVertex4f(p[0], p[1], p[2], p[3]);
3022 else if (gl_state.pointer_vertex_components == 3)
3023 qglVertex3f(p[0], p[1], p[2]);
3025 qglVertex2f(p[0], p[1]);
3033 else if (bufferobject3s)
3035 GL_BindEBO(bufferobject3s);
3037 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3039 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3045 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
3049 else if (bufferobject3i)
3051 GL_BindEBO(bufferobject3i);
3053 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3055 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3061 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
3069 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3071 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3077 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3085 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3087 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3093 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3099 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3103 case RENDERPATH_D3D9:
3105 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3107 if (element3s_indexbuffer)
3109 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3110 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3112 else if (element3i_indexbuffer)
3114 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3115 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3118 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3123 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3125 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3127 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3131 case RENDERPATH_D3D10:
3132 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3134 case RENDERPATH_D3D11:
3135 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3137 case RENDERPATH_SOFT:
3138 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3140 case RENDERPATH_GLES1:
3141 case RENDERPATH_GLES2:
3142 // GLES does not have glDrawRangeElements, and generally
3143 // underperforms with index buffers, so this code path is
3144 // relatively straightforward...
3146 if (gl_paranoid.integer)
3148 int r, prog, enabled, i;
3149 GLsizei attriblength;
3152 GLchar attribname[1024];
3153 r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
3154 if (r != GL_FRAMEBUFFER_COMPLETE)
3155 Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
3156 #ifndef GL_CURRENT_PROGRAM
3157 #define GL_CURRENT_PROGRAM 0x8B8D
3159 qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
3160 if (r < 0 || r > 10000)
3161 Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
3163 for (i = 0;i < 8;i++)
3165 qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
3168 qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
3169 Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
3175 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3180 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3185 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3193 // restores backend state, used when done with 3D rendering
3194 void R_Mesh_Finish(void)
3196 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3199 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
3201 r_meshbuffer_t *buffer;
3202 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
3204 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3205 memset(buffer, 0, sizeof(*buffer));
3206 buffer->bufferobject = 0;
3207 buffer->devicebuffer = NULL;
3209 buffer->isindexbuffer = isindexbuffer;
3210 buffer->isdynamic = isdynamic;
3211 buffer->isindex16 = isindex16;
3212 strlcpy(buffer->name, name, sizeof(buffer->name));
3213 R_Mesh_UpdateMeshBuffer(buffer, data, size);
3217 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
3221 if (buffer->isindexbuffer)
3223 r_refdef.stats.indexbufferuploadcount++;
3224 r_refdef.stats.indexbufferuploadsize += size;
3228 r_refdef.stats.vertexbufferuploadcount++;
3229 r_refdef.stats.vertexbufferuploadsize += size;
3231 switch(vid.renderpath)
3233 case RENDERPATH_GL11:
3234 case RENDERPATH_GL13:
3235 case RENDERPATH_GL20:
3236 case RENDERPATH_GLES1:
3237 case RENDERPATH_GLES2:
3238 if (!buffer->bufferobject)
3239 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3240 if (buffer->isindexbuffer)
3241 GL_BindEBO(buffer->bufferobject);
3243 GL_BindVBO(buffer->bufferobject);
3244 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3246 case RENDERPATH_D3D9:
3250 void *datapointer = NULL;
3251 if (buffer->isindexbuffer)
3253 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3254 if (size > buffer->size || !buffer->devicebuffer)
3256 if (buffer->devicebuffer)
3257 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3258 buffer->devicebuffer = NULL;
3259 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)))
3260 Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? (int)D3DFMT_INDEX16 : (int)D3DFMT_INDEX32, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9indexbuffer, (int)result);
3261 buffer->devicebuffer = (void *)d3d9indexbuffer;
3262 buffer->size = size;
3264 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3267 memcpy(datapointer, data, size);
3269 memset(datapointer, 0, size);
3270 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3275 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3276 if (size > buffer->size || !buffer->devicebuffer)
3278 if (buffer->devicebuffer)
3279 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3280 buffer->devicebuffer = NULL;
3281 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3282 Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? (int)D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? (int)D3DPOOL_DEFAULT : (int)D3DPOOL_MANAGED, &d3d9vertexbuffer, (int)result);
3283 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3284 buffer->size = size;
3286 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3289 memcpy(datapointer, data, size);
3291 memset(datapointer, 0, size);
3292 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3298 case RENDERPATH_D3D10:
3299 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3301 case RENDERPATH_D3D11:
3302 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3304 case RENDERPATH_SOFT:
3309 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3313 switch(vid.renderpath)
3315 case RENDERPATH_GL11:
3316 case RENDERPATH_GL13:
3317 case RENDERPATH_GL20:
3318 case RENDERPATH_GLES1:
3319 case RENDERPATH_GLES2:
3320 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3322 case RENDERPATH_D3D9:
3324 if (gl_state.d3dvertexbuffer == (void *)buffer)
3325 gl_state.d3dvertexbuffer = NULL;
3326 if (buffer->devicebuffer)
3328 if (buffer->isindexbuffer)
3329 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3331 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3332 buffer->devicebuffer = NULL;
3336 case RENDERPATH_D3D10:
3337 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3339 case RENDERPATH_D3D11:
3340 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3342 case RENDERPATH_SOFT:
3345 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3348 void GL_Mesh_ListVBOs(qboolean printeach)
3351 size_t ebocount = 0, ebomemory = 0;
3352 size_t vbocount = 0, vbomemory = 0;
3353 r_meshbuffer_t *buffer;
3354 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3355 for (i = 0;i < endindex;i++)
3357 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3360 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)");}
3361 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)");}
3363 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);
3368 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3370 switch(vid.renderpath)
3372 case RENDERPATH_GL11:
3373 case RENDERPATH_GL13:
3374 case RENDERPATH_GLES1:
3375 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)
3377 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3378 gl_state.pointer_vertex_components = components;
3379 gl_state.pointer_vertex_gltype = gltype;
3380 gl_state.pointer_vertex_stride = stride;
3381 gl_state.pointer_vertex_pointer = pointer;
3382 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3383 gl_state.pointer_vertex_offset = bufferoffset;
3385 GL_BindVBO(bufferobject);
3386 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3389 case RENDERPATH_GL20:
3390 case RENDERPATH_GLES2:
3391 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)
3393 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3394 gl_state.pointer_vertex_components = components;
3395 gl_state.pointer_vertex_gltype = gltype;
3396 gl_state.pointer_vertex_stride = stride;
3397 gl_state.pointer_vertex_pointer = pointer;
3398 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3399 gl_state.pointer_vertex_offset = bufferoffset;
3401 GL_BindVBO(bufferobject);
3402 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3405 case RENDERPATH_D3D9:
3406 case RENDERPATH_D3D10:
3407 case RENDERPATH_D3D11:
3408 case RENDERPATH_SOFT:
3413 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3415 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3416 // the pointer only.
3417 switch(vid.renderpath)
3419 case RENDERPATH_GL11:
3420 case RENDERPATH_GL13:
3421 case RENDERPATH_GLES1:
3426 // caller wants color array enabled
3427 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3428 if (!gl_state.pointer_color_enabled)
3430 gl_state.pointer_color_enabled = true;
3432 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3434 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)
3436 gl_state.pointer_color_components = components;
3437 gl_state.pointer_color_gltype = gltype;
3438 gl_state.pointer_color_stride = stride;
3439 gl_state.pointer_color_pointer = pointer;
3440 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3441 gl_state.pointer_color_offset = bufferoffset;
3443 GL_BindVBO(bufferobject);
3444 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3449 // caller wants color array disabled
3450 if (gl_state.pointer_color_enabled)
3452 gl_state.pointer_color_enabled = false;
3454 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3455 // when color array is on the glColor gets trashed, set it again
3456 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3461 case RENDERPATH_GL20:
3462 case RENDERPATH_GLES2:
3466 // caller wants color array enabled
3467 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3468 if (!gl_state.pointer_color_enabled)
3470 gl_state.pointer_color_enabled = true;
3472 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3474 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)
3476 gl_state.pointer_color_components = components;
3477 gl_state.pointer_color_gltype = gltype;
3478 gl_state.pointer_color_stride = stride;
3479 gl_state.pointer_color_pointer = pointer;
3480 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3481 gl_state.pointer_color_offset = bufferoffset;
3483 GL_BindVBO(bufferobject);
3484 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3489 // caller wants color array disabled
3490 if (gl_state.pointer_color_enabled)
3492 gl_state.pointer_color_enabled = false;
3494 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3495 // when color array is on the glColor gets trashed, set it again
3496 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3500 case RENDERPATH_D3D9:
3501 case RENDERPATH_D3D10:
3502 case RENDERPATH_D3D11:
3503 case RENDERPATH_SOFT:
3508 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)
3510 gltextureunit_t *unit = gl_state.units + unitnum;
3511 // update array settings
3512 // note: there is no need to check bufferobject here because all cases
3513 // that involve a valid bufferobject also supply a texcoord array
3514 switch(vid.renderpath)
3516 case RENDERPATH_GL11:
3517 case RENDERPATH_GL13:
3518 case RENDERPATH_GLES1:
3523 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3524 // texture array unit is enabled, enable the array
3525 if (!unit->arrayenabled)
3527 unit->arrayenabled = true;
3528 GL_ClientActiveTexture(unitnum);
3529 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3532 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)
3534 unit->pointer_texcoord_components = components;
3535 unit->pointer_texcoord_gltype = gltype;
3536 unit->pointer_texcoord_stride = stride;
3537 unit->pointer_texcoord_pointer = pointer;
3538 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3539 unit->pointer_texcoord_offset = bufferoffset;
3540 GL_ClientActiveTexture(unitnum);
3541 GL_BindVBO(bufferobject);
3542 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3547 // texture array unit is disabled, disable the array
3548 if (unit->arrayenabled)
3550 unit->arrayenabled = false;
3551 GL_ClientActiveTexture(unitnum);
3552 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3557 case RENDERPATH_GL20:
3558 case RENDERPATH_GLES2:
3562 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3563 // texture array unit is enabled, enable the array
3564 if (!unit->arrayenabled)
3566 unit->arrayenabled = true;
3567 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3570 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)
3572 unit->pointer_texcoord_components = components;
3573 unit->pointer_texcoord_gltype = gltype;
3574 unit->pointer_texcoord_stride = stride;
3575 unit->pointer_texcoord_pointer = pointer;
3576 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3577 unit->pointer_texcoord_offset = bufferoffset;
3578 GL_BindVBO(bufferobject);
3579 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3584 // texture array unit is disabled, disable the array
3585 if (unit->arrayenabled)
3587 unit->arrayenabled = false;
3588 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3592 case RENDERPATH_D3D9:
3593 case RENDERPATH_D3D10:
3594 case RENDERPATH_D3D11:
3595 case RENDERPATH_SOFT:
3600 int R_Mesh_TexBound(unsigned int unitnum, int id)
3602 gltextureunit_t *unit = gl_state.units + unitnum;
3603 if (unitnum >= vid.teximageunits)
3605 if (id == GL_TEXTURE_2D)
3607 if (id == GL_TEXTURE_3D)
3609 if (id == GL_TEXTURE_CUBE_MAP)
3610 return unit->tcubemap;
3614 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3616 switch(vid.renderpath)
3618 case RENDERPATH_GL11:
3619 case RENDERPATH_GL13:
3620 case RENDERPATH_GL20:
3621 case RENDERPATH_GLES1:
3622 case RENDERPATH_GLES2:
3623 R_Mesh_TexBind(0, tex);
3624 GL_ActiveTexture(0);CHECKGLERROR
3625 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3627 case RENDERPATH_D3D9:
3630 IDirect3DSurface9 *currentsurface = NULL;
3631 IDirect3DSurface9 *texturesurface = NULL;
3634 sourcerect.left = sx;
3635 sourcerect.top = sy;
3636 sourcerect.right = sx + width;
3637 sourcerect.bottom = sy + height;
3640 destrect.right = tx + width;
3641 destrect.bottom = ty + height;
3642 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3644 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3646 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3647 IDirect3DSurface9_Release(currentsurface);
3649 IDirect3DSurface9_Release(texturesurface);
3654 case RENDERPATH_D3D10:
3655 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3657 case RENDERPATH_D3D11:
3658 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3660 case RENDERPATH_SOFT:
3661 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3667 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};
3670 void R_Mesh_ClearBindingsForTexture(int texnum)
3672 gltextureunit_t *unit;
3673 unsigned int unitnum;
3674 // 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)
3675 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3677 unit = gl_state.units + unitnum;
3678 if (unit->t2d == texnum)
3680 if (unit->t3d == texnum)
3682 if (unit->tcubemap == texnum)
3683 unit->tcubemap = -1;
3687 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3689 gltextureunit_t *unit = gl_state.units + unitnum;
3690 int tex2d, tex3d, texcubemap, texnum;
3691 if (unitnum >= vid.teximageunits)
3693 // if (unit->texture == tex)
3695 switch(vid.renderpath)
3697 case RENDERPATH_GL20:
3698 case RENDERPATH_GLES2:
3701 tex = r_texture_white;
3702 // not initialized enough yet...
3706 unit->texture = tex;
3707 texnum = R_GetTexture(tex);
3708 switch(tex->gltexturetypeenum)
3710 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3711 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3712 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3715 case RENDERPATH_GL11:
3716 case RENDERPATH_GL13:
3717 case RENDERPATH_GLES1:
3718 unit->texture = tex;
3724 texnum = R_GetTexture(tex);
3725 switch(tex->gltexturetypeenum)
3733 case GL_TEXTURE_CUBE_MAP:
3734 texcubemap = texnum;
3738 // update 2d texture binding
3739 if (unit->t2d != tex2d)
3741 GL_ActiveTexture(unitnum);
3746 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3753 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3757 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3759 // update 3d texture binding
3760 if (unit->t3d != tex3d)
3762 GL_ActiveTexture(unitnum);
3767 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3774 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3778 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3780 // update cubemap texture binding
3781 if (unit->tcubemap != texcubemap)
3783 GL_ActiveTexture(unitnum);
3786 if (unit->tcubemap == 0)
3788 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3795 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3798 unit->tcubemap = texcubemap;
3799 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3802 case RENDERPATH_D3D9:
3805 extern cvar_t gl_texture_anisotropy;
3808 tex = r_texture_white;
3809 // not initialized enough yet...
3813 // upload texture if needed
3815 if (unit->texture == tex)
3817 unit->texture = tex;
3818 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
3819 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
3820 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
3821 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
3822 if (tex->d3daddressw)
3823 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
3824 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
3825 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
3826 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
3827 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
3828 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
3829 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
3833 case RENDERPATH_D3D10:
3834 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3836 case RENDERPATH_D3D11:
3837 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3839 case RENDERPATH_SOFT:
3842 tex = r_texture_white;
3843 // not initialized enough yet...
3847 texnum = R_GetTexture(tex);
3848 if (unit->texture == tex)
3850 unit->texture = tex;
3851 DPSOFTRAST_SetTexture(unitnum, texnum);
3856 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
3858 gltextureunit_t *unit = gl_state.units + unitnum;
3859 switch(vid.renderpath)
3861 case RENDERPATH_GL11:
3862 case RENDERPATH_GL13:
3863 case RENDERPATH_GL20:
3864 case RENDERPATH_GLES1:
3865 case RENDERPATH_GLES2:
3867 if (matrix && matrix->m[3][3])
3869 // texmatrix specified, check if it is different
3870 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
3873 unit->texmatrixenabled = true;
3874 unit->matrix = *matrix;
3876 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
3877 GL_ActiveTexture(unitnum);
3878 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3879 qglLoadMatrixf(glmatrix);CHECKGLERROR
3880 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3885 // no texmatrix specified, revert to identity
3886 if (unit->texmatrixenabled)
3888 unit->texmatrixenabled = false;
3889 unit->matrix = identitymatrix;
3891 GL_ActiveTexture(unitnum);
3892 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
3893 qglLoadIdentity();CHECKGLERROR
3894 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
3899 case RENDERPATH_D3D9:
3900 case RENDERPATH_D3D10:
3901 case RENDERPATH_D3D11:
3903 case RENDERPATH_SOFT:
3908 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
3910 gltextureunit_t *unit = gl_state.units + unitnum;
3912 switch(vid.renderpath)
3914 case RENDERPATH_GL20:
3915 case RENDERPATH_GLES2:
3918 case RENDERPATH_GL13:
3919 case RENDERPATH_GLES1:
3920 #ifdef GL_TEXTURE_ENV
3921 // GL_ARB_texture_env_combine
3923 combinergb = GL_MODULATE;
3925 combinealpha = GL_MODULATE;
3930 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
3932 if (combinergb == GL_DECAL)
3933 combinergb = GL_INTERPOLATE;
3934 if (unit->combine != GL_COMBINE)
3936 unit->combine = GL_COMBINE;
3937 GL_ActiveTexture(unitnum);
3938 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
3939 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
3941 if (unit->combinergb != combinergb)
3943 unit->combinergb = combinergb;
3944 GL_ActiveTexture(unitnum);
3945 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
3947 if (unit->combinealpha != combinealpha)
3949 unit->combinealpha = combinealpha;
3950 GL_ActiveTexture(unitnum);
3951 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
3953 if (unit->rgbscale != rgbscale)
3955 unit->rgbscale = rgbscale;
3956 GL_ActiveTexture(unitnum);
3957 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
3959 if (unit->alphascale != alphascale)
3961 unit->alphascale = alphascale;
3962 GL_ActiveTexture(unitnum);
3963 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
3968 if (unit->combine != combinergb)
3970 unit->combine = combinergb;
3971 GL_ActiveTexture(unitnum);
3972 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3977 case RENDERPATH_GL11:
3979 #ifdef GL_TEXTURE_ENV
3981 combinergb = GL_MODULATE;
3982 if (unit->combine != combinergb)
3984 unit->combine = combinergb;
3985 GL_ActiveTexture(unitnum);
3986 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
3990 case RENDERPATH_D3D9:
3991 case RENDERPATH_D3D10:
3992 case RENDERPATH_D3D11:
3994 case RENDERPATH_SOFT:
3999 void R_Mesh_ResetTextureState(void)
4001 unsigned int unitnum;
4005 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4006 R_Mesh_TexBind(unitnum, NULL);
4007 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4008 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4009 switch(vid.renderpath)
4011 case RENDERPATH_GL20:
4012 case RENDERPATH_GLES2:
4013 case RENDERPATH_D3D9:
4014 case RENDERPATH_D3D10:
4015 case RENDERPATH_D3D11:
4016 case RENDERPATH_SOFT:
4018 case RENDERPATH_GL11:
4019 case RENDERPATH_GL13:
4020 case RENDERPATH_GLES1:
4021 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4023 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4024 R_Mesh_TexMatrix(unitnum, NULL);
4033 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4034 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4035 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4037 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4039 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4043 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4045 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4046 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4047 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4051 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4053 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4054 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4055 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4056 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4057 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4058 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4059 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4063 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4064 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4065 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4068 static void R_Mesh_InitVertexDeclarations(void)
4071 r_vertex3f_d3d9decl = NULL;
4072 r_vertexgeneric_d3d9decl = NULL;
4073 r_vertexmesh_d3d9decl = NULL;
4074 switch(vid.renderpath)
4076 case RENDERPATH_GL20:
4077 case RENDERPATH_GL13:
4078 case RENDERPATH_GL11:
4079 case RENDERPATH_GLES1:
4080 case RENDERPATH_GLES2:
4082 case RENDERPATH_D3D9:
4083 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4084 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4085 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4087 case RENDERPATH_D3D10:
4088 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4090 case RENDERPATH_D3D11:
4091 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4093 case RENDERPATH_SOFT:
4099 static void R_Mesh_DestroyVertexDeclarations(void)
4102 if (r_vertex3f_d3d9decl)
4103 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4104 r_vertex3f_d3d9decl = NULL;
4105 if (r_vertexgeneric_d3d9decl)
4106 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4107 r_vertexgeneric_d3d9decl = NULL;
4108 if (r_vertexmesh_d3d9decl)
4109 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4110 r_vertexmesh_d3d9decl = NULL;
4114 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
4116 // upload temporary vertexbuffer for this rendering
4117 if (!gl_state.usevbo_staticvertex)
4118 vertexbuffer = NULL;
4119 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4121 if (gl_state.preparevertices_dynamicvertexbuffer)
4122 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
4124 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
4125 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4127 switch(vid.renderpath)
4129 case RENDERPATH_GL20:
4130 case RENDERPATH_GLES2:
4133 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4134 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4135 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4136 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4137 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4138 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4139 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4143 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4144 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4145 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4146 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4147 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4148 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4149 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4152 case RENDERPATH_GL13:
4153 case RENDERPATH_GLES1:
4156 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4157 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4158 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4159 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4163 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4164 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4165 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4166 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4169 case RENDERPATH_GL11:
4172 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4173 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4174 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4178 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4179 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4180 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4183 case RENDERPATH_D3D9:
4185 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4187 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
4189 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4190 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4191 gl_state.d3dvertexdata = (void *)vertex3f;
4192 gl_state.d3dvertexsize = sizeof(float[3]);
4195 case RENDERPATH_D3D10:
4196 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4198 case RENDERPATH_D3D11:
4199 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4201 case RENDERPATH_SOFT:
4202 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4203 DPSOFTRAST_SetColorPointer(NULL, 0);
4204 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4205 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4206 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4207 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4208 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4215 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4218 size = sizeof(r_vertexgeneric_t) * numvertices;
4219 if (gl_state.preparevertices_tempdatamaxsize < size)
4221 gl_state.preparevertices_tempdatamaxsize = size;
4222 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4224 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4225 gl_state.preparevertices_numvertices = numvertices;
4226 return gl_state.preparevertices_vertexgeneric;
4229 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4231 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
4232 gl_state.preparevertices_vertexgeneric = NULL;
4233 gl_state.preparevertices_numvertices = 0;
4237 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4240 r_vertexgeneric_t *vertex;
4241 switch(vid.renderpath)
4243 case RENDERPATH_GL20:
4244 case RENDERPATH_GLES2:
4245 if (!vid.useinterleavedarrays)
4247 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4248 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4249 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4250 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4251 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4252 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4253 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4257 case RENDERPATH_GL11:
4258 case RENDERPATH_GL13:
4259 case RENDERPATH_GLES1:
4260 if (!vid.useinterleavedarrays)
4262 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4263 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4264 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4265 if (vid.texunits >= 2)
4266 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4267 if (vid.texunits >= 3)
4268 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4272 case RENDERPATH_D3D9:
4273 case RENDERPATH_D3D10:
4274 case RENDERPATH_D3D11:
4276 case RENDERPATH_SOFT:
4277 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4278 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4279 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4280 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4281 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4282 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4283 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4287 // no quick path for this case, convert to vertex structs
4288 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4289 for (i = 0;i < numvertices;i++)
4290 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4293 for (i = 0;i < numvertices;i++)
4294 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4298 for (i = 0;i < numvertices;i++)
4299 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4302 for (i = 0;i < numvertices;i++)
4303 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4304 R_Mesh_PrepareVertices_Generic_Unlock();
4305 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
4308 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
4310 // upload temporary vertexbuffer for this rendering
4311 if (!gl_state.usevbo_staticvertex)
4312 vertexbuffer = NULL;
4313 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4315 if (gl_state.preparevertices_dynamicvertexbuffer)
4316 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4318 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4319 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4321 switch(vid.renderpath)
4323 case RENDERPATH_GL20:
4324 case RENDERPATH_GLES2:
4327 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4328 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4329 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4330 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4331 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4332 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4333 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4337 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4338 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4339 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4340 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4341 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4342 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4343 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4346 case RENDERPATH_GL13:
4347 case RENDERPATH_GLES1:
4350 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4351 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4352 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4353 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4357 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4358 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4359 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4360 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4363 case RENDERPATH_GL11:
4366 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4367 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4368 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4372 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4373 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4374 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4377 case RENDERPATH_D3D9:
4379 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4381 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4383 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4384 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4385 gl_state.d3dvertexdata = (void *)vertex;
4386 gl_state.d3dvertexsize = sizeof(*vertex);
4389 case RENDERPATH_D3D10:
4390 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4392 case RENDERPATH_D3D11:
4393 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4395 case RENDERPATH_SOFT:
4396 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4397 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4398 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4399 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4400 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4401 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4402 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4409 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4412 size = sizeof(r_vertexmesh_t) * numvertices;
4413 if (gl_state.preparevertices_tempdatamaxsize < size)
4415 gl_state.preparevertices_tempdatamaxsize = size;
4416 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4418 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4419 gl_state.preparevertices_numvertices = numvertices;
4420 return gl_state.preparevertices_vertexmesh;
4423 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4425 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
4426 gl_state.preparevertices_vertexmesh = NULL;
4427 gl_state.preparevertices_numvertices = 0;
4431 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)
4434 r_vertexmesh_t *vertex;
4435 switch(vid.renderpath)
4437 case RENDERPATH_GL20:
4438 case RENDERPATH_GLES2:
4439 if (!vid.useinterleavedarrays)
4441 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4442 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4443 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4444 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4445 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4446 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4447 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4451 case RENDERPATH_GL11:
4452 case RENDERPATH_GL13:
4453 case RENDERPATH_GLES1:
4454 if (!vid.useinterleavedarrays)
4456 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4457 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4458 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4459 if (vid.texunits >= 2)
4460 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4461 if (vid.texunits >= 3)
4462 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4466 case RENDERPATH_D3D9:
4467 case RENDERPATH_D3D10:
4468 case RENDERPATH_D3D11:
4470 case RENDERPATH_SOFT:
4471 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4472 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4473 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4474 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4475 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4476 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4477 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4481 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4482 for (i = 0;i < numvertices;i++)
4483 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4485 for (i = 0;i < numvertices;i++)
4486 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4488 for (i = 0;i < numvertices;i++)
4489 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4491 for (i = 0;i < numvertices;i++)
4492 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4495 for (i = 0;i < numvertices;i++)
4496 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4500 for (i = 0;i < numvertices;i++)
4501 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4503 if (texcoordtexture2f)
4504 for (i = 0;i < numvertices;i++)
4505 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4506 if (texcoordlightmap2f)
4507 for (i = 0;i < numvertices;i++)
4508 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4509 R_Mesh_PrepareVertices_Mesh_Unlock();
4510 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
4513 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
4515 // upload temporary vertexbuffer for this rendering
4516 if (!gl_state.usevbo_staticvertex)
4517 vertexbuffer = NULL;
4518 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4520 if (gl_state.preparevertices_dynamicvertexbuffer)
4521 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
4523 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
4524 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
4526 switch(vid.renderpath)
4528 case RENDERPATH_GL20:
4529 case RENDERPATH_GLES2:
4532 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4533 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4534 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4535 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4536 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4537 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4538 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4542 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4543 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4544 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4545 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4546 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4547 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4548 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4551 case RENDERPATH_GL13:
4552 case RENDERPATH_GLES1:
4555 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4556 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4557 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4558 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4562 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4563 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4564 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4565 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4568 case RENDERPATH_GL11:
4571 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4572 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4573 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4577 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4578 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4579 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4582 case RENDERPATH_D3D9:
4584 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4586 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
4588 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4589 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4590 gl_state.d3dvertexdata = (void *)vertex;
4591 gl_state.d3dvertexsize = sizeof(*vertex);
4594 case RENDERPATH_D3D10:
4595 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4597 case RENDERPATH_D3D11:
4598 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4600 case RENDERPATH_SOFT:
4601 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4602 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4603 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4604 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4605 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4606 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4607 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4612 void GL_BlendEquationSubtract(qboolean negated)
4616 switch(vid.renderpath)
4618 case RENDERPATH_GL11:
4619 case RENDERPATH_GL13:
4620 case RENDERPATH_GL20:
4621 case RENDERPATH_GLES1:
4622 case RENDERPATH_GLES2:
4623 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4625 case RENDERPATH_D3D9:
4627 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4630 case RENDERPATH_D3D10:
4631 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4633 case RENDERPATH_D3D11:
4634 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4636 case RENDERPATH_SOFT:
4637 DPSOFTRAST_BlendSubtract(true);
4643 switch(vid.renderpath)
4645 case RENDERPATH_GL11:
4646 case RENDERPATH_GL13:
4647 case RENDERPATH_GL20:
4648 case RENDERPATH_GLES1:
4649 case RENDERPATH_GLES2:
4650 qglBlendEquationEXT(GL_FUNC_ADD);
4652 case RENDERPATH_D3D9:
4654 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4657 case RENDERPATH_D3D10:
4658 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4660 case RENDERPATH_D3D11:
4661 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4663 case RENDERPATH_SOFT:
4664 DPSOFTRAST_BlendSubtract(false);