3 #include "cl_collision.h"
5 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
6 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)"};
7 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"};
8 cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
9 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
10 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
12 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
13 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
14 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
15 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
16 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
17 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)"};
18 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"};
19 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"};
20 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"};
22 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
23 qboolean v_flipped_state = false;
25 r_viewport_t gl_viewport;
26 matrix4x4_t gl_modelmatrix;
27 matrix4x4_t gl_viewmatrix;
28 matrix4x4_t gl_modelviewmatrix;
29 matrix4x4_t gl_projectionmatrix;
30 matrix4x4_t gl_modelviewprojectionmatrix;
31 float gl_modelview16f[16];
32 float gl_modelviewprojection16f[16];
33 qboolean gl_modelmatrixchanged;
35 int gl_maxdrawrangeelementsvertices;
36 int gl_maxdrawrangeelementsindices;
41 void GL_PrintError(int errornumber, char *filename, int linenumber)
45 #ifdef GL_INVALID_ENUM
47 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
50 #ifdef GL_INVALID_VALUE
51 case GL_INVALID_VALUE:
52 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
55 #ifdef GL_INVALID_OPERATION
56 case GL_INVALID_OPERATION:
57 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
60 #ifdef GL_STACK_OVERFLOW
61 case GL_STACK_OVERFLOW:
62 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
65 #ifdef GL_STACK_UNDERFLOW
66 case GL_STACK_UNDERFLOW:
67 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
70 #ifdef GL_OUT_OF_MEMORY
71 case GL_OUT_OF_MEMORY:
72 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
75 #ifdef GL_TABLE_TOO_LARGE
76 case GL_TABLE_TOO_LARGE:
77 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
80 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
81 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
82 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
86 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
92 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
94 void SCR_ScreenShot_f (void);
96 typedef struct gltextureunit_s
98 int pointer_texcoord_components;
99 int pointer_texcoord_gltype;
100 size_t pointer_texcoord_stride;
101 const void *pointer_texcoord_pointer;
102 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
103 size_t pointer_texcoord_offset;
105 int t2d, t3d, tcubemap, trectangle;
107 int rgbscale, alphascale;
109 int combinergb, combinealpha;
110 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
111 int texmatrixenabled;
116 typedef struct gl_state_s
124 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
127 float polygonoffset[2];
131 unsigned int clientunit;
132 gltextureunit_t units[MAX_TEXTUREUNITS];
136 int vertexbufferobject;
137 int elementbufferobject;
138 qboolean pointer_color_enabled;
140 int pointer_vertex_components;
141 int pointer_vertex_gltype;
142 size_t pointer_vertex_stride;
143 const void *pointer_vertex_pointer;
144 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
145 size_t pointer_vertex_offset;
147 int pointer_color_components;
148 int pointer_color_gltype;
149 size_t pointer_color_stride;
150 const void *pointer_color_pointer;
151 const r_meshbuffer_t *pointer_color_vertexbuffer;
152 size_t pointer_color_offset;
154 void *preparevertices_tempdata;
155 size_t preparevertices_tempdatamaxsize;
156 r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
157 r_vertexposition_t *preparevertices_vertexposition;
158 r_vertexgeneric_t *preparevertices_vertexgeneric;
159 r_vertexmesh_t *preparevertices_vertexmesh;
160 int preparevertices_numvertices;
162 r_meshbuffer_t *draw_dynamicindexbuffer;
164 qboolean usevbo_staticvertex;
165 qboolean usevbo_staticindex;
166 qboolean usevbo_dynamicvertex;
167 qboolean usevbo_dynamicindex;
169 memexpandablearray_t meshbufferarray;
175 static gl_state_t gl_state;
179 note: here's strip order for a terrain row:
186 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
188 *elements++ = i + row;
190 *elements++ = i + row + 1;
193 *elements++ = i + row + 1;
196 for (y = 0;y < rows - 1;y++)
198 for (x = 0;x < columns - 1;x++)
201 *elements++ = i + columns;
203 *elements++ = i + columns + 1;
206 *elements++ = i + columns + 1;
217 for (y = 0;y < rows - 1;y++)
219 for (x = 0;x < columns - 1;x++)
223 *elements++ = i + columns;
224 *elements++ = i + columns + 1;
225 *elements++ = i + columns;
226 *elements++ = i + columns + 1;
232 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
233 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
234 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
235 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
237 void GL_VBOStats_f(void)
239 GL_Mesh_ListVBOs(true);
242 static void GL_Backend_ResetState(void);
244 static void gl_backend_start(void)
246 memset(&gl_state, 0, sizeof(gl_state));
248 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
249 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
250 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
251 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
252 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
254 Con_DPrintf("OpenGL backend started.\n");
258 GL_Backend_ResetState();
261 static void gl_backend_shutdown(void)
263 Con_DPrint("OpenGL Backend shutting down\n");
265 if (gl_state.preparevertices_tempdata)
266 Mem_Free(gl_state.preparevertices_tempdata);
267 if (gl_state.preparevertices_dynamicvertexbuffer)
268 R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
270 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
272 memset(&gl_state, 0, sizeof(gl_state));
275 static void gl_backend_newmap(void)
279 void gl_backend_init(void)
283 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
285 polygonelement3s[i * 3 + 0] = 0;
286 polygonelement3s[i * 3 + 1] = i + 1;
287 polygonelement3s[i * 3 + 2] = i + 2;
289 // elements for rendering a series of quads as triangles
290 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
292 quadelement3s[i * 6 + 0] = i * 4;
293 quadelement3s[i * 6 + 1] = i * 4 + 1;
294 quadelement3s[i * 6 + 2] = i * 4 + 2;
295 quadelement3s[i * 6 + 3] = i * 4;
296 quadelement3s[i * 6 + 4] = i * 4 + 2;
297 quadelement3s[i * 6 + 5] = i * 4 + 3;
300 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
301 polygonelement3i[i] = polygonelement3s[i];
302 for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
303 quadelement3i[i] = quadelement3s[i];
305 Cvar_RegisterVariable(&r_render);
306 Cvar_RegisterVariable(&r_renderview);
307 Cvar_RegisterVariable(&r_waterwarp);
308 Cvar_RegisterVariable(&gl_polyblend);
309 Cvar_RegisterVariable(&v_flipped);
310 Cvar_RegisterVariable(&gl_dither);
311 Cvar_RegisterVariable(&gl_vbo);
312 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
313 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
314 Cvar_RegisterVariable(&gl_paranoid);
315 Cvar_RegisterVariable(&gl_printcheckerror);
317 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
318 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
319 Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
320 Cvar_RegisterVariable(&gl_mesh_separatearrays);
322 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");
324 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL);
327 void GL_SetMirrorState(qboolean state);
329 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
333 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
334 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
336 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
337 out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
338 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
341 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
345 float clipPlane[4], v3[3], v4[3];
348 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
350 VectorSet(normal, normalx, normaly, normalz);
351 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
352 VectorScale(normal, dist, v3);
353 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
354 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
355 clipPlane[3] = -DotProduct(v4, clipPlane);
359 // testing code for comparing results
361 VectorCopy4(clipPlane, clipPlane2);
362 R_EntityMatrix(&identitymatrix);
363 VectorSet(q, normal[0], normal[1], normal[2], -dist);
364 qglClipPlane(GL_CLIP_PLANE0, q);
365 qglGetClipPlane(GL_CLIP_PLANE0, q);
366 VectorCopy4(q, clipPlane);
370 // Calculate the clip-space corner point opposite the clipping plane
371 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
372 // transform it into camera space by multiplying it
373 // by the inverse of the projection matrix
374 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
375 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
377 q[3] = (1.0f + m[10]) / m[14];
379 // Calculate the scaled plane vector
380 d = 2.0f / DotProduct4(clipPlane, q);
382 // Replace the third row of the projection matrix
383 m[2] = clipPlane[0] * d;
384 m[6] = clipPlane[1] * d;
385 m[10] = clipPlane[2] * d + 1.0f;
386 m[14] = clipPlane[3] * d;
389 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)
391 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
393 memset(v, 0, sizeof(*v));
394 v->type = R_VIEWPORTTYPE_ORTHO;
395 v->cameramatrix = *cameramatrix;
402 memset(m, 0, sizeof(m));
403 m[0] = 2/(right - left);
404 m[5] = 2/(top - bottom);
405 m[10] = -2/(zFar - zNear);
406 m[12] = - (right + left)/(right - left);
407 m[13] = - (top + bottom)/(top - bottom);
408 m[14] = - (zFar + zNear)/(zFar - zNear);
410 v->screentodepth[0] = -farclip / (farclip - nearclip);
411 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
413 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
416 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
418 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
424 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
425 R_Viewport_TransformToScreen(v, test1, test2);
426 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
431 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)
433 matrix4x4_t tempmatrix, basematrix;
435 memset(v, 0, sizeof(*v));
437 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
438 v->cameramatrix = *cameramatrix;
445 memset(m, 0, sizeof(m));
446 m[0] = 1.0 / frustumx;
447 m[5] = 1.0 / frustumy;
448 m[10] = -(farclip + nearclip) / (farclip - nearclip);
450 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
451 v->screentodepth[0] = -farclip / (farclip - nearclip);
452 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
454 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
455 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
456 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
457 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
460 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
462 if(v_flipped.integer)
470 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
473 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)
475 matrix4x4_t tempmatrix, basematrix;
476 const float nudge = 1.0 - 1.0 / (1<<23);
478 memset(v, 0, sizeof(*v));
480 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
481 v->cameramatrix = *cameramatrix;
488 memset(m, 0, sizeof(m));
489 m[ 0] = 1.0 / frustumx;
490 m[ 5] = 1.0 / frustumy;
493 m[14] = -2 * nearclip * nudge;
494 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
495 v->screentodepth[1] = m[14] * -0.5;
497 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
498 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
499 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
500 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
503 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
505 if(v_flipped.integer)
513 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
516 float cubeviewmatrix[6][16] =
518 // standard cubemap projections
556 float rectviewmatrix[6][16] =
558 // sign-preserving cubemap projections
597 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
599 matrix4x4_t tempmatrix, basematrix;
601 memset(v, 0, sizeof(*v));
602 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
603 v->cameramatrix = *cameramatrix;
607 memset(m, 0, sizeof(m));
609 m[10] = -(farclip + nearclip) / (farclip - nearclip);
611 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
613 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
614 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
615 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
618 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
620 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
623 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)
625 matrix4x4_t tempmatrix, basematrix;
627 memset(v, 0, sizeof(*v));
628 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
629 v->cameramatrix = *cameramatrix;
630 v->x = (side & 1) * size;
631 v->y = (side >> 1) * size;
635 memset(m, 0, sizeof(m));
636 m[0] = m[5] = 1.0f * ((float)size - border) / size;
637 m[10] = -(farclip + nearclip) / (farclip - nearclip);
639 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
641 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
642 Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
643 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
646 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
648 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
651 void R_SetViewport(const r_viewport_t *v)
657 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
659 // FIXME: v_flipped_state is evil, this probably breaks somewhere
660 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
662 // copy over the matrices to our state
663 gl_viewmatrix = v->viewmatrix;
664 gl_projectionmatrix = v->projectmatrix;
666 switch(vid.renderpath)
668 case RENDERPATH_GL20:
669 case RENDERPATH_CGGL:
671 case RENDERPATH_GL13:
672 case RENDERPATH_GL11:
673 // Load the projection matrix into OpenGL
674 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
675 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
676 qglLoadMatrixf(m);CHECKGLERROR
677 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
681 // force an update of the derived matrices
682 gl_modelmatrixchanged = true;
683 R_EntityMatrix(&gl_modelmatrix);
686 void R_GetViewport(r_viewport_t *v)
691 static void GL_BindVBO(int bufferobject)
693 if (gl_state.vertexbufferobject != bufferobject)
695 gl_state.vertexbufferobject = bufferobject;
697 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
702 static void GL_BindEBO(int bufferobject)
704 if (gl_state.elementbufferobject != bufferobject)
706 gl_state.elementbufferobject = bufferobject;
708 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
713 static void GL_Backend_ResetState(void)
716 gl_state.active = true;
717 gl_state.depthtest = true;
718 gl_state.alphatest = false;
719 gl_state.blendfunc1 = GL_ONE;
720 gl_state.blendfunc2 = GL_ZERO;
721 gl_state.blend = false;
722 gl_state.depthmask = GL_TRUE;
723 gl_state.colormask = 15;
724 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
725 gl_state.lockrange_first = 0;
726 gl_state.lockrange_count = 0;
727 gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
728 gl_state.cullfaceenable = true;
729 gl_state.polygonoffset[0] = 0;
730 gl_state.polygonoffset[1] = 0;
734 qglColorMask(1, 1, 1, 1);
735 qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
736 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
737 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
738 qglDisable(GL_BLEND);CHECKGLERROR
739 qglCullFace(gl_state.cullface);CHECKGLERROR
740 qglEnable(GL_CULL_FACE);CHECKGLERROR
741 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
742 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
743 qglDepthMask(gl_state.depthmask);CHECKGLERROR
744 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
746 if (vid.support.arb_vertex_buffer_object)
748 qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
749 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
752 if (vid.support.ext_framebuffer_object)
754 qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
755 qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
758 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
759 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
761 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
762 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
764 GL_Color(0, 0, 0, 0);
765 GL_Color(1, 1, 1, 1);
767 gl_state.unit = MAX_TEXTUREUNITS;
768 gl_state.clientunit = MAX_TEXTUREUNITS;
769 switch(vid.renderpath)
771 case RENDERPATH_GL20:
772 case RENDERPATH_CGGL:
773 for (i = 0;i < vid.teximageunits;i++)
776 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
777 if (vid.support.ext_texture_3d)
779 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
781 if (vid.support.arb_texture_cube_map)
783 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
785 if (vid.support.arb_texture_rectangle)
787 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
791 for (i = 0;i < vid.texarrayunits;i++)
793 GL_ClientActiveTexture(i);
795 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
796 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
800 case RENDERPATH_GL13:
801 case RENDERPATH_GL11:
802 for (i = 0;i < vid.texunits;i++)
805 GL_ClientActiveTexture(i);
806 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
807 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
808 if (vid.support.ext_texture_3d)
810 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
811 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
813 if (vid.support.arb_texture_cube_map)
815 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
816 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
818 if (vid.support.arb_texture_rectangle)
820 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
821 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
824 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
825 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
826 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
827 qglLoadIdentity();CHECKGLERROR
828 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
829 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
836 void GL_ActiveTexture(unsigned int num)
838 if (gl_state.unit != num)
841 if (qglActiveTexture)
844 qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
850 void GL_ClientActiveTexture(unsigned int num)
852 if (gl_state.clientunit != num)
854 gl_state.clientunit = num;
855 if (qglActiveTexture)
858 qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
864 void GL_BlendFunc(int blendfunc1, int blendfunc2)
866 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
869 qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
870 if (gl_state.blendfunc2 == GL_ZERO)
872 if (gl_state.blendfunc1 == GL_ONE)
877 qglDisable(GL_BLEND);CHECKGLERROR
885 qglEnable(GL_BLEND);CHECKGLERROR
894 qglEnable(GL_BLEND);CHECKGLERROR
900 void GL_DepthMask(int state)
902 if (gl_state.depthmask != state)
905 qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
909 void GL_DepthTest(int state)
911 if (gl_state.depthtest != state)
913 gl_state.depthtest = state;
915 if (gl_state.depthtest)
917 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
921 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
926 void GL_DepthRange(float nearfrac, float farfrac)
928 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
930 gl_state.depthrange[0] = nearfrac;
931 gl_state.depthrange[1] = farfrac;
932 qglDepthRange(nearfrac, farfrac);
936 void GL_PolygonOffset(float planeoffset, float depthoffset)
938 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
940 gl_state.polygonoffset[0] = planeoffset;
941 gl_state.polygonoffset[1] = depthoffset;
942 qglPolygonOffset(planeoffset, depthoffset);
946 void GL_SetMirrorState(qboolean state)
948 if(!state != !v_flipped_state)
950 // change cull face mode!
951 if(gl_state.cullface == GL_BACK)
952 qglCullFace((gl_state.cullface = GL_FRONT));
953 else if(gl_state.cullface == GL_FRONT)
954 qglCullFace((gl_state.cullface = GL_BACK));
956 v_flipped_state = state;
959 void GL_CullFace(int state)
965 if(state == GL_FRONT)
967 else if(state == GL_BACK)
971 if (state != GL_NONE)
973 if (!gl_state.cullfaceenable)
975 gl_state.cullfaceenable = true;
976 qglEnable(GL_CULL_FACE);CHECKGLERROR
978 if (gl_state.cullface != state)
980 gl_state.cullface = state;
981 qglCullFace(gl_state.cullface);CHECKGLERROR
986 if (gl_state.cullfaceenable)
988 gl_state.cullfaceenable = false;
989 qglDisable(GL_CULL_FACE);CHECKGLERROR
994 void GL_AlphaTest(int state)
996 if (gl_state.alphatest != state)
998 gl_state.alphatest = state;
1000 if (gl_state.alphatest)
1002 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
1006 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1011 void GL_ColorMask(int r, int g, int b, int a)
1013 int state = r*8 + g*4 + b*2 + a*1;
1014 if (gl_state.colormask != state)
1016 gl_state.colormask = state;
1018 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
1022 void GL_Color(float cr, float cg, float cb, float ca)
1024 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)
1026 gl_state.color4f[0] = cr;
1027 gl_state.color4f[1] = cg;
1028 gl_state.color4f[2] = cb;
1029 gl_state.color4f[3] = ca;
1031 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
1036 void GL_Scissor (int x, int y, int width, int height)
1039 qglScissor(x, y,width,height);
1043 void GL_ScissorTest(int state)
1045 if(gl_state.scissortest == state)
1049 if((gl_state.scissortest = state))
1050 qglEnable(GL_SCISSOR_TEST);
1052 qglDisable(GL_SCISSOR_TEST);
1056 void GL_Clear(int mask)
1059 qglClear(mask);CHECKGLERROR
1062 // called at beginning of frame
1063 void R_Mesh_Start(void)
1067 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
1068 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
1069 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
1070 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
1071 if (gl_printcheckerror.integer && !gl_paranoid.integer)
1073 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
1074 Cvar_SetValueQuick(&gl_paranoid, 1);
1078 qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
1082 char compilelog[MAX_INPUTLINE];
1083 shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
1086 qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
1087 qglCompileShaderARB(shaderobject);CHECKGLERROR
1088 qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
1089 qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
1090 if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
1092 int i, j, pretextlines = 0;
1093 for (i = 0;i < numstrings - 1;i++)
1094 for (j = 0;strings[i][j];j++)
1095 if (strings[i][j] == '\n')
1097 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
1099 if (!shadercompiled)
1101 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1104 qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
1105 qglDeleteObjectARB(shaderobject);CHECKGLERROR
1109 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)
1111 GLint programlinked;
1112 GLuint programobject = 0;
1113 char linklog[MAX_INPUTLINE];
1116 programobject = qglCreateProgramObjectARB();CHECKGLERROR
1120 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
1123 #ifdef GL_GEOMETRY_SHADER_ARB
1124 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
1128 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
1131 qglLinkProgramARB(programobject);CHECKGLERROR
1132 qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
1133 qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
1136 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
1137 Con_DPrintf("program link log:\n%s\n", linklog);
1138 // software vertex shader is ok but software fragment shader is WAY
1139 // too slow, fail program if so.
1140 // NOTE: this string might be ATI specific, but that's ok because the
1141 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
1142 // software fragment shader due to low instruction and dependent
1144 if (strstr(linklog, "fragment shader will run in software"))
1145 programlinked = false;
1149 return programobject;
1151 qglDeleteObjectARB(programobject);CHECKGLERROR
1155 void GL_Backend_FreeProgram(unsigned int prog)
1158 qglDeleteObjectARB(prog);
1162 void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
1167 for (i = 0;i < count;i++)
1168 *out++ = *in++ + offset;
1171 memcpy(out, in, sizeof(*out) * count);
1174 // renders triangles using vertices from the active arrays
1175 int paranoidblah = 0;
1176 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)
1178 unsigned int numelements = numtriangles * 3;
1180 size_t bufferoffset3i;
1182 size_t bufferoffset3s;
1183 if (numvertices < 3 || numtriangles < 1)
1185 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
1186 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);
1189 if (gl_state.pointer_vertex_pointer == NULL)
1191 Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n");
1194 if (!gl_mesh_prefer_short_elements.integer)
1198 if (element3i_indexbuffer)
1199 element3i_indexbuffer = NULL;
1201 // adjust the pointers for firsttriangle
1203 element3i += firsttriangle * 3;
1204 if (element3i_indexbuffer)
1205 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
1207 element3s += firsttriangle * 3;
1208 if (element3s_indexbuffer)
1209 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
1210 // check if the user specified to ignore static index buffers
1211 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
1213 element3i_indexbuffer = NULL;
1214 element3s_indexbuffer = NULL;
1216 // upload a dynamic index buffer if needed
1219 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
1221 if (gl_state.draw_dynamicindexbuffer)
1222 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
1224 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true);
1225 element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
1226 element3s_bufferoffset = 0;
1231 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
1233 if (gl_state.draw_dynamicindexbuffer)
1234 R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
1236 gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true);
1237 element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
1238 element3i_bufferoffset = 0;
1241 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
1242 bufferoffset3i = element3i_bufferoffset;
1243 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
1244 bufferoffset3s = element3s_bufferoffset;
1246 r_refdef.stats.meshes++;
1247 r_refdef.stats.meshes_elements += numelements;
1248 if (gl_paranoid.integer)
1251 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
1253 unsigned int j, size;
1255 // note: there's no validation done here on buffer objects because it
1256 // is somewhat difficult to get at the data, and gl_paranoid can be
1257 // used without buffer objects if the need arises
1258 // (the data could be gotten using glMapBuffer but it would be very
1259 // slow due to uncachable video memory reads)
1260 if (!qglIsEnabled(GL_VERTEX_ARRAY))
1261 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
1263 if (gl_state.pointer_vertex_pointer)
1264 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
1266 if (gl_state.pointer_color_enabled)
1268 if (!qglIsEnabled(GL_COLOR_ARRAY))
1269 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
1271 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
1272 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
1275 for (i = 0;i < vid.texarrayunits;i++)
1277 if (gl_state.units[i].arrayenabled)
1279 GL_ClientActiveTexture(i);
1280 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
1281 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
1283 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
1284 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++)
1291 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1293 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
1295 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
1302 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1304 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
1306 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
1313 if (r_render.integer || r_refdef.draw2dstage)
1316 if (gl_mesh_testmanualfeeding.integer)
1318 unsigned int i, j, element;
1320 qglBegin(GL_TRIANGLES);
1321 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
1324 element = element3i[i];
1326 element = element3s[i];
1328 element = firstvertex + i;
1329 for (j = 0;j < vid.texarrayunits;j++)
1331 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
1333 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
1335 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
1336 if (vid.texarrayunits > 1)
1338 if (gl_state.units[j].pointer_texcoord_components == 4)
1339 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
1340 else if (gl_state.units[j].pointer_texcoord_components == 3)
1341 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
1342 else if (gl_state.units[j].pointer_texcoord_components == 2)
1343 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
1345 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
1349 if (gl_state.units[j].pointer_texcoord_components == 4)
1350 qglTexCoord4f(p[0], p[1], p[2], p[3]);
1351 else if (gl_state.units[j].pointer_texcoord_components == 3)
1352 qglTexCoord3f(p[0], p[1], p[2]);
1353 else if (gl_state.units[j].pointer_texcoord_components == 2)
1354 qglTexCoord2f(p[0], p[1]);
1356 qglTexCoord1f(p[0]);
1359 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
1361 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
1362 if (vid.texarrayunits > 1)
1364 if (gl_state.units[j].pointer_texcoord_components == 4)
1365 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
1366 else if (gl_state.units[j].pointer_texcoord_components == 3)
1367 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
1368 else if (gl_state.units[j].pointer_texcoord_components == 2)
1369 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
1370 else if (gl_state.units[j].pointer_texcoord_components == 1)
1371 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
1375 if (gl_state.units[j].pointer_texcoord_components == 4)
1376 qglTexCoord4f(s[0], s[1], s[2], s[3]);
1377 else if (gl_state.units[j].pointer_texcoord_components == 3)
1378 qglTexCoord3f(s[0], s[1], s[2]);
1379 else if (gl_state.units[j].pointer_texcoord_components == 2)
1380 qglTexCoord2f(s[0], s[1]);
1381 else if (gl_state.units[j].pointer_texcoord_components == 1)
1382 qglTexCoord1f(s[0]);
1385 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
1387 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
1388 if (vid.texarrayunits > 1)
1390 if (gl_state.units[j].pointer_texcoord_components == 4)
1391 qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
1392 else if (gl_state.units[j].pointer_texcoord_components == 3)
1393 qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
1394 else if (gl_state.units[j].pointer_texcoord_components == 2)
1395 qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
1396 else if (gl_state.units[j].pointer_texcoord_components == 1)
1397 qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
1401 if (gl_state.units[j].pointer_texcoord_components == 4)
1402 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
1403 else if (gl_state.units[j].pointer_texcoord_components == 3)
1404 qglTexCoord3f(sb[0], sb[1], sb[2]);
1405 else if (gl_state.units[j].pointer_texcoord_components == 2)
1406 qglTexCoord2f(sb[0], sb[1]);
1407 else if (gl_state.units[j].pointer_texcoord_components == 1)
1408 qglTexCoord1f(sb[0]);
1413 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
1415 if (gl_state.pointer_color_gltype == GL_FLOAT)
1417 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
1418 qglColor4f(p[0], p[1], p[2], p[3]);
1420 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
1422 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
1423 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
1426 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
1428 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
1429 if (gl_state.pointer_vertex_components == 4)
1430 qglVertex4f(p[0], p[1], p[2], p[3]);
1431 else if (gl_state.pointer_vertex_components == 3)
1432 qglVertex3f(p[0], p[1], p[2]);
1434 qglVertex2f(p[0], p[1]);
1440 else if (bufferobject3s)
1442 GL_BindEBO(bufferobject3s);
1443 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1445 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
1450 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
1454 else if (bufferobject3i)
1456 GL_BindEBO(bufferobject3i);
1457 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1459 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
1464 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
1471 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1473 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
1478 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
1485 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
1487 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
1492 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
1498 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
1504 // restores backend state, used when done with 3D rendering
1505 void R_Mesh_Finish(void)
1509 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic)
1511 int bufferobject = 0;
1512 void *devicebuffer = NULL;
1513 r_meshbuffer_t *buffer;
1514 if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
1518 r_refdef.stats.indexbufferuploadcount++;
1519 r_refdef.stats.indexbufferuploadsize += size;
1523 r_refdef.stats.vertexbufferuploadcount++;
1524 r_refdef.stats.vertexbufferuploadsize += size;
1526 switch(vid.renderpath)
1528 case RENDERPATH_GL11:
1529 case RENDERPATH_GL13:
1530 case RENDERPATH_GL20:
1531 case RENDERPATH_CGGL:
1532 qglGenBuffersARB(1, (GLuint *)&bufferobject);
1534 GL_BindEBO(bufferobject);
1536 GL_BindVBO(bufferobject);
1537 qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
1540 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
1541 memset(buffer, 0, sizeof(*buffer));
1542 buffer->bufferobject = bufferobject;
1543 buffer->devicebuffer = devicebuffer;
1544 buffer->size = size;
1545 buffer->isindexbuffer = isindexbuffer;
1546 buffer->isdynamic = isdynamic;
1547 strlcpy(buffer->name, name, sizeof(buffer->name));
1551 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
1553 if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer))
1555 if (buffer->isindexbuffer)
1557 r_refdef.stats.indexbufferuploadcount++;
1558 r_refdef.stats.indexbufferuploadsize += size;
1562 r_refdef.stats.vertexbufferuploadcount++;
1563 r_refdef.stats.vertexbufferuploadsize += size;
1565 switch(vid.renderpath)
1567 case RENDERPATH_GL11:
1568 case RENDERPATH_GL13:
1569 case RENDERPATH_GL20:
1570 case RENDERPATH_CGGL:
1571 if (buffer->isindexbuffer)
1572 GL_BindEBO(buffer->bufferobject);
1574 GL_BindVBO(buffer->bufferobject);
1575 qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
1580 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
1584 switch(vid.renderpath)
1586 case RENDERPATH_GL11:
1587 case RENDERPATH_GL13:
1588 case RENDERPATH_GL20:
1589 case RENDERPATH_CGGL:
1590 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
1593 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
1596 void GL_Mesh_ListVBOs(qboolean printeach)
1599 size_t ebocount = 0, ebomemory = 0;
1600 size_t vbocount = 0, vbomemory = 0;
1601 r_meshbuffer_t *buffer;
1602 endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
1603 for (i = 0;i < endindex;i++)
1605 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
1608 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)");}
1609 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)");}
1611 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);
1616 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1618 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1619 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)
1621 gl_state.pointer_vertex_components = components;
1622 gl_state.pointer_vertex_gltype = gltype;
1623 gl_state.pointer_vertex_stride = stride;
1624 gl_state.pointer_vertex_pointer = pointer;
1625 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
1626 gl_state.pointer_vertex_offset = bufferoffset;
1628 GL_BindVBO(bufferobject);
1629 qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1633 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
1635 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
1636 // the pointer only.
1639 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1640 // caller wants color array enabled
1641 if (!gl_state.pointer_color_enabled)
1643 gl_state.pointer_color_enabled = true;
1645 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1647 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)
1649 gl_state.pointer_color_components = components;
1650 gl_state.pointer_color_gltype = gltype;
1651 gl_state.pointer_color_stride = stride;
1652 gl_state.pointer_color_pointer = pointer;
1653 gl_state.pointer_color_vertexbuffer = vertexbuffer;
1654 gl_state.pointer_color_offset = bufferoffset;
1656 GL_BindVBO(bufferobject);
1657 qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1662 // caller wants color array disabled
1663 if (gl_state.pointer_color_enabled)
1665 gl_state.pointer_color_enabled = false;
1667 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1668 // when color array is on the glColor gets trashed, set it again
1669 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
1674 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)
1676 gltextureunit_t *unit = gl_state.units + unitnum;
1677 // update array settings
1679 // note: there is no need to check bufferobject here because all cases
1680 // that involve a valid bufferobject also supply a texcoord array
1683 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
1684 // texture array unit is enabled, enable the array
1685 if (!unit->arrayenabled)
1687 unit->arrayenabled = true;
1688 GL_ClientActiveTexture(unitnum);
1689 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1692 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)
1694 unit->pointer_texcoord_components = components;
1695 unit->pointer_texcoord_gltype = gltype;
1696 unit->pointer_texcoord_stride = stride;
1697 unit->pointer_texcoord_pointer = pointer;
1698 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
1699 unit->pointer_texcoord_offset = bufferoffset;
1700 GL_ClientActiveTexture(unitnum);
1701 GL_BindVBO(bufferobject);
1702 qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
1707 // texture array unit is disabled, disable the array
1708 if (unit->arrayenabled)
1710 unit->arrayenabled = false;
1711 GL_ClientActiveTexture(unitnum);
1712 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1717 int R_Mesh_TexBound(unsigned int unitnum, int id)
1719 gltextureunit_t *unit = gl_state.units + unitnum;
1720 if (unitnum >= vid.teximageunits)
1722 if (id == GL_TEXTURE_2D)
1724 if (id == GL_TEXTURE_3D)
1726 if (id == GL_TEXTURE_CUBE_MAP_ARB)
1727 return unit->tcubemap;
1728 if (id == GL_TEXTURE_RECTANGLE_ARB)
1729 return unit->trectangle;
1733 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
1735 R_Mesh_TexBind(0, tex);
1736 GL_ActiveTexture(0);CHECKGLERROR
1737 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
1740 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
1742 gltextureunit_t *unit = gl_state.units + unitnum;
1743 int tex2d, tex3d, texcubemap, texnum;
1744 if (unitnum >= vid.teximageunits)
1746 switch(vid.renderpath)
1748 case RENDERPATH_GL20:
1749 case RENDERPATH_CGGL:
1751 tex = r_texture_white;
1752 texnum = R_GetTexture(tex);
1753 switch(tex->gltexturetypeenum)
1755 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
1756 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
1757 case GL_TEXTURE_CUBE_MAP_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
1758 case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
1761 case RENDERPATH_GL13:
1762 case RENDERPATH_GL11:
1768 texnum = R_GetTexture(tex);
1769 switch(tex->gltexturetypeenum)
1777 case GL_TEXTURE_CUBE_MAP_ARB:
1778 texcubemap = texnum;
1782 // update 2d texture binding
1783 if (unit->t2d != tex2d)
1785 GL_ActiveTexture(unitnum);
1790 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
1797 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1801 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1803 // update 3d texture binding
1804 if (unit->t3d != tex3d)
1806 GL_ActiveTexture(unitnum);
1811 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
1818 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1822 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1824 // update cubemap texture binding
1825 if (unit->tcubemap != texcubemap)
1827 GL_ActiveTexture(unitnum);
1830 if (unit->tcubemap == 0)
1832 qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1839 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
1842 unit->tcubemap = texcubemap;
1843 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1849 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
1851 gltextureunit_t *unit = gl_state.units + unitnum;
1852 if (matrix && matrix->m[3][3])
1854 // texmatrix specified, check if it is different
1855 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
1858 unit->texmatrixenabled = true;
1859 unit->matrix = *matrix;
1861 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
1862 GL_ActiveTexture(unitnum);
1863 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1864 qglLoadMatrixf(glmatrix);CHECKGLERROR
1865 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1870 // no texmatrix specified, revert to identity
1871 if (unit->texmatrixenabled)
1873 unit->texmatrixenabled = false;
1874 unit->matrix = identitymatrix;
1876 GL_ActiveTexture(unitnum);
1877 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1878 qglLoadIdentity();CHECKGLERROR
1879 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1884 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
1886 gltextureunit_t *unit = gl_state.units + unitnum;
1888 switch(vid.renderpath)
1890 case RENDERPATH_GL20:
1891 case RENDERPATH_CGGL:
1894 case RENDERPATH_GL13:
1895 // GL_ARB_texture_env_combine
1897 combinergb = GL_MODULATE;
1899 combinealpha = GL_MODULATE;
1904 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
1906 if (combinergb == GL_DECAL)
1907 combinergb = GL_INTERPOLATE_ARB;
1908 if (unit->combine != GL_COMBINE_ARB)
1910 unit->combine = GL_COMBINE_ARB;
1911 GL_ActiveTexture(unitnum);
1912 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
1913 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
1915 if (unit->combinergb != combinergb)
1917 unit->combinergb = combinergb;
1918 GL_ActiveTexture(unitnum);
1919 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
1921 if (unit->combinealpha != combinealpha)
1923 unit->combinealpha = combinealpha;
1924 GL_ActiveTexture(unitnum);
1925 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
1927 if (unit->rgbscale != rgbscale)
1929 unit->rgbscale = rgbscale;
1930 GL_ActiveTexture(unitnum);
1931 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
1933 if (unit->alphascale != alphascale)
1935 unit->alphascale = alphascale;
1936 GL_ActiveTexture(unitnum);
1937 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
1942 if (unit->combine != combinergb)
1944 unit->combine = combinergb;
1945 GL_ActiveTexture(unitnum);
1946 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1950 case RENDERPATH_GL11:
1953 combinergb = GL_MODULATE;
1954 if (unit->combine != combinergb)
1956 unit->combine = combinergb;
1957 GL_ActiveTexture(unitnum);
1958 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
1964 void R_Mesh_ResetTextureState(void)
1966 unsigned int unitnum;
1971 switch(vid.renderpath)
1973 case RENDERPATH_GL20:
1974 case RENDERPATH_CGGL:
1975 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
1977 gltextureunit_t *unit = gl_state.units + unitnum;
1981 GL_ActiveTexture(unitnum);
1982 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
1987 GL_ActiveTexture(unitnum);
1988 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
1993 GL_ActiveTexture(unitnum);
1994 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
1996 if (unit->trectangle)
1998 unit->trectangle = 0;
1999 GL_ActiveTexture(unitnum);
2000 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2003 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
2005 gltextureunit_t *unit = gl_state.units + unitnum;
2006 if (unit->arrayenabled)
2008 unit->arrayenabled = false;
2009 GL_ClientActiveTexture(unitnum);
2010 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2013 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
2015 gltextureunit_t *unit = gl_state.units + unitnum;
2016 if (unit->texmatrixenabled)
2018 unit->texmatrixenabled = false;
2019 unit->matrix = identitymatrix;
2021 GL_ActiveTexture(unitnum);
2022 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2023 qglLoadIdentity();CHECKGLERROR
2024 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GL11:
2030 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
2032 gltextureunit_t *unit = gl_state.units + unitnum;
2036 GL_ActiveTexture(unitnum);
2037 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
2038 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
2043 GL_ActiveTexture(unitnum);
2044 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
2045 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
2050 GL_ActiveTexture(unitnum);
2051 qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
2052 qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
2054 if (unit->trectangle)
2056 unit->trectangle = 0;
2057 GL_ActiveTexture(unitnum);
2058 qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
2059 qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
2061 if (unit->arrayenabled)
2063 unit->arrayenabled = false;
2064 GL_ClientActiveTexture(unitnum);
2065 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
2067 if (unit->texmatrixenabled)
2069 unit->texmatrixenabled = false;
2070 unit->matrix = identitymatrix;
2072 GL_ActiveTexture(unitnum);
2073 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
2074 qglLoadIdentity();CHECKGLERROR
2075 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
2077 if (unit->combine != GL_MODULATE)
2079 unit->combine = GL_MODULATE;
2080 GL_ActiveTexture(unitnum);
2081 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
2090 r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
2093 size = sizeof(r_vertexposition_t) * numvertices;
2094 if (gl_state.preparevertices_tempdatamaxsize < size)
2096 gl_state.preparevertices_tempdatamaxsize = size;
2097 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
2099 gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
2100 gl_state.preparevertices_numvertices = numvertices;
2101 return gl_state.preparevertices_vertexposition;
2104 qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
2106 R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
2107 gl_state.preparevertices_vertexposition = NULL;
2108 gl_state.preparevertices_numvertices = 0;
2112 void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
2115 r_vertexposition_t *vertex;
2116 switch(vid.renderpath)
2118 case RENDERPATH_GL20:
2119 case RENDERPATH_CGGL:
2120 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2121 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2122 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2123 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2124 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2125 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2126 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2128 case RENDERPATH_GL13:
2129 case RENDERPATH_GL11:
2130 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2131 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2132 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2133 if (vid.texunits >= 2)
2134 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2135 if (vid.texunits >= 3)
2136 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2140 // no quick path for this case, convert to vertex structs
2141 vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
2142 for (i = 0;i < numvertices;i++)
2143 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
2144 R_Mesh_PrepareVertices_Position_Unlock();
2145 R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
2148 void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
2150 // upload temporary vertexbuffer for this rendering
2151 if (!gl_state.usevbo_staticvertex)
2152 vertexbuffer = NULL;
2153 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2155 if (gl_state.preparevertices_dynamicvertexbuffer)
2156 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
2158 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
2159 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
2163 switch(vid.renderpath)
2165 case RENDERPATH_GL20:
2166 case RENDERPATH_CGGL:
2167 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2168 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2169 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2170 case RENDERPATH_GL13:
2171 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2172 case RENDERPATH_GL11:
2173 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
2174 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2175 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2180 switch(vid.renderpath)
2182 case RENDERPATH_GL20:
2183 case RENDERPATH_CGGL:
2184 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2185 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2186 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2187 case RENDERPATH_GL13:
2188 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2189 case RENDERPATH_GL11:
2190 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
2191 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
2192 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2199 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
2202 size = sizeof(r_vertexgeneric_t) * numvertices;
2203 if (gl_state.preparevertices_tempdatamaxsize < size)
2205 gl_state.preparevertices_tempdatamaxsize = size;
2206 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
2208 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
2209 gl_state.preparevertices_numvertices = numvertices;
2210 return gl_state.preparevertices_vertexgeneric;
2213 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
2215 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
2216 gl_state.preparevertices_vertexgeneric = NULL;
2217 gl_state.preparevertices_numvertices = 0;
2221 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
2224 r_vertexgeneric_t *vertex;
2225 switch(vid.renderpath)
2227 case RENDERPATH_GL20:
2228 case RENDERPATH_CGGL:
2229 if (gl_mesh_separatearrays.integer)
2231 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2232 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2233 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
2234 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2235 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2236 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2237 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2241 case RENDERPATH_GL13:
2242 case RENDERPATH_GL11:
2243 if (gl_mesh_separatearrays.integer)
2245 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2246 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2247 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
2248 if (vid.texunits >= 2)
2249 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2250 if (vid.texunits >= 3)
2251 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2257 // no quick path for this case, convert to vertex structs
2258 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
2259 for (i = 0;i < numvertices;i++)
2260 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
2263 for (i = 0;i < numvertices;i++)
2264 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
2268 float tempcolor4f[4];
2269 unsigned char tempcolor4ub[4];
2270 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
2271 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
2272 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
2273 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
2274 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
2275 for (i = 0;i < numvertices;i++)
2276 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
2279 for (i = 0;i < numvertices;i++)
2280 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
2281 R_Mesh_PrepareVertices_Generic_Unlock();
2282 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
2285 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
2287 // upload temporary vertexbuffer for this rendering
2288 if (!gl_state.usevbo_staticvertex)
2289 vertexbuffer = NULL;
2290 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2292 if (gl_state.preparevertices_dynamicvertexbuffer)
2293 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
2295 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
2296 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
2300 switch(vid.renderpath)
2302 case RENDERPATH_GL20:
2303 case RENDERPATH_CGGL:
2304 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2305 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2306 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2307 case RENDERPATH_GL13:
2308 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2309 case RENDERPATH_GL11:
2310 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
2311 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
2312 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
2317 switch(vid.renderpath)
2319 case RENDERPATH_GL20:
2320 case RENDERPATH_CGGL:
2321 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2322 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2323 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2324 case RENDERPATH_GL13:
2325 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2326 case RENDERPATH_GL11:
2327 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
2328 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
2329 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
2336 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
2339 size = sizeof(r_vertexmesh_t) * numvertices;
2340 if (gl_state.preparevertices_tempdatamaxsize < size)
2342 gl_state.preparevertices_tempdatamaxsize = size;
2343 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
2345 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
2346 gl_state.preparevertices_numvertices = numvertices;
2347 return gl_state.preparevertices_vertexmesh;
2350 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
2352 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
2353 gl_state.preparevertices_vertexmesh = NULL;
2354 gl_state.preparevertices_numvertices = 0;
2358 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)
2361 r_vertexmesh_t *vertex;
2362 switch(vid.renderpath)
2364 case RENDERPATH_GL20:
2365 case RENDERPATH_CGGL:
2366 if (gl_mesh_separatearrays.integer)
2368 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2369 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2370 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
2371 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
2372 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
2373 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
2374 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
2378 case RENDERPATH_GL13:
2379 case RENDERPATH_GL11:
2380 if (gl_mesh_separatearrays.integer)
2382 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
2383 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
2384 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
2385 if (vid.texunits >= 2)
2386 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
2387 if (vid.texunits >= 3)
2388 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2394 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
2395 for (i = 0;i < numvertices;i++)
2396 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
2398 for (i = 0;i < numvertices;i++)
2399 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
2401 for (i = 0;i < numvertices;i++)
2402 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
2404 for (i = 0;i < numvertices;i++)
2405 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
2408 for (i = 0;i < numvertices;i++)
2409 Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
2413 float tempcolor4f[4];
2414 unsigned char tempcolor4ub[4];
2415 Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
2416 tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
2417 tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
2418 tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
2419 tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
2420 for (i = 0;i < numvertices;i++)
2421 Vector4Copy(tempcolor4ub, vertex[i].color4ub);
2423 if (texcoordtexture2f)
2424 for (i = 0;i < numvertices;i++)
2425 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
2426 if (texcoordlightmap2f)
2427 for (i = 0;i < numvertices;i++)
2428 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
2429 R_Mesh_PrepareVertices_Mesh_Unlock();
2430 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
2433 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
2435 // upload temporary vertexbuffer for this rendering
2436 if (!gl_state.usevbo_staticvertex)
2437 vertexbuffer = NULL;
2438 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
2440 if (gl_state.preparevertices_dynamicvertexbuffer)
2441 R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
2443 gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
2444 vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
2448 switch(vid.renderpath)
2450 case RENDERPATH_GL20:
2451 case RENDERPATH_CGGL:
2452 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
2453 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
2454 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
2455 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
2456 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
2457 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
2458 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
2460 case RENDERPATH_GL13:
2461 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
2462 case RENDERPATH_GL11:
2463 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
2464 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
2465 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
2470 switch(vid.renderpath)
2472 case RENDERPATH_GL20:
2473 case RENDERPATH_CGGL:
2474 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
2475 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
2476 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
2477 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
2478 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
2479 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
2480 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
2482 case RENDERPATH_GL13:
2483 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
2484 case RENDERPATH_GL11:
2485 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
2486 R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
2487 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);