+ for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ R_Mesh_TexBind(unitnum, NULL);
+ for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
+ R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+ {
+ R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexMatrix(unitnum, NULL);
+ }
+ break;
+ }
+}
+
+
+
+#ifdef SUPPORTD3D
+//#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
+//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
+//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
+
+D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
+{
+ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ D3DDECL_END()
+};
+
+D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
+{
+ {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+ {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+ D3DDECL_END()
+};
+
+D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
+{
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
+ {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
+ D3DDECL_END()
+};
+
+IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
+#endif
+
+static void R_Mesh_InitVertexDeclarations(void)
+{
+#ifdef SUPPORTD3D
+ r_vertex3f_d3d9decl = NULL;
+ r_vertexgeneric_d3d9decl = NULL;
+ r_vertexmesh_d3d9decl = NULL;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ break;
+ case RENDERPATH_D3D9:
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ break;
+ }
+#endif
+}
+
+static void R_Mesh_DestroyVertexDeclarations(void)
+{
+#ifdef SUPPORTD3D
+ if (r_vertex3f_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
+ r_vertex3f_d3d9decl = NULL;
+ if (r_vertexgeneric_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
+ r_vertexgeneric_d3d9decl = NULL;
+ if (r_vertexmesh_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
+ r_vertexmesh_d3d9decl = NULL;
+#endif
+}
+
+void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer)
+{
+ // upload temporary vertexbuffer for this rendering
+ if (!gl_state.usevbo_staticvertex)
+ vertexbuffer = NULL;
+ if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+ {
+ if (gl_state.preparevertices_dynamicvertexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex3f, numvertices * sizeof(float[3]));
+ else
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex3f, numvertices * sizeof(float[3]), "temporary", false, true, false);
+ vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
+ case RENDERPATH_GL11:
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ else
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(float[3]));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex3f;
+ gl_state.d3dvertexsize = sizeof(float[3]);
+#endif
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(NULL, 0);
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
+ break;
+ }
+}
+
+
+
+r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
+{
+ size_t size;
+ size = sizeof(r_vertexgeneric_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
+ {
+ gl_state.preparevertices_tempdatamaxsize = size;
+ gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ }
+ gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexgeneric;
+}
+
+qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
+{
+ R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
+ gl_state.preparevertices_vertexgeneric = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
+}
+
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+ int i;
+ r_vertexgeneric_t *vertex;
+ switch(vid.renderpath)