#include "quakedef.h"
#include "cl_collision.h"
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+extern D3DCAPS9 vid_d3d9caps;
+#endif
+
+#define MAX_RENDERTARGETS 4
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
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)"};
#ifdef DEBUGGL
int errornumber = 0;
-void GL_PrintError(int errornumber, char *filename, int linenumber)
+void GL_PrintError(int errornumber, const char *filename, int linenumber)
{
switch(errornumber)
{
const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
size_t pointer_texcoord_offset;
+ rtexture_t *texture;
int t2d, t3d, tcubemap, trectangle;
int arrayenabled;
int rgbscale, alphascale;
int cullfaceenable;
int blendfunc1;
int blendfunc2;
- int blend;
+ qboolean blend;
GLboolean depthmask;
int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
+ int depthfunc;
float depthrange[2];
float polygonoffset[2];
int alphatest;
+ int alphafunc;
+ float alphafuncvalue;
int scissortest;
unsigned int unit;
unsigned int clientunit;
int lockrange_count;
int vertexbufferobject;
int elementbufferobject;
+ int framebufferobject;
qboolean pointer_color_enabled;
int pointer_vertex_components;
memexpandablearray_t meshbufferarray;
qboolean active;
+
+#ifdef SUPPORTD3D
+ rtexture_t *d3drt_depthtexture;
+ rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+ IDirect3DSurface9 *d3drt_depthsurface;
+ IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
+ IDirect3DSurface9 *d3drt_backbufferdepthsurface;
+ IDirect3DSurface9 *d3drt_backbuffercolorsurface;
+#endif
}
gl_state_t;
static void GL_Backend_ResetState(void);
+static void R_Mesh_InitVertexDeclarations(void);
+static void R_Mesh_DestroyVertexDeclarations(void);
+
static void gl_backend_start(void)
{
memset(&gl_state, 0, sizeof(gl_state));
+ R_Mesh_InitVertexDeclarations();
+
gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
CHECKGLERROR
GL_Backend_ResetState();
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
+#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;
+ }
}
static void gl_backend_shutdown(void)
{
Con_DPrint("OpenGL Backend shutting down\n");
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
+#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;
+ }
+
if (gl_state.preparevertices_tempdata)
Mem_Free(gl_state.preparevertices_tempdata);
if (gl_state.preparevertices_dynamicvertexbuffer)
Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
+ R_Mesh_DestroyVertexDeclarations();
+
memset(&gl_state, 0, sizeof(gl_state));
}
{
}
+static void gl_backend_devicelost(void)
+{
+ int i, endindex;
+ r_meshbuffer_t *buffer;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
+ for (i = 0;i < endindex;i++)
+ {
+ buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+ if (!buffer || !buffer->isdynamic)
+ continue;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (buffer->devicebuffer)
+ {
+ if (buffer->isindexbuffer)
+ IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
+ else
+ IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
+ buffer->devicebuffer = NULL;
+ }
+#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;
+ }
+ }
+}
+
+static void gl_backend_devicerestored(void)
+{
+}
+
void gl_backend_init(void)
{
int i;
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");
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
+ R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
}
void GL_SetMirrorState(qboolean state);
m[13] = - (top + bottom)/(top - bottom);
m[14] = - (zFar + zNear)/(zFar - zNear);
m[15] = 1;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ m[10] = -1/(zFar - zNear);
+ m[14] = -zNear/(zFar-zNear);
+ break;
+ }
v->screentodepth[0] = -farclip / (farclip - nearclip);
v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
float m[16];
memset(v, 0, sizeof(*v));
- if(v_flipped.integer)
- frustumx = -frustumx;
-
v->type = R_VIEWPORTTYPE_PERSPECTIVE;
v->cameramatrix = *cameramatrix;
v->x = x;
if (nearplane)
R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ if(v_flipped.integer)
+ {
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
+ }
+
Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
float m[16];
memset(v, 0, sizeof(*v));
- if(v_flipped.integer)
- frustumx = -frustumx;
-
v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
v->cameramatrix = *cameramatrix;
v->x = x;
if (nearplane)
R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ if(v_flipped.integer)
+ {
+ m[0] = -m[0];
+ m[4] = -m[4];
+ m[8] = -m[8];
+ m[12] = -m[12];
+ }
+
Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ case RENDERPATH_D3D9:
+ m[5] *= -1;
+ 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;
+ }
+
if (nearplane)
R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
float m[16];
gl_viewport = *v;
- CHECKGLERROR
- qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-
// FIXME: v_flipped_state is evil, this probably breaks somewhere
GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+// CHECKGLERROR
+// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// Load the projection matrix into OpenGL
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
qglLoadMatrixf(m);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ D3DVIEWPORT9 d3dviewport;
+ d3dviewport.X = gl_viewport.x;
+ d3dviewport.Y = gl_viewport.y;
+ d3dviewport.Width = gl_viewport.width;
+ d3dviewport.Height = gl_viewport.height;
+ d3dviewport.MinZ = gl_state.depthrange[0];
+ d3dviewport.MaxZ = gl_state.depthrange[1];
+ IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
+ }
+#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;
}
// force an update of the derived matrices
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
- CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
- CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ }
+}
+
+int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
+{
+ int temp;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (!vid.support.ext_framebuffer_object)
+ return 0;
+ qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
+ if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
+ if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
+ if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
+ if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
+ return temp;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ return 1;
+ }
+ return 0;
+}
+
+void R_Mesh_DestroyFramebufferObject(int fbo)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (fbo)
+ qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ }
+}
+
+void R_Mesh_ResetRenderTargets(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (gl_state.framebufferobject)
+ {
+ gl_state.framebufferobject = 0;
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (gl_state.framebufferobject)
+ {
+ unsigned int i;
+ gl_state.framebufferobject = 0;
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
+ gl_state.d3drt_depthsurface = NULL;
+ for (i = 1;i < vid.maxdrawbuffers;i++)
+ {
+ if (gl_state.d3drt_colorsurfaces[i])
+ {
+ gl_state.d3drt_colorsurfaces[i] = NULL;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+ }
+ }
+ }
+#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;
+ }
+}
+
+void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
+{
+ unsigned int i;
+ unsigned int j;
+ rtexture_t *textures[5];
+ Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
+ textures[4] = depthtexture;
+ // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
+ for (j = 0;j < 5;j++)
+ if (textures[j])
+ for (i = 0;i < vid.teximageunits;i++)
+ if (gl_state.units[i].texture == textures[j])
+ R_Mesh_TexBind(i, NULL);
+ // set up framebuffer object or render targets for the active rendering API
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (gl_state.framebufferobject != fbo)
+ {
+ gl_state.framebufferobject = fbo;
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ // set up the new render targets, a NULL depthtexture intentionally binds nothing
+ // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
+ if (fbo)
+ {
+ gl_state.framebufferobject = 1;
+ gl_state.d3drt_depthtexture = depthtexture;
+ if (gl_state.d3drt_depthtexture)
+ {
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
+ IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
+ }
+ else
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
+ for (i = 0;i < vid.maxdrawbuffers;i++)
+ {
+ gl_state.d3drt_colortextures[i] = textures[i];
+ if (gl_state.d3drt_colortextures[i])
+ {
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
+ IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
+ }
+ else
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+ }
+ }
+ else
+ R_Mesh_ResetRenderTargets();
+#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;
+ }
+}
+
+#ifdef SUPPORTD3D
+static int d3dcmpforglfunc(int f)
+{
+ switch(f)
+ {
+ case GL_NEVER: return D3DCMP_NEVER;
+ case GL_LESS: return D3DCMP_LESS;
+ case GL_EQUAL: return D3DCMP_EQUAL;
+ case GL_LEQUAL: return D3DCMP_LESSEQUAL;
+ case GL_GREATER: return D3DCMP_GREATER;
+ case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
+ case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
+ case GL_ALWAYS: return D3DCMP_ALWAYS;
+ default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
+ }
+}
+
+static int d3dstencilopforglfunc(int f)
+{
+ switch(f)
+ {
+ case GL_KEEP: return D3DSTENCILOP_KEEP;
+ case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
+ case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
+ default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
}
}
+#endif
+
static void GL_Backend_ResetState(void)
{
gl_state.active = true;
gl_state.depthtest = true;
gl_state.alphatest = false;
+ gl_state.alphafunc = GL_GEQUAL;
+ gl_state.alphafuncvalue = 0.5f;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
gl_state.blend = false;
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
- gl_state.cullfaceenable = true;
+ gl_state.cullface = GL_NONE;
+ gl_state.cullfaceenable = false;
gl_state.polygonoffset[0] = 0;
gl_state.polygonoffset[1] = 0;
+ gl_state.framebufferobject = 0;
+ gl_state.depthfunc = GL_LEQUAL;
- CHECKGLERROR
-
- qglColorMask(1, 1, 1, 1);
- qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- qglDisable(GL_BLEND);CHECKGLERROR
- qglCullFace(gl_state.cullface);CHECKGLERROR
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(gl_state.depthmask);CHECKGLERROR
- qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
- if (vid.support.arb_vertex_buffer_object)
+ switch(vid.renderpath)
{
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- }
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
+ }
+#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_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
- if (vid.support.ext_framebuffer_object)
- {
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
+ qglColorMask(1, 1, 1, 1);CHECKGLERROR
+ qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+
+ if (vid.support.arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (vid.support.ext_framebuffer_object)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- GL_Color(0, 0, 0, 0);
- GL_Color(1, 1, 1, 1);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglColor4f(1, 1, 1, 1);CHECKGLERROR
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ if (vid.support.ext_framebuffer_object)
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
for (i = 0;i < vid.teximageunits;i++)
{
GL_ActiveTexture(i);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ CHECKGLERROR
+
+ qglColorMask(1, 1, 1, 1);CHECKGLERROR
+ qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+
+ if (vid.support.arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
+
+ if (vid.support.ext_framebuffer_object)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
+
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ qglColor4f(1, 1, 1, 1);CHECKGLERROR
+
+ if (vid.support.ext_framebuffer_object)
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
for (i = 0;i < vid.texunits;i++)
{
GL_ActiveTexture(i);
if (gl_state.unit != num)
{
gl_state.unit = num;
- if (qglActiveTexture)
+ switch(vid.renderpath)
{
- CHECKGLERROR
- qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
- CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (qglActiveTexture)
+ {
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
}
if (gl_state.clientunit != num)
{
gl_state.clientunit = num;
- if (qglActiveTexture)
+ switch(vid.renderpath)
{
- CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
- CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (qglActiveTexture)
+ {
+ CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
}
{
if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
- if (gl_state.blendfunc2 == GL_ZERO)
+ qboolean blendenable;
+ gl_state.blendfunc1 = blendfunc1;
+ gl_state.blendfunc2 = blendfunc2;
+ blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
+ switch(vid.renderpath)
{
- if (gl_state.blendfunc1 == GL_ONE)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ if (gl_state.blend != blendenable)
{
- if (gl_state.blend)
+ gl_state.blend = blendenable;
+ if (!gl_state.blend)
{
- gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
}
- }
- else
- {
- if (!gl_state.blend)
+ else
{
- gl_state.blend = 1;
qglEnable(GL_BLEND);CHECKGLERROR
}
}
- }
- else
- {
- if (!gl_state.blend)
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
{
- gl_state.blend = 1;
- qglEnable(GL_BLEND);CHECKGLERROR
+ int i;
+ int glblendfunc[2];
+ D3DBLEND d3dblendfunc[2];
+ glblendfunc[0] = gl_state.blendfunc1;
+ glblendfunc[1] = gl_state.blendfunc2;
+ for (i = 0;i < 2;i++)
+ {
+ switch(glblendfunc[i])
+ {
+ case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
+ case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
+ case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
+ case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
+ case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
+ case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
+ case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
+ }
+ }
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
+ if (gl_state.blend != blendenable)
+ {
+ gl_state.blend = blendenable;
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
+ }
}
+#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;
}
}
}
{
if (gl_state.depthmask != state)
{
- CHECKGLERROR
- qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
+ gl_state.depthmask = state;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
+#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;
+ }
}
}
if (gl_state.depthtest != state)
{
gl_state.depthtest = state;
- CHECKGLERROR
- if (gl_state.depthtest)
+ switch(vid.renderpath)
{
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (gl_state.depthtest)
+ {
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
+#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;
}
- else
+ }
+}
+
+void GL_DepthFunc(int state)
+{
+ if (gl_state.depthfunc != state)
+ {
+ gl_state.depthfunc = state;
+ switch(vid.renderpath)
{
- qglDisable(GL_DEPTH_TEST);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
+#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;
}
}
}
{
gl_state.depthrange[0] = nearfrac;
gl_state.depthrange[1] = farfrac;
- qglDepthRange(nearfrac, farfrac);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ D3DVIEWPORT9 d3dviewport;
+ d3dviewport.X = gl_viewport.x;
+ d3dviewport.Y = gl_viewport.y;
+ d3dviewport.Width = gl_viewport.width;
+ d3dviewport.Height = gl_viewport.height;
+ d3dviewport.MinZ = gl_state.depthrange[0];
+ d3dviewport.MaxZ = gl_state.depthrange[1];
+ IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
+ }
+#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;
+ }
+ }
+}
+
+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)
+{
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (enable)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ if (vid.support.ati_separate_stencil)
+ {
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
+ qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
+ qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
+ }
+ else if (vid.support.ext_stencil_two_side)
+ {
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
+ qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
+ qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
+ qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
+#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;
+ }
+}
+
+void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
+{
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (enable)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ if (vid.support.ext_stencil_two_side)
+ {
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ }
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOp(fail, zfail, zpass);CHECKGLERROR
+ qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (vid.support.ati_separate_stencil)
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
+#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;
}
}
{
gl_state.polygonoffset[0] = planeoffset;
gl_state.polygonoffset[1] = depthoffset;
- qglPolygonOffset(planeoffset, depthoffset);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
+#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;
+ }
}
}
void GL_SetMirrorState(qboolean state)
{
- if(!state != !v_flipped_state)
+ if (v_flipped_state != state)
{
- // change cull face mode!
- if(gl_state.cullface == GL_BACK)
- qglCullFace((gl_state.cullface = GL_FRONT));
- else if(gl_state.cullface == GL_FRONT)
- qglCullFace((gl_state.cullface = GL_BACK));
+ v_flipped_state = state;
+ if (gl_state.cullface == GL_BACK)
+ gl_state.cullface = GL_FRONT;
+ else if (gl_state.cullface == GL_FRONT)
+ gl_state.cullface = GL_BACK;
+ else
+ return;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglCullFace(gl_state.cullface);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
+#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;
+ }
}
- v_flipped_state = state;
}
void GL_CullFace(int state)
{
- CHECKGLERROR
-
if(v_flipped_state)
{
if(state == GL_FRONT)
state = GL_FRONT;
}
- if (state != GL_NONE)
+ switch(vid.renderpath)
{
- if (!gl_state.cullfaceenable)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+
+ if (state != GL_NONE)
{
- gl_state.cullfaceenable = true;
- qglEnable(GL_CULL_FACE);CHECKGLERROR
+ if (!gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ }
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
}
- if (gl_state.cullface != state)
+ else
{
- gl_state.cullface = state;
- qglCullFace(gl_state.cullface);CHECKGLERROR
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
}
- }
- else
- {
- if (gl_state.cullfaceenable)
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (gl_state.cullface != state)
{
- gl_state.cullfaceenable = false;
- qglDisable(GL_CULL_FACE);CHECKGLERROR
+ gl_state.cullface = state;
+ switch(gl_state.cullface)
+ {
+ case GL_NONE:
+ gl_state.cullfaceenable = false;
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
+ break;
+ case GL_FRONT:
+ gl_state.cullfaceenable = true;
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
+ break;
+ case GL_BACK:
+ gl_state.cullfaceenable = true;
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
+ break;
+ }
}
+#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;
}
}
if (gl_state.alphatest != state)
{
gl_state.alphatest = state;
- CHECKGLERROR
- if (gl_state.alphatest)
+ switch(vid.renderpath)
{
- qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (gl_state.alphatest)
+ {
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
+#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;
}
- else
+ }
+}
+
+void GL_AlphaFunc(int state, float value)
+{
+ if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
+ {
+ gl_state.alphafunc = state;
+ gl_state.alphafuncvalue = value;
+ switch(vid.renderpath)
{
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
+#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;
}
}
}
void GL_ColorMask(int r, int g, int b, int a)
{
- int state = r*8 + g*4 + b*2 + a*1;
+ // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
+ int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
if (gl_state.colormask != state)
{
gl_state.colormask = state;
- CHECKGLERROR
- qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
+#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;
+ }
}
}
gl_state.color4f[1] = cg;
gl_state.color4f[2] = cb;
gl_state.color4f[3] = ca;
- CHECKGLERROR
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
- CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ // no equivalent in D3D
+ break;
+ }
}
}
void GL_Scissor (int x, int y, int width, int height)
{
- CHECKGLERROR
- qglScissor(x, y,width,height);
- CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglScissor(x, y,width,height);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ RECT d3drect;
+ d3drect.left = x;
+ d3drect.top = y;
+ d3drect.right = x + width;
+ d3drect.bottom = y + height;
+ IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
+ }
+#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;
+ }
}
void GL_ScissorTest(int state)
{
- if(gl_state.scissortest == state)
- return;
+ if (gl_state.scissortest != state)
+ {
+ gl_state.scissortest = state;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if(gl_state.scissortest)
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
+#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;
+ }
+ }
+}
- CHECKGLERROR
- if((gl_state.scissortest = state))
- qglEnable(GL_SCISSOR_TEST);
- else
- qglDisable(GL_SCISSOR_TEST);
- CHECKGLERROR
+void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
+{
+ static const float blackcolor[4] = {0, 0, 0, 0};
+ // prevent warnings when trying to clear a buffer that does not exist
+ if (!colorvalue)
+ colorvalue = blackcolor;
+ if (!vid.stencil)
+ {
+ mask &= ~GL_STENCIL_BUFFER_BIT;
+ stencilvalue = 0;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (mask & GL_COLOR_BUFFER_BIT)
+ {
+ qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
+ }
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+ qglClearDepth(depthvalue);CHECKGLERROR
+ }
+ if (mask & GL_STENCIL_BUFFER_BIT)
+ {
+ qglClearStencil(stencilvalue);CHECKGLERROR
+ }
+ qglClear(mask);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ 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);
+#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;
+ }
}
-void GL_Clear(int mask)
+void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
{
- CHECKGLERROR
- qglClear(mask);CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ // LordHavoc: we can't directly download the backbuffer because it may be
+ // multisampled, and it may not be lockable, so we blit it to a lockable
+ // surface of the same dimensions (but without multisample) to resolve the
+ // multisample buffer to a normal image, and then lock that...
+ IDirect3DSurface9 *stretchsurface = NULL;
+ if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
+ {
+ D3DLOCKED_RECT lockedrect;
+ if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
+ {
+ if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
+ {
+ int line;
+ unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
+ for (line = 0;line < height;line++, row -= lockedrect.Pitch)
+ memcpy(outpixels + line * width * 4, row, width * 4);
+ IDirect3DSurface9_UnlockRect(stretchsurface);
+ }
+ }
+ IDirect3DSurface9_Release(stretchsurface);
+ }
+ // code scraps
+ //IDirect3DSurface9 *syssurface = NULL;
+ //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
+ //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
+ //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
+ //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
+ //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
+ //IDirect3DSurface9_UnlockRect(syssurface);
+ //IDirect3DSurface9_Release(syssurface);
+ }
+#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;
+ }
}
// called at beginning of frame
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
- CHECKGLERROR
gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
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);
return;
}
- if (gl_state.pointer_vertex_pointer == NULL)
- {
- Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n");
- return;
- }
if (!gl_mesh_prefer_short_elements.integer)
{
if (element3i)
if (gl_state.draw_dynamicindexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true);
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
element3s_bufferoffset = 0;
}
if (gl_state.draw_dynamicindexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true);
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
element3i_bufferoffset = 0;
}
bufferoffset3i = element3i_bufferoffset;
bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
bufferoffset3s = element3s_bufferoffset;
- CHECKGLERROR
r_refdef.stats.meshes++;
r_refdef.stats.meshes_elements += numelements;
if (gl_paranoid.integer)
}
}
}
- CHECKGLERROR
}
if (r_render.integer || r_refdef.draw2dstage)
{
- CHECKGLERROR
- if (gl_mesh_testmanualfeeding.integer)
+ switch(vid.renderpath)
{
- unsigned int i, j, element;
- const GLfloat *p;
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
+ unsigned int i, j, element;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+ if (element3i)
+ element = element3i[i];
+ else if (element3s)
+ element = element3s[i];
+ else
+ element = firstvertex + i;
+ for (j = 0;j < vid.texarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
{
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ else
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ }
else
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(p[0], p[1]);
+ else
+ qglTexCoord1f(p[0]);
+ }
}
- else
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
{
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(p[0], p[1]);
+ const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+ }
else
- qglTexCoord1f(p[0]);
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(s[0]);
+ }
}
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
- {
- const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
- }
- else
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
{
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(s[0]);
- }
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
- {
- const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
- }
- else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(sb[0]);
+ const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(sb[0]);
+ }
}
}
}
- }
- if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
- {
- if (gl_state.pointer_color_gltype == GL_FLOAT)
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4f(p[0], p[1], p[2], p[3]);
+ if (gl_state.pointer_color_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ {
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ }
}
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ if (gl_state.pointer_vertex_gltype == GL_FLOAT)
{
- const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+ if (gl_state.pointer_vertex_components == 4)
+ qglVertex4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.pointer_vertex_components == 3)
+ qglVertex3f(p[0], p[1], p[2]);
+ else
+ qglVertex2f(p[0], p[1]);
}
}
- if (gl_state.pointer_vertex_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
- if (gl_state.pointer_vertex_components == 4)
- qglVertex4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.pointer_vertex_components == 3)
- qglVertex3f(p[0], p[1], p[2]);
- else
- qglVertex2f(p[0], p[1]);
- }
- }
- qglEnd();
- CHECKGLERROR
- }
- else if (bufferobject3s)
- {
- GL_BindEBO(bufferobject3s);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+ qglEnd();
CHECKGLERROR
}
- else
+ else if (bufferobject3s)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
- CHECKGLERROR
- }
- }
- else if (bufferobject3i)
- {
- GL_BindEBO(bufferobject3i);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
- CHECKGLERROR
+ GL_BindEBO(bufferobject3s);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
+ }
}
- else
+ else if (bufferobject3i)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
- CHECKGLERROR
+ GL_BindEBO(bufferobject3i);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
}
- }
- else if (element3s)
- {
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ else if (element3s)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
}
- else
+ else if (element3i)
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
}
- }
- else if (element3i)
- {
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ else
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
CHECKGLERROR
}
- else
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
+ if (element3s_indexbuffer)
+ {
+ IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
+ IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
+ }
+ else if (element3i_indexbuffer)
+ {
+ IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
+ IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
+ }
+ else
+ IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
}
- }
- else
- {
- qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
- CHECKGLERROR
+#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;
}
}
}
{
}
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
{
- int bufferobject = 0;
- void *devicebuffer = NULL;
r_meshbuffer_t *buffer;
if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
return NULL;
- if (isindexbuffer)
- {
- r_refdef.stats.indexbufferuploadcount++;
- r_refdef.stats.indexbufferuploadsize += size;
- }
- else
- {
- r_refdef.stats.vertexbufferuploadcount++;
- r_refdef.stats.vertexbufferuploadsize += size;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglGenBuffersARB(1, (GLuint *)&bufferobject);
- if (isindexbuffer)
- GL_BindEBO(bufferobject);
- else
- GL_BindVBO(bufferobject);
- qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
- break;
- }
buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
memset(buffer, 0, sizeof(*buffer));
- buffer->bufferobject = bufferobject;
- buffer->devicebuffer = devicebuffer;
- buffer->size = size;
+ buffer->bufferobject = 0;
+ buffer->devicebuffer = NULL;
+ buffer->size = 0;
buffer->isindexbuffer = isindexbuffer;
buffer->isdynamic = isdynamic;
+ buffer->isindex16 = isindex16;
strlcpy(buffer->name, name, sizeof(buffer->name));
+ R_Mesh_UpdateMeshBuffer(buffer, data, size);
return buffer;
}
void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
{
- if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer))
+ if (!buffer)
return;
if (buffer->isindexbuffer)
{
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
+ if (!buffer->bufferobject)
+ qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
if (buffer->isindexbuffer)
GL_BindEBO(buffer->bufferobject);
else
GL_BindVBO(buffer->bufferobject);
qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ int result;
+ void *datapointer = NULL;
+ if (buffer->isindexbuffer)
+ {
+ IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
+ if (size != buffer->size || !buffer->devicebuffer)
+ {
+ if (buffer->devicebuffer)
+ IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
+ buffer->devicebuffer = NULL;
+ 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)))
+ 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);
+ buffer->devicebuffer = (void *)d3d9indexbuffer;
+ buffer->size = size;
+ }
+ if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+ {
+ if (data)
+ memcpy(datapointer, data, size);
+ else
+ memset(datapointer, 0, size);
+ IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
+ }
+ }
+ else
+ {
+ IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
+ if (size != buffer->size || !buffer->devicebuffer)
+ {
+ if (buffer->devicebuffer)
+ IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
+ buffer->devicebuffer = NULL;
+ if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
+ 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);
+ buffer->devicebuffer = (void *)d3d9vertexbuffer;
+ buffer->size = size;
+ }
+ if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
+ {
+ if (data)
+ memcpy(datapointer, data, size);
+ else
+ memset(datapointer, 0, size);
+ IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
+ }
+ }
+ }
+#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_CGGL:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (buffer->devicebuffer)
+ {
+ if (buffer->isindexbuffer)
+ IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
+ else
+ IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
+ }
+#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;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
{
- R_Mesh_TexBind(0, tex);
- GL_ActiveTexture(0);CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ R_Mesh_TexBind(0, tex);
+ GL_ActiveTexture(0);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ IDirect3DSurface9 *currentsurface = NULL;
+ IDirect3DSurface9 *texturesurface = NULL;
+ RECT sourcerect;
+ RECT destrect;
+ sourcerect.left = sx;
+ sourcerect.top = sy;
+ sourcerect.right = sx + width;
+ sourcerect.bottom = sy + height;
+ destrect.left = tx;
+ destrect.top = ty;
+ destrect.right = tx + width;
+ destrect.bottom = ty + height;
+ if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
+ {
+ if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
+ {
+ IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
+ IDirect3DSurface9_Release(currentsurface);
+ }
+ IDirect3DSurface9_Release(texturesurface);
+ }
+ }
+#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;
+ }
}
+#ifdef SUPPORTD3D
+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};
+#endif
+
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
int tex2d, tex3d, texcubemap, texnum;
if (unitnum >= vid.teximageunits)
return;
+// if (unit->texture == tex)
+// return;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
if (!tex)
+ {
tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
+ }
+ unit->texture = tex;
texnum = R_GetTexture(tex);
switch(tex->gltexturetypeenum)
{
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
+ unit->texture = tex;
tex2d = 0;
tex3d = 0;
texcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ extern cvar_t gl_texture_anisotropy;
+ if (!tex)
+ {
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
+ }
+ if (unit->texture == tex)
+ return;
+ unit->texture = tex;
+ // upload texture if needed
+ if (tex->dirty)
+ R_RealGetTexture(tex);
+ IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
+ //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
+ if (tex->d3daddressw)
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
+ IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
+ }
+#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;
}
}
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (matrix && matrix->m[3][3])
+ switch(vid.renderpath)
{
- // texmatrix specified, check if it is different
- if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (matrix && matrix->m[3][3])
{
- float glmatrix[16];
- unit->texmatrixenabled = true;
- unit->matrix = *matrix;
- CHECKGLERROR
- Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadMatrixf(glmatrix);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ {
+ float glmatrix[16];
+ unit->texmatrixenabled = true;
+ unit->matrix = *matrix;
+ CHECKGLERROR
+ Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadMatrixf(glmatrix);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
}
- }
- else
- {
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
+ else
{
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ }
}
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
}
}
break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
-r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
+#ifdef SUPPORTD3D
+//#define r_vertexposition_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_vertexposition_d3d9elements[] =
{
- size_t size;
+ {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), 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)->color4ub ), D3DDECLTYPE_D3DCOLOR, 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)->color4ub ), D3DDECLTYPE_D3DCOLOR, 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_vertexposition_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
+IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
+#endif
+
+static void R_Mesh_InitVertexDeclarations(void)
+{
+#ifdef SUPPORTD3D
+ r_vertexposition_d3d9decl = NULL;
+ r_vertexgeneric_d3d9decl = NULL;
+ r_vertexmesh_d3d9decl = NULL;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- size = sizeof(r_vertexposition_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_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexposition;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Position_Lock: unrecognized vid.renderpath\n");
- return NULL;
+ break;
+ case RENDERPATH_D3D9:
+ IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_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;
}
+#endif
}
-qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
+static void R_Mesh_DestroyVertexDeclarations(void)
{
- switch(vid.renderpath)
+#ifdef SUPPORTD3D
+ if (r_vertexposition_d3d9decl)
+ IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
+ r_vertexposition_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
+}
+
+r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
+{
+ size_t size;
+ size = sizeof(r_vertexposition_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
- gl_state.preparevertices_vertexposition = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Position_Lock: unrecognized vid.renderpath\n");
- return false;
+ 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_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexposition;
+}
+
+qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
+{
+ R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
+ gl_state.preparevertices_vertexposition = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
}
void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
{
+ int i;
+ r_vertexposition_t *vertex;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
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;
+ return;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
if (vid.texunits >= 3)
R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- break;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Position_Lock: unrecognized vid.renderpath\n");
return;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
+
+ // no quick path for this case, convert to vertex structs
+ vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ R_Mesh_PrepareVertices_Position_Unlock();
+ R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
}
void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
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_vertexposition_d3d9decl);
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+#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;
}
return;
}
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:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
{
size_t size;
- switch(vid.renderpath)
+ size = sizeof(r_vertexgeneric_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- 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;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Generic_Lock: unrecognized vid.renderpath\n");
- return NULL;
+ 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)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- 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;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Generic_Lock: unrecognized vid.renderpath\n");
- return false;
- }
+ 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)
return;
}
break;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Position_Lock: unrecognized vid.renderpath\n");
- return;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
// no quick path for this case, convert to vertex structs
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+#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;
}
return;
}
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}
r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
{
size_t size;
- switch(vid.renderpath)
+ size = sizeof(r_vertexmesh_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
{
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- size = sizeof(r_vertexmesh_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_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexmesh;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Mesh_Lock: unrecognized vid.renderpath\n");
- return NULL;
+ 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_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexmesh;
}
qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
- gl_state.preparevertices_vertexmesh = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Mesh_Lock: unrecognized vid.renderpath\n");
- return false;
- }
+ R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
+ gl_state.preparevertices_vertexmesh = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
}
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)
return;
}
break;
- default:
- Sys_Error("R_Mesh_PrepareVertices_Position_Lock: unrecognized vid.renderpath\n");
- return;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+#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;
}
return;
}
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
}
}