#include "quakedef.h"
#include "cl_collision.h"
+#include "dpsoftrast.h"
+#ifdef SUPPORTD3D
+#include <d3d9.h>
+extern LPDIRECT3DDEVICE9 vid_d3d9dev;
+extern D3DCAPS9 vid_d3d9caps;
+#endif
+
+// on GLES we have to use some proper #define's
+#ifndef GL_FRAMEBUFFER
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#endif
+#ifndef GL_COLOR_ATTACHMENT1
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#endif
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#endif
+//#ifndef GL_VERTEX_ARRAY
+//#define GL_VERTEX_ARRAY 0x8074
+//#define GL_COLOR_ARRAY 0x8076
+//#define GL_TEXTURE_COORD_ARRAY 0x8078
+//#endif
+#ifndef GL_TEXTURE0
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#endif
+
+#ifndef GL_TEXTURE_3D
+#define GL_TEXTURE_3D 0x806F
+#endif
+#ifndef GL_TEXTURE_CUBE_MAP
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#endif
+//#ifndef GL_MODELVIEW
+//#define GL_MODELVIEW 0x1700
+//#endif
+//#ifndef GL_PROJECTION
+//#define GL_PROJECTION 0x1701
+//#endif
+//#ifndef GL_DECAL
+//#define GL_DECAL 0x2101
+//#endif
+//#ifndef GL_INTERPOLATE
+//#define GL_INTERPOLATE 0x8575
+//#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_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
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)"};
-cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "0", "enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal"};
-cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
+cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
qboolean v_flipped_state = false;
+r_viewport_t gl_viewport;
+matrix4x4_t gl_modelmatrix;
+matrix4x4_t gl_viewmatrix;
+matrix4x4_t gl_modelviewmatrix;
+matrix4x4_t gl_projectionmatrix;
+matrix4x4_t gl_modelviewprojectionmatrix;
+float gl_modelview16f[16];
+float gl_modelviewprojection16f[16];
+qboolean gl_modelmatrixchanged;
+
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
#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)
{
Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
break;
#endif
-#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
- case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
+#ifdef GL_INVALID_FRAMEBUFFER_OPERATION
+ case GL_INVALID_FRAMEBUFFER_OPERATION:
Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
break;
#endif
void SCR_ScreenShot_f (void);
-typedef struct gl_bufferobjectinfo_s
-{
- int target;
- int object;
- size_t size;
- char name[MAX_QPATH];
-}
-gl_bufferobjectinfo_t;
-
typedef struct gltextureunit_s
{
- const void *pointer_texcoord;
+ int pointer_texcoord_components;
+ int pointer_texcoord_gltype;
+ size_t pointer_texcoord_stride;
+ const void *pointer_texcoord_pointer;
+ const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
size_t pointer_texcoord_offset;
- int pointer_texcoord_buffer;
- int t2d, t3d, tcubemap, trectangle;
+
+ rtexture_t *texture;
+ int t2d, t3d, tcubemap;
int arrayenabled;
- unsigned int arraycomponents;
int rgbscale, alphascale;
int combine;
int combinergb, combinealpha;
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;
+ qboolean alphatocoverage;
int scissortest;
unsigned int unit;
unsigned int clientunit;
int lockrange_count;
int vertexbufferobject;
int elementbufferobject;
+ int framebufferobject;
+ int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
qboolean pointer_color_enabled;
- const void *pointer_vertex;
- const void *pointer_color;
+
+ int pointer_vertex_components;
+ int pointer_vertex_gltype;
+ size_t pointer_vertex_stride;
+ const void *pointer_vertex_pointer;
+ const r_meshbuffer_t *pointer_vertex_vertexbuffer;
size_t pointer_vertex_offset;
+
+ int pointer_color_components;
+ int pointer_color_gltype;
+ size_t pointer_color_stride;
+ const void *pointer_color_pointer;
+ const r_meshbuffer_t *pointer_color_vertexbuffer;
size_t pointer_color_offset;
- int pointer_vertex_buffer;
- int pointer_color_buffer;
- memexpandablearray_t bufferobjectinfoarray;
+ void *preparevertices_tempdata;
+ size_t preparevertices_tempdatamaxsize;
+ r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
+ r_vertexgeneric_t *preparevertices_vertexgeneric;
+ r_vertexmesh_t *preparevertices_vertexmesh;
+ int preparevertices_numvertices;
+
+ r_meshbuffer_t *draw_dynamicindexbuffer;
- r_viewport_t viewport;
- matrix4x4_t modelmatrix;
- matrix4x4_t modelviewmatrix;
+ qboolean usevbo_staticvertex;
+ qboolean usevbo_staticindex;
+ qboolean usevbo_dynamicvertex;
+ qboolean usevbo_dynamicindex;
+
+ 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;
+ void *d3dvertexbuffer;
+ void *d3dvertexdata;
+ size_t d3dvertexsize;
+#endif
}
gl_state_t;
int quadelement3i[QUADELEMENTS_MAXQUADS*6];
unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
-void GL_VBOStats_f(void)
+static void GL_VBOStats_f(void)
{
GL_Mesh_ListVBOs(true);
}
static void GL_Backend_ResetState(void);
+static void R_Mesh_InitVertexDeclarations(void);
+static void R_Mesh_DestroyVertexDeclarations(void);
+
+static void R_Mesh_SetUseVBO(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ 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;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ break;
+ case RENDERPATH_D3D9:
+ gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ 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:
+ gl_state.usevbo_staticvertex = false;
+ gl_state.usevbo_staticindex = false;
+ gl_state.usevbo_dynamicvertex = false;
+ gl_state.usevbo_dynamicindex = false;
+ break;
+ case RENDERPATH_GLES2:
+ gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_staticindex = false;
+ gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicindex = false;
+ break;
+ }
+}
+
static void gl_backend_start(void)
{
memset(&gl_state, 0, sizeof(gl_state));
- Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+ R_Mesh_InitVertexDeclarations();
+
+ R_Mesh_SetUseVBO();
+ Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
Con_DPrintf("OpenGL backend started.\n");
CHECKGLERROR
GL_Backend_ResetState();
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // fetch current fbo here (default fbo is not 0 on some GLES devices)
+ if (vid.support.ext_framebuffer_object)
+ qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
+ 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;
+ case RENDERPATH_SOFT:
+ break;
+ }
}
static void gl_backend_shutdown(void)
{
Con_DPrint("OpenGL Backend shutting down\n");
- Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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)
+ R_Mesh_DestroyMeshBuffer(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;
+#ifdef SUPPORTD3D
+ gl_state.d3dvertexbuffer = NULL;
+#endif
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ }
+ 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_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ }
+}
+
void gl_backend_init(void)
{
int i;
for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
polygonelement3i[i] = polygonelement3s[i];
- for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
quadelement3i[i] = quadelement3s[i];
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
- Cvar_RegisterVariable(&gl_lockarrays);
- Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
Cvar_RegisterVariable(&gl_vbo);
+ Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
+ Cvar_RegisterVariable(&gl_vbo_dynamicindex);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
- Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
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);
Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
iw = 1.0f / out[3];
out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
- out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+
+ // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
+ //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
+ out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
+
out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
}
-static void R_Viewport_ApplyNearClipPlane(r_viewport_t *v, double normalx, double normaly, double normalz, double dist)
+void GL_Finish(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglFinish();
+ break;
+ case RENDERPATH_D3D9:
+ //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ 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_Finish();
+ break;
+ }
+}
+
+static int bboxedges[12][2] =
+{
+ // top
+ {0, 1}, // +X
+ {0, 2}, // +Y
+ {1, 3}, // Y, +X
+ {2, 3}, // X, +Y
+ // bottom
+ {4, 5}, // +X
+ {4, 6}, // +Y
+ {5, 7}, // Y, +X
+ {6, 7}, // X, +Y
+ // verticals
+ {0, 4}, // +Z
+ {1, 5}, // X, +Z
+ {2, 6}, // Y, +Z
+ {3, 7}, // XY, +Z
+};
+
+qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
+{
+ int i, ix1, iy1, ix2, iy2;
+ float x1, y1, x2, y2;
+ vec4_t v, v2;
+ float vertex[20][3];
+ int j, k;
+ vec4_t plane4f;
+ int numvertices;
+ float corner[8][4];
+ float dist[8];
+ int sign[8];
+ float f;
+
+ scissor[0] = r_refdef.view.viewport.x;
+ scissor[1] = r_refdef.view.viewport.y;
+ scissor[2] = r_refdef.view.viewport.width;
+ scissor[3] = r_refdef.view.viewport.height;
+
+ // if view is inside the box, just say yes it's visible
+ if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
+ return false;
+
+ x1 = y1 = x2 = y2 = 0;
+
+ // transform all corners that are infront of the nearclip plane
+ VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
+ plane4f[3] = r_refdef.view.frustum[4].dist;
+ numvertices = 0;
+ for (i = 0;i < 8;i++)
+ {
+ Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
+ dist[i] = DotProduct4(corner[i], plane4f);
+ sign[i] = dist[i] > 0;
+ if (!sign[i])
+ {
+ VectorCopy(corner[i], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ // if some points are behind the nearclip, add clipped edge points to make
+ // sure that the scissor boundary is complete
+ if (numvertices > 0 && numvertices < 8)
+ {
+ // add clipped edge points
+ for (i = 0;i < 12;i++)
+ {
+ j = bboxedges[i][0];
+ k = bboxedges[i][1];
+ if (sign[j] != sign[k])
+ {
+ f = dist[j] / (dist[j] - dist[k]);
+ VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
+ numvertices++;
+ }
+ }
+ }
+
+ // if we have no points to check, it is behind the view plane
+ if (!numvertices)
+ return true;
+
+ // if we have some points to transform, check what screen area is covered
+ x1 = y1 = x2 = y2 = 0;
+ v[3] = 1.0f;
+ //Con_Printf("%i vertices to transform...\n", numvertices);
+ for (i = 0;i < numvertices;i++)
+ {
+ VectorCopy(vertex[i], v);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
+ //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
+ if (i)
+ {
+ if (x1 > v2[0]) x1 = v2[0];
+ if (x2 < v2[0]) x2 = v2[0];
+ if (y1 > v2[1]) y1 = v2[1];
+ if (y2 < v2[1]) y2 = v2[1];
+ }
+ else
+ {
+ x1 = x2 = v2[0];
+ y1 = y2 = v2[1];
+ }
+ }
+
+ // now convert the scissor rectangle to integer screen coordinates
+ ix1 = (int)(x1 - 1.0f);
+ //iy1 = vid.height - (int)(y2 - 1.0f);
+ //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
+ iy1 = (int)(y1 - 1.0f);
+ ix2 = (int)(x2 + 1.0f);
+ //iy2 = vid.height - (int)(y1 + 1.0f);
+ //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
+ iy2 = (int)(y2 + 1.0f);
+ //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
+
+ // clamp it to the screen
+ if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+ if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+ if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+ if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
+
+ // if it is inside out, it's not visible
+ if (ix2 <= ix1 || iy2 <= iy1)
+ return true;
+
+ // the light area is visible, set up the scissor rectangle
+ scissor[0] = ix1;
+ scissor[1] = iy1;
+ scissor[2] = ix2 - ix1;
+ scissor[3] = iy2 - iy1;
+
+ // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ scissor[1] = vid.height - scissor[1] - scissor[3];
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ break;
+ }
+
+ return false;
+}
+
+
+static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
{
- double q[4];
- double d;
+ float q[4];
+ float d;
float clipPlane[4], v3[3], v4[3];
float normal[3];
VectorSet(normal, normalx, normaly, normalz);
Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
- VectorScale(normal, dist, v3);
+ VectorScale(normal, -dist, v3);
Matrix4x4_Transform(&v->viewmatrix, v3, v4);
// FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
clipPlane[3] = -DotProduct(v4, clipPlane);
// testing code for comparing results
float clipPlane2[4];
VectorCopy4(clipPlane, clipPlane2);
- R_Mesh_Matrix(&identitymatrix);
+ R_EntityMatrix(&identitymatrix);
VectorSet(q, normal[0], normal[1], normal[2], -dist);
qglClipPlane(GL_CLIP_PLANE0, q);
qglGetClipPlane(GL_CLIP_PLANE0, q);
// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
// transform it into camera space by multiplying it
// by the inverse of the projection matrix
- q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + v->m[8]) / v->m[0];
- q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + v->m[9]) / v->m[5];
+ q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
+ q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
q[2] = -1.0f;
- q[3] = (1.0f + v->m[10]) / v->m[14];
+ q[3] = (1.0f + m[10]) / m[14];
// Calculate the scaled plane vector
d = 2.0f / DotProduct4(clipPlane, q);
// Replace the third row of the projection matrix
- v->m[2] = clipPlane[0] * d;
- v->m[6] = clipPlane[1] * d;
- v->m[10] = clipPlane[2] * d + 1.0f;
- v->m[14] = clipPlane[3] * d;
+ m[2] = clipPlane[0] * d;
+ m[6] = clipPlane[1] * d;
+ m[10] = clipPlane[2] * d + 1.0f;
+ m[14] = clipPlane[3] * d;
}
-void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float x1, float y1, float x2, float y2, float nearclip, float farclip, const float *nearplane)
{
float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+ float m[16];
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_ORTHO;
v->cameramatrix = *cameramatrix;
v->width = width;
v->height = height;
v->depth = 1;
- v->m[0] = 2/(right - left);
- v->m[5] = 2/(top - bottom);
- v->m[10] = -2/(zFar - zNear);
- v->m[12] = - (right + left)/(right - left);
- v->m[13] = - (top + bottom)/(top - bottom);
- v->m[14] = - (zFar + zNear)/(zFar - zNear);
- v->m[15] = 1;
+ memset(m, 0, sizeof(m));
+ m[0] = 2/(right - left);
+ m[5] = 2/(top - bottom);
+ m[10] = -2/(zFar - zNear);
+ m[12] = - (right + left)/(right - left);
+ 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_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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);
Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
- Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
if (nearplane)
- R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
#if 0
{
#endif
}
-void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, float farclip, const float *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
+ 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;
v->width = width;
v->height = height;
v->depth = 1;
- v->m[0] = 1.0 / frustumx;
- v->m[5] = 1.0 / frustumy;
- v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
- v->m[11] = -1;
- v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ memset(m, 0, sizeof(m));
+ m[0] = 1.0 / frustumx;
+ m[5] = 1.0 / frustumy;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ v->screentodepth[0] = -farclip / (farclip - nearclip);
+ v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
-
if (nearplane)
- R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ 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);
}
-void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, float frustumx, float frustumy, float nearclip, const float *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
- const double nudge = 1.0 - 1.0 / (1<<23);
+ const float nudge = 1.0 - 1.0 / (1<<23);
+ 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;
v->width = width;
v->height = height;
v->depth = 1;
- v->m[ 0] = 1.0 / frustumx;
- v->m[ 5] = 1.0 / frustumy;
- v->m[10] = -nudge;
- v->m[11] = -1;
- v->m[14] = -2 * nearclip * nudge;
+ memset(m, 0, sizeof(m));
+ m[ 0] = 1.0 / frustumx;
+ m[ 5] = 1.0 / frustumy;
+ m[10] = -nudge;
+ m[11] = -1;
+ m[14] = -2 * nearclip * nudge;
+ v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
+ v->screentodepth[1] = m[14] * -0.5;
Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
-
if (nearplane)
- R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ 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 cubeviewmatrix[6][16] =
void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
+ float m[16];
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
v->cameramatrix = *cameramatrix;
v->width = size;
v->height = size;
v->depth = 1;
- v->m[0] = v->m[5] = 1.0f;
- v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
- v->m[11] = -1;
- v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ memset(m, 0, sizeof(m));
+ m[0] = m[5] = 1.0f;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
if (nearplane)
- R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
{
matrix4x4_t tempmatrix, basematrix;
+ float m[16];
memset(v, 0, sizeof(*v));
v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
v->cameramatrix = *cameramatrix;
v->width = size;
v->height = size;
v->depth = 1;
- v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
- v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
- v->m[11] = -1;
- v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+ memset(m, 0, sizeof(m));
+ m[0] = m[5] = 1.0f * ((float)size - border) / size;
+ m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ m[11] = -1;
+ m[14] = -2 * nearclip * farclip / (farclip - nearclip);
Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+ R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+ Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
}
void R_SetViewport(const r_viewport_t *v)
{
- float glmatrix[16];
- gl_state.viewport = *v;
-
- CHECKGLERROR
- qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-
- // Load the projection matrix into OpenGL
- qglMatrixMode(GL_PROJECTION);CHECKGLERROR
- qglLoadMatrixd(gl_state.viewport.m);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ float m[16];
+ gl_viewport = *v;
// 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));
- // directly force an update of the modelview matrix
- Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
- Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
- qglLoadMatrixf(glmatrix);CHECKGLERROR
+ // copy over the matrices to our state
+ gl_viewmatrix = v->viewmatrix;
+ gl_projectionmatrix = v->projectmatrix;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ case RENDERPATH_GLES1:
+#ifdef GL_PROJECTION
+ 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
+#endif
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+ break;
+ }
+
+ // force an update of the derived matrices
+ gl_modelmatrixchanged = true;
+ R_EntityMatrix(&gl_modelmatrix);
}
void R_GetViewport(r_viewport_t *v)
{
- *v = gl_state.viewport;
+ *v = gl_viewport;
}
static void GL_BindVBO(int bufferobject)
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
- CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
- CHECKGLERROR
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
}
}
-static void GL_Backend_ResetState(void)
+static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
+int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
{
- unsigned int i;
- gl_state.active = true;
- gl_state.depthtest = true;
- gl_state.alphatest = false;
- gl_state.blendfunc1 = GL_ONE;
- gl_state.blendfunc2 = GL_ZERO;
- gl_state.blend = false;
- gl_state.depthmask = GL_TRUE;
- gl_state.colormask = 15;
- 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.polygonoffset[0] = 0;
- gl_state.polygonoffset[1] = 0;
-
- 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)
- {
- 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
-
- GL_Color(0, 0, 0, 0);
- GL_Color(1, 1, 1, 1);
-
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.teximageunits;i++)
+ switch(vid.renderpath)
{
- GL_ActiveTexture(i);
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ if (vid.support.arb_framebuffer_object)
{
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ int temp;
+ GLuint status;
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+ if (colortexture4 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture && qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ }
+ else if (qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
+ temp = 0;
+ }
+ return temp;
}
- if (vid.support.arb_texture_rectangle)
+ else if (vid.support.ext_framebuffer_object)
{
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ int temp;
+ GLuint status;
+ qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
+ R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
+ // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
+ if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+ if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+ if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
+ if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
+ if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
+ if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
+ if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
+ if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
+ if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
+ if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
+
+ if (colortexture4 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture3 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture2 && qglDrawBuffersARB)
+ {
+ qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ else if (colortexture && qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ }
+ else if (qglDrawBuffer)
+ {
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ }
+ status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
+ qglDeleteFramebuffers(1, (GLuint*)&temp);
+ temp = 0;
+ }
+ return temp;
}
+ return 0;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ return 1;
+ case RENDERPATH_SOFT:
+ return 1;
}
+ return 0;
+}
- for (i = 0;i < vid.texarrayunits;i++)
+void R_Mesh_DestroyFramebufferObject(int fbo)
+{
+ switch(vid.renderpath)
{
- GL_ClientActiveTexture(i);
- GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ if (fbo)
+ qglDeleteFramebuffers(1, (GLuint*)&fbo);
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
}
+}
- for (i = 0;i < vid.texunits;i++)
+#ifdef SUPPORTD3D
+void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
+{
+ gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
+ if (gl_state.d3drt_depthsurface != depthsurface)
{
- GL_ActiveTexture(i);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- if (vid.support.arb_texture_rectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- }
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ gl_state.d3drt_depthsurface = depthsurface;
+ IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
+ }
+ if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
+ {
+ gl_state.d3drt_colorsurfaces[0] = colorsurface0;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
+ }
+ if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
+ {
+ gl_state.d3drt_colorsurfaces[1] = colorsurface1;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
+ }
+ if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
+ {
+ gl_state.d3drt_colorsurfaces[2] = colorsurface2;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
+ }
+ if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
+ {
+ gl_state.d3drt_colorsurfaces[3] = colorsurface3;
+ IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
+ }
+}
+#endif
+
+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_GLES1:
+ case RENDERPATH_GLES2:
+ if (gl_state.framebufferobject != fbo)
+ {
+ gl_state.framebufferobject = fbo;
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
+ }
+ 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)
+ {
+ IDirect3DSurface9 *surfaces[5];
+ for (i = 0;i < 5;i++)
+ {
+ surfaces[i] = NULL;
+ if (textures[i])
+ {
+ if (textures[i]->d3dsurface)
+ surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
+ else
+ IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
+ }
+ }
+ // set the render targets for real
+ R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
+ // release the texture surface levels (they won't be lost while bound...)
+ for (i = 0;i < 5;i++)
+ if (textures[i] && !textures[i]->d3dsurface)
+ IDirect3DSurface9_Release(surfaces[i]);
+ }
+ else
+ R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, 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;
+ case RENDERPATH_SOFT:
+ if (fbo)
+ {
+ int width, height;
+ unsigned int *pointers[5];
+ memset(pointers, 0, sizeof(pointers));
+ for (i = 0;i < 5;i++)
+ pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
+ width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
+ DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
+ }
+ else
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ 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)
+{
+ unsigned int i;
+ gl_state.active = true;
+ gl_state.depthtest = true;
+ gl_state.alphatest = false;
+ gl_state.alphafunc = GL_GEQUAL;
+ gl_state.alphafuncvalue = 0.5f;
+ gl_state.alphatocoverage = false;
+ gl_state.blendfunc1 = GL_ONE;
+ gl_state.blendfunc2 = GL_ZERO;
+ gl_state.blend = false;
+ gl_state.depthmask = GL_TRUE;
+ gl_state.colormask = 15;
+ 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 = GL_FRONT;
+ gl_state.cullfaceenable = false;
+ gl_state.polygonoffset[0] = 0;
+ gl_state.polygonoffset[1] = 0;
+ gl_state.framebufferobject = 0;
+ gl_state.depthfunc = GL_LEQUAL;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ {
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
+ 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_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+#ifdef GL_ALPHA_TEST
+ 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, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ if (vid.support.ext_framebuffer_object)
+ {
+ //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
+ qglBindFramebuffer(GL_FRAMEBUFFER, 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)
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
+
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < vid.texunits;i++)
+ {
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
+ }
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ }
+ CHECKGLERROR
+#endif
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(1,1,1,1);
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglColorMask(1, 1, 1, 1);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, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ if (vid.support.ext_framebuffer_object)
+ qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
+ qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < vid.teximageunits;i++)
+ {
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
+ }
+ }
+ for (i = 0;i < vid.texarrayunits;i++)
+ {
+ GL_BindVBO(0);
+ qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
CHECKGLERROR
+ break;
}
- CHECKGLERROR
}
void GL_ActiveTexture(unsigned int num)
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_GLES1:
+ case RENDERPATH_GLES2:
+ if (qglActiveTexture)
+ {
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
+ CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ 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_GLES1:
+ if (qglActiveTexture)
+ {
+ CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
+ CHECKGLERROR
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthTest(gl_state.depthtest);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ break;
}
}
}
{
gl_state.depthrange[0] = nearfrac;
gl_state.depthrange[1] = farfrac;
- qglDepthRange(nearfrac, farfrac);
- }
-}
-
-void GL_PolygonOffset(float planeoffset, float depthoffset)
-{
- if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
- {
- gl_state.polygonoffset[0] = planeoffset;
- gl_state.polygonoffset[1] = depthoffset;
- qglPolygonOffset(planeoffset, depthoffset);
- }
-}
-
-void GL_SetMirrorState(qboolean state)
-{
- if(!state != !v_flipped_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));
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+#ifdef USE_GLES2
+ qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
+#else
+ qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+#endif
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
+ break;
+ }
}
- v_flipped_state = state;
}
-void GL_CullFace(int state)
+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)
{
- CHECKGLERROR
-
- if(v_flipped_state)
- {
- if(state == GL_FRONT)
- state = GL_BACK;
- else if(state == GL_BACK)
- 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_GLES1:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (enable)
{
- gl_state.cullfaceenable = true;
- qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
}
- if (gl_state.cullface != state)
+ else
{
- gl_state.cullface = state;
- qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
}
- }
- else
- {
- if (gl_state.cullfaceenable)
+ if (vid.support.ati_separate_stencil)
+ {
+ qglStencilMask(writemask);CHECKGLERROR
+ qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
+ qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
+ qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
+ qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
+ }
+ else if (vid.support.ext_stencil_two_side)
{
- gl_state.cullfaceenable = false;
- qglDisable(GL_CULL_FACE);CHECKGLERROR
+#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
+ 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
+#endif
}
+ 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, d3dcmpforglfunc(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, d3dcmpforglfunc(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;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
-void GL_AlphaTest(int state)
+void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
{
- if (gl_state.alphatest != state)
+ switch (vid.renderpath)
{
- gl_state.alphatest = state;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
- if (gl_state.alphatest)
+ if (enable)
{
- qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
}
else
{
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ }
+ if (vid.support.ext_stencil_two_side)
+ {
+#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+#endif
}
+ 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, d3dcmpforglfunc(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;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
}
}
-void GL_ColorMask(int r, int g, int b, int a)
+void GL_PolygonOffset(float planeoffset, float depthoffset)
{
- int state = r*8 + g*4 + b*2 + a*1;
- if (gl_state.colormask != state)
+ if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
{
- gl_state.colormask = state;
- CHECKGLERROR
- qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
+ gl_state.polygonoffset[0] = planeoffset;
+ gl_state.polygonoffset[1] = depthoffset;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ break;
+ }
}
}
-void GL_Color(float cr, float cg, float cb, float ca)
+void GL_SetMirrorState(qboolean state)
{
- if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ if (v_flipped_state != state)
{
- gl_state.color4f[0] = cr;
- 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]);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ break;
+ }
+ }
+}
+
+void GL_CullFace(int state)
+{
+ if(v_flipped_state)
+ {
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
CHECKGLERROR
+
+ if (state != GL_NONE)
+ {
+ 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
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ }
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (gl_state.cullface != state)
+ {
+ 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;
+ case RENDERPATH_SOFT:
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ gl_state.cullfaceenable = state != GL_NONE ? true : false;
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ }
+ break;
}
}
-void GL_LockArrays(int first, int count)
+void GL_AlphaTest(int state)
{
- if (count < gl_lockarrays_minimumvertices.integer)
+ if (gl_state.alphatest != state)
{
- first = 0;
- count = 0;
+ gl_state.alphatest = state;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+#ifdef GL_ALPHA_TEST
+ // only fixed function uses alpha test, other paths use pixel kill capability in shaders
+ CHECKGLERROR
+ if (gl_state.alphatest)
+ {
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ }
+#endif
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ break;
+ }
}
- if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
+}
+
+void GL_AlphaToCoverage(qboolean state)
+{
+ if (gl_state.alphatocoverage != state)
{
- if (gl_state.lockrange_count)
+ gl_state.alphatocoverage = state;
+ switch(vid.renderpath)
{
- gl_state.lockrange_count = 0;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
+ case RENDERPATH_GL20:
+#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
+ // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
CHECKGLERROR
- qglUnlockArraysEXT();
+ if (gl_state.alphatocoverage)
+ {
+ qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+// qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ }
+#endif
+ break;
+ }
+ }
+}
+
+void GL_ColorMask(int r, int g, int b, int a)
+{
+ // 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;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(r, g, b, a);
+ break;
}
- if (count && vid.support.ext_compiled_vertex_array && gl_lockarrays.integer)
+ }
+}
+
+void GL_Color(float cr, float cg, float cb, float ca)
+{
+ if (gl_state.pointer_color_enabled || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
+ {
+ gl_state.color4f[0] = cr;
+ gl_state.color4f[1] = cg;
+ gl_state.color4f[2] = cb;
+ gl_state.color4f[3] = ca;
+ switch(vid.renderpath)
{
- gl_state.lockrange_first = first;
- gl_state.lockrange_count = count;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
CHECKGLERROR
- qglLockArraysEXT(first, count);
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Color4f(cr, cg, cb, ca);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_Scissor(x, y, width, height);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ScissorTest(gl_state.scissortest);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (mask & GL_COLOR_BUFFER_BIT)
+ {
+ qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
+ }
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ {
+#ifdef USE_GLES2
+ qglClearDepthf(depthvalue);CHECKGLERROR
+#else
+ qglClearDepth(depthvalue);CHECKGLERROR
+#endif
+ }
+ 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;
+ case RENDERPATH_SOFT:
+ if (mask & GL_COLOR_BUFFER_BIT)
+ DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ DPSOFTRAST_ClearDepth(depthvalue);
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
+ break;
+ }
}
// called at beginning of frame
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
- CHECKGLERROR
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
+ R_Mesh_SetUseVBO();
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
}
}
-qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
+static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
{
int shaderobject;
int shadercompiled;
char compilelog[MAX_INPUTLINE];
- shaderobject = qglCreateShaderObjectARB(shadertypeenum);CHECKGLERROR
+ shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
if (!shaderobject)
return false;
- qglShaderSourceARB(shaderobject, numstrings, strings, NULL);CHECKGLERROR
- qglCompileShaderARB(shaderobject);CHECKGLERROR
- qglGetObjectParameterivARB(shaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &shadercompiled);CHECKGLERROR
- qglGetInfoLogARB(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
- if (compilelog[0] && developer.integer > 0)
+ qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
+ qglCompileShader(shaderobject);CHECKGLERROR
+ qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
+ qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
+ if (compilelog[0] && ((strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error")) || ((strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")) && developer.integer) || developer_extra.integer))
{
int i, j, pretextlines = 0;
for (i = 0;i < numstrings - 1;i++)
for (j = 0;strings[i][j];j++)
if (strings[i][j] == '\n')
pretextlines++;
- Con_DPrintf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
+ Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
}
if (!shadercompiled)
{
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return false;
}
- qglAttachObjectARB(programobject, shaderobject);CHECKGLERROR
- qglDeleteObjectARB(shaderobject);CHECKGLERROR
+ qglAttachShader(programobject, shaderobject);CHECKGLERROR
+ qglDeleteShader(shaderobject);CHECKGLERROR
return true;
}
char linklog[MAX_INPUTLINE];
CHECKGLERROR
- programobject = qglCreateProgramObjectARB();CHECKGLERROR
+ programobject = qglCreateProgram();CHECKGLERROR
if (!programobject)
return 0;
- if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER_ARB, "vertex", vertexstrings_count, vertexstrings_list))
+ qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+ qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+#ifndef USE_GLES2
+ if(vid.support.gl20shaders130)
+ qglBindFragDataLocation(programobject, 0, "dp_FragColor");
+#endif
+
+ if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
goto cleanup;
-#ifdef GL_GEOMETRY_SHADER_ARB
- if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER_ARB, "geometry", geometrystrings_count, geometrystrings_list))
+#ifdef GL_GEOMETRY_SHADER
+ if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
goto cleanup;
#endif
- if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER_ARB, "fragment", fragmentstrings_count, fragmentstrings_list))
+ if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
goto cleanup;
- qglLinkProgramARB(programobject);CHECKGLERROR
- qglGetObjectParameterivARB(programobject, GL_OBJECT_LINK_STATUS_ARB, &programlinked);CHECKGLERROR
- qglGetInfoLogARB(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+ qglLinkProgram(programobject);CHECKGLERROR
+ qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
+ qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
if (linklog[0])
{
- Con_DPrintf("program link log:\n%s\n", linklog);
+ if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
+ Con_DPrintf("program link log:\n%s\n", linklog);
// software vertex shader is ok but software fragment shader is WAY
// too slow, fail program if so.
// NOTE: this string might be ATI specific, but that's ok because the
goto cleanup;
return programobject;
cleanup:
- qglDeleteObjectARB(programobject);CHECKGLERROR
+ qglDeleteProgram(programobject);CHECKGLERROR
return 0;
}
void GL_Backend_FreeProgram(unsigned int prog)
{
CHECKGLERROR
- qglDeleteObjectARB(prog);
+ qglDeleteProgram(prog);
CHECKGLERROR
}
-void GL_Backend_RenumberElements(int *out, int count, const int *in, int offset)
-{
- int i;
- if (offset)
- {
- for (i = 0;i < count;i++)
- *out++ = *in++ + offset;
- }
- else
- memcpy(out, in, sizeof(*out) * count);
-}
-
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
{
unsigned int numelements = numtriangles * 3;
+ int bufferobject3i;
+ size_t bufferoffset3i;
+ int bufferobject3s;
+ size_t bufferoffset3s;
if (numvertices < 3 || numtriangles < 1)
{
- if (numvertices < 0 || numtriangles < 0 || developer.integer >= 100)
- Con_Printf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
+ if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
+ 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_mesh_prefer_short_elements.integer)
{
if (element3i)
element3s = NULL;
- if (bufferobject3i)
- bufferobject3s = 0;
+ if (element3i_indexbuffer)
+ element3i_indexbuffer = NULL;
}
+ // adjust the pointers for firsttriangle
if (element3i)
element3i += firsttriangle * 3;
+ if (element3i_indexbuffer)
+ element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
if (element3s)
element3s += firsttriangle * 3;
- switch (gl_vbo.integer)
+ if (element3s_indexbuffer)
+ element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
+ switch(vid.renderpath)
{
- default:
- case 0:
- case 2:
- bufferobject3i = bufferobject3s = 0;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // check if the user specified to ignore static index buffers
+ if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
+ {
+ element3i_indexbuffer = NULL;
+ element3s_indexbuffer = NULL;
+ }
break;
- case 1:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
break;
- case 3:
- if (firsttriangle)
- bufferobject3i = bufferobject3s = 0;
+ case RENDERPATH_SOFT:
break;
}
- CHECKGLERROR
- r_refdef.stats.meshes++;
- r_refdef.stats.meshes_elements += numelements;
+ // upload a dynamic index buffer if needed
+ if (element3s)
+ {
+ if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
+ {
+ 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, true);
+ element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
+ element3s_bufferoffset = 0;
+ }
+ }
+ else if (element3i)
+ {
+ if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
+ {
+ 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, false);
+ element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
+ element3i_bufferoffset = 0;
+ }
+ }
+ bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
+ bufferoffset3i = element3i_bufferoffset;
+ bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
+ bufferoffset3s = element3s_bufferoffset;
+ r_refdef.stats.draws++;
+ r_refdef.stats.draws_vertices += numvertices;
+ r_refdef.stats.draws_elements += numelements;
if (gl_paranoid.integer)
{
- unsigned int i, j, size;
+ unsigned int i;
+ // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
+#if 0
+ unsigned int j, size;
const int *p;
// note: there's no validation done here on buffer objects because it
// is somewhat difficult to get at the data, and gl_paranoid can be
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
CHECKGLERROR
- if (gl_state.pointer_vertex)
+ if (gl_state.pointer_vertex_pointer)
for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
paranoidblah += *p;
if (gl_state.pointer_color_enabled)
paranoidblah += *p;
}
}
+#endif
if (element3i)
{
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
}
}
}
- 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:
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- element = element3i ? element3i[i] : element3s[i];
- for (j = 0;j < vid.texarrayunits;j++)
+#ifndef USE_GLES2
+ unsigned int i, j, element;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ if(vid.renderpath == RENDERPATH_GL20)
{
- if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- if (vid.texarrayunits > 1)
+ 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].arraycomponents == 4)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
+ else
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[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 (gl_state.units[j].pointer_texcoord_components == 4)
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, 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 (gl_state.units[j].pointer_texcoord_components == 4)
+ qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
+ }
}
- else if (gl_state.units[j].arraycomponents == 3)
+ }
+ 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)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
}
- else if (gl_state.units[j].arraycomponents == 2)
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
}
+ }
+ 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)
+ qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
+ else if (gl_state.pointer_vertex_components == 3)
+ qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
else
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
- }
+ qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
}
+ }
+ }
+ else
+ {
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ {
+ 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].arraycomponents == 4)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+ {
+ 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 + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
+ else
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
+ }
+ else
+ {
+ 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 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 + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
+ }
+ else
+ {
+ 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 + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0 + 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]);
+ }
+ }
}
- else if (gl_state.units[j].arraycomponents == 3)
+ }
+ 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)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
- qglTexCoord3f(p[0], p[1], p[2]);
+ 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.units[j].arraycomponents == 2)
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
- qglTexCoord2f(p[0], p[1]);
+ 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]);
}
+ }
+ 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
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
- qglTexCoord1f(p[0]);
- }
+ qglVertex2f(p[0], p[1]);
}
}
}
- if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ qglEnd();
+ CHECKGLERROR
+#endif
+ }
+ else if (bufferobject3s)
+ {
+ GL_BindEBO(bufferobject3s);
+#ifndef USE_GLES2
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
+ CHECKGLERROR
+ }
+ else
+#endif
{
- p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
- qglColor4f(p[0], p[1], p[2], p[3]);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
}
- p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
- qglVertex3f(p[0], p[1], p[2]);
}
- qglEnd();
- CHECKGLERROR
- }
- else if (gl_mesh_testarrayelement.integer)
- {
- int i;
- qglBegin(GL_TRIANGLES);
- if (element3i)
+ else if (bufferobject3i)
{
- for (i = 0;i < numtriangles * 3;i++)
- qglArrayElement(element3i[i]);
+ GL_BindEBO(bufferobject3i);
+#ifndef USE_GLES2
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+ CHECKGLERROR
+ }
+ else
+#endif
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
+ }
}
else if (element3s)
{
- for (i = 0;i < numtriangles * 3;i++)
- qglArrayElement(element3s[i]);
+ GL_BindEBO(0);
+#ifndef USE_GLES2
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
+ else
+#endif
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
+ }
}
- qglEnd();
- CHECKGLERROR
- }
- else if (bufferobject3s)
- {
- GL_BindEBO(bufferobject3s);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ else if (element3i)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
- CHECKGLERROR
+ GL_BindEBO(0);
+#ifndef USE_GLES2
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ else
+#endif
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
CHECKGLERROR
}
- }
- else if (bufferobject3i)
- {
- GL_BindEBO(bufferobject3i);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
- 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
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
- CHECKGLERROR
+ if (element3s)
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ else if (element3i)
+ IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+ else
+ IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
}
- }
- else if (element3s)
- {
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
+ break;
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ // GLES does not have glDrawRangeElements, and generally
+ // underperforms with index buffers, so this code path is
+ // relatively straightforward...
+#if 0
+ if (gl_paranoid.integer)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
+ int r, prog, enabled, i;
+ GLsizei attriblength;
+ GLint attribsize;
+ GLenum attribtype;
+ GLchar attribname[1024];
+ r = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (r != GL_FRAMEBUFFER_COMPLETE)
+ Con_DPrintf("fbo %i not complete (default %i)\n", gl_state.framebufferobject, gl_state.defaultframebufferobject);
+#ifndef GL_CURRENT_PROGRAM
+#define GL_CURRENT_PROGRAM 0x8B8D
+#endif
+ qglGetIntegerv(GL_CURRENT_PROGRAM, &r);CHECKGLERROR
+ if (r < 0 || r > 10000)
+ Con_DPrintf("GL_CURRENT_PROGRAM = %i\n", r);
+ prog = r;
+ for (i = 0;i < 8;i++)
+ {
+ qglGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &r);CHECKGLERROR
+ if (!r)
+ continue;
+ qglGetActiveAttrib(prog, i, sizeof(attribname), &attriblength, &attribsize, &attribtype, attribname);CHECKGLERROR
+ Con_DPrintf("prog %i position %i length %i size %04X type %i name \"%s\"\n", prog, i, (int)attriblength, (int)attribsize, (int)attribtype, (char *)attribname);
+ }
}
- else
+#endif
+ if (element3s)
{
qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
}
- }
- else if (element3i)
- {
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ else if (element3i)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
CHECKGLERROR
}
else
{
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
CHECKGLERROR
}
+ break;
}
}
}
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
+ R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
}
-int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
{
- gl_bufferobjectinfo_t *info;
- GLuint bufferobject;
-
- if (!gl_vbo.integer)
- return 0;
+ 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;
+ buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
+ memset(buffer, 0, sizeof(*buffer));
+ 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;
+}
- qglGenBuffersARB(1, &bufferobject);
- switch(target)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
+{
+ if (!buffer)
+ return;
+ if (buffer->isindexbuffer)
{
- case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
- case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
- default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+ 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_GLES1:
+ case RENDERPATH_GLES2:
+ 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 : GL_ARRAY_BUFFER, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+ 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_SOFT:
+ break;
}
- qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
-
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
- memset(info, 0, sizeof(*info));
- info->target = target;
- info->object = bufferobject;
- info->size = size;
- strlcpy(info->name, name, sizeof(info->name));
-
- return (int)bufferobject;
}
-void R_Mesh_DestroyBufferObject(int bufferobject)
+void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
{
- int i, endindex;
- gl_bufferobjectinfo_t *info;
-
- qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
-
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
- for (i = 0;i < endindex;i++)
+ if (!buffer)
+ return;
+ switch(vid.renderpath)
{
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
- if (!info)
- continue;
- if (info->object == bufferobject)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ if (gl_state.d3dvertexbuffer == (void *)buffer)
+ gl_state.d3dvertexbuffer = NULL;
+ if (buffer->devicebuffer)
{
- Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
- break;
+ 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;
+ case RENDERPATH_SOFT:
+ break;
}
+ Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void GL_Mesh_ListVBOs(qboolean printeach)
int i, endindex;
size_t ebocount = 0, ebomemory = 0;
size_t vbocount = 0, vbomemory = 0;
- gl_bufferobjectinfo_t *info;
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
+ r_meshbuffer_t *buffer;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
- if (!info)
+ buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+ if (!buffer)
continue;
- switch(info->target)
- {
- case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
- case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
- default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
- }
+ if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+ else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
}
- Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+ Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
}
-void R_Mesh_Matrix(const matrix4x4_t *matrix)
-{
- if (memcmp(matrix, &gl_state.modelmatrix, sizeof(matrix4x4_t)))
- {
- float glmatrix[16];
- gl_state.modelmatrix = *matrix;
- Matrix4x4_Concat(&gl_state.modelviewmatrix, &gl_state.viewport.viewmatrix, &gl_state.modelmatrix);
- Matrix4x4_ToArrayFloatGL(&gl_state.modelviewmatrix, glmatrix);
- CHECKGLERROR
- qglLoadMatrixf(glmatrix);CHECKGLERROR
- }
-}
-void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
-{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
- if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
- {
- gl_state.pointer_vertex = vertex3f;
- gl_state.pointer_vertex_buffer = bufferobject;
- gl_state.pointer_vertex_offset = bufferoffset;
- CHECKGLERROR
- GL_BindVBO(bufferobject);
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
- }
-}
-void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
+void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
- // note: this can not rely on bufferobject to decide whether a color array
- // is supplied, because surfmesh_t shares one vbo for all arrays, which
- // means that a valid vbo may be supplied even if there is no color array.
- if (color4f)
+ switch(vid.renderpath)
{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
- // caller wants color array enabled
- if (!gl_state.pointer_color_enabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
{
- gl_state.pointer_color_enabled = true;
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ gl_state.pointer_vertex_components = components;
+ gl_state.pointer_vertex_gltype = gltype;
+ gl_state.pointer_vertex_stride = stride;
+ gl_state.pointer_vertex_pointer = pointer;
+ gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+ gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
- qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
- if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
{
- gl_state.pointer_color = color4f;
- gl_state.pointer_color_buffer = bufferobject;
- gl_state.pointer_color_offset = bufferoffset;
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ gl_state.pointer_vertex_components = components;
+ gl_state.pointer_vertex_gltype = gltype;
+ gl_state.pointer_vertex_stride = stride;
+ gl_state.pointer_vertex_pointer = pointer;
+ gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
+ gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+ qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
- else
+}
+
+void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
+{
+ // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
+ // the pointer only.
+ switch(vid.renderpath)
{
- // caller wants color array disabled
- if (gl_state.pointer_color_enabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+#ifdef GL_MODELVIEW
+ CHECKGLERROR
+ if (pointer)
{
- gl_state.pointer_color_enabled = false;
- CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- // when color array is on the glColor gets trashed, set it again
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ }
+ if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+ {
+ gl_state.pointer_color_components = components;
+ gl_state.pointer_color_gltype = gltype;
+ gl_state.pointer_color_stride = stride;
+ gl_state.pointer_color_pointer = pointer;
+ gl_state.pointer_color_vertexbuffer = vertexbuffer;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
}
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
+ }
+ }
+#endif
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
+ {
+ // caller wants color array enabled
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (!gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = true;
+ CHECKGLERROR
+ qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ }
+ if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
+ {
+ gl_state.pointer_color_components = components;
+ gl_state.pointer_color_gltype = gltype;
+ gl_state.pointer_color_stride = stride;
+ gl_state.pointer_color_pointer = pointer;
+ gl_state.pointer_color_vertexbuffer = vertexbuffer;
+ gl_state.pointer_color_offset = bufferoffset;
+ CHECKGLERROR
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // caller wants color array disabled
+ if (gl_state.pointer_color_enabled)
+ {
+ gl_state.pointer_color_enabled = false;
+ CHECKGLERROR
+ qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
+ // when color array is on the glColor gets trashed, set it again
+ qglVertexAttrib4f(GLSLATTRIB_COLOR, 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:
+ case RENDERPATH_SOFT:
+ break;
}
}
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
- CHECKGLERROR
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
- if (texcoord)
+ switch(vid.renderpath)
{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
- // texture array unit is enabled, enable the array
- if (!unit->arrayenabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+#ifdef GL_MODELVIEW
+ CHECKGLERROR
+ if (pointer)
+ {
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ GL_ClientActiveTexture(unitnum);
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
+ // texcoord array
+ if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+ {
+ unit->pointer_texcoord_components = components;
+ unit->pointer_texcoord_gltype = gltype;
+ unit->pointer_texcoord_stride = stride;
+ unit->pointer_texcoord_pointer = pointer;
+ unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+ unit->pointer_texcoord_offset = bufferoffset;
+ GL_ClientActiveTexture(unitnum);
+ GL_BindVBO(bufferobject);
+ qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ }
+ else
{
- unit->arrayenabled = true;
- GL_ClientActiveTexture(unitnum);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ GL_ClientActiveTexture(unitnum);
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ }
}
- // texcoord array
- if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+#endif
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ if (pointer)
{
- unit->pointer_texcoord = texcoord;
- unit->pointer_texcoord_buffer = bufferobject;
- unit->pointer_texcoord_offset = bufferoffset;
- unit->arraycomponents = numcomponents;
- GL_ClientActiveTexture(unitnum);
- GL_BindVBO(bufferobject);
- qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ // texture array unit is enabled, enable the array
+ if (!unit->arrayenabled)
+ {
+ unit->arrayenabled = true;
+ qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ // texcoord array
+ if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
+ {
+ unit->pointer_texcoord_components = components;
+ unit->pointer_texcoord_gltype = gltype;
+ unit->pointer_texcoord_stride = stride;
+ unit->pointer_texcoord_pointer = pointer;
+ unit->pointer_texcoord_vertexbuffer = vertexbuffer;
+ unit->pointer_texcoord_offset = bufferoffset;
+ GL_BindVBO(bufferobject);
+ qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+ }
+ }
+ else
+ {
+ // texture array unit is disabled, disable the array
+ if (unit->arrayenabled)
+ {
+ unit->arrayenabled = false;
+ qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
+ }
}
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ break;
}
- else
+}
+
+int R_Mesh_TexBound(unsigned int unitnum, int id)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= vid.teximageunits)
+ return 0;
+ if (id == GL_TEXTURE_2D)
+ return unit->t2d;
+ if (id == GL_TEXTURE_3D)
+ return unit->t3d;
+ if (id == GL_TEXTURE_CUBE_MAP)
+ return unit->tcubemap;
+ return 0;
+}
+
+void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
+{
+ switch(vid.renderpath)
{
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ 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
{
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
+ 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_ClearBindingsForTexture(int texnum)
+{
+ gltextureunit_t *unit;
+ unsigned int unitnum;
+ // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used)
+ for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ {
+ unit = gl_state.units + unitnum;
+ if (unit->t2d == texnum)
+ unit->t2d = -1;
+ if (unit->t3d == texnum)
+ unit->t3d = -1;
+ if (unit->tcubemap == texnum)
+ unit->tcubemap = -1;
}
}
-void R_Mesh_TexBindAll(unsigned int unitnum, int tex2d, int tex3d, int texcubemap, int texrectangle)
+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;
- // update 2d texture binding
- if (unit->t2d != tex2d)
+// if (unit->texture == tex)
+// return;
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (!tex)
+ {
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
+ }
+ unit->texture = tex;
+ texnum = R_GetTexture(tex);
+ switch(tex->gltexturetypeenum)
+ {
+ case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
+ case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
+ case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
+ }
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ unit->texture = tex;
+ tex2d = 0;
+ tex3d = 0;
+ texcubemap = 0;
+ if (tex)
+ {
+ texnum = R_GetTexture(tex);
+ switch(tex->gltexturetypeenum)
+ {
+ case GL_TEXTURE_2D:
+ tex2d = texnum;
+ break;
+ case GL_TEXTURE_3D:
+ tex3d = texnum;
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ texcubemap = texnum;
+ break;
+ }
+ }
+ // update 2d texture binding
+ if (unit->t2d != tex2d)
{
+ GL_ActiveTexture(unitnum);
if (tex2d)
{
if (unit->t2d == 0)
qglDisable(GL_TEXTURE_2D);CHECKGLERROR
}
}
+ unit->t2d = tex2d;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
}
- unit->t2d = tex2d;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
- }
- // update 3d texture binding
- if (unit->t3d != tex3d)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ // update 3d texture binding
+ if (unit->t3d != tex3d)
{
+ GL_ActiveTexture(unitnum);
if (tex3d)
{
if (unit->t3d == 0)
qglDisable(GL_TEXTURE_3D);CHECKGLERROR
}
}
+ unit->t3d = tex3d;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
}
- unit->t3d = tex3d;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- // update cubemap texture binding
- if (unit->tcubemap != texcubemap)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ // update cubemap texture binding
+ if (unit->tcubemap != texcubemap)
{
+ GL_ActiveTexture(unitnum);
if (texcubemap)
{
if (unit->tcubemap == 0)
{
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
else
{
if (unit->tcubemap)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
}
}
+ unit->tcubemap = texcubemap;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
}
- unit->tcubemap = texcubemap;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
- }
- // update rectangle texture binding
- if (unit->trectangle != texrectangle)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
{
- if (texrectangle)
- {
- if (unit->trectangle == 0)
- {
- qglEnable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- }
- }
- else
+ extern cvar_t gl_texture_anisotropy;
+ if (!tex)
{
- if (unit->trectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- }
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
}
+ // upload texture if needed
+ R_GetTexture(tex);
+ if (unit->texture == tex)
+ return;
+ unit->texture = 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;
+ case RENDERPATH_SOFT:
+ if (!tex)
+ {
+ tex = r_texture_white;
+ // not initialized enough yet...
+ if (!tex)
+ return;
}
- unit->trectangle = texrectangle;
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ texnum = R_GetTexture(tex);
+ if (unit->texture == tex)
+ return;
+ unit->texture = tex;
+ DPSOFTRAST_SetTexture(unitnum, texnum);
+ break;
}
}
-void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= vid.teximageunits)
- return;
- // update 2d texture binding
- if (unit->t2d != texnum)
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+#ifdef GL_MODELVIEW
+ if (matrix && matrix->m[3][3])
{
- if (texnum)
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
{
- if (unit->t2d == 0)
- {
- qglEnable(GL_TEXTURE_2D);CHECKGLERROR
- }
+ 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
+ }
+ else
+ {
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
{
- if (unit->t2d)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
}
- unit->t2d = texnum;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+#endif
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
}
- // update 3d texture binding
- if (unit->t3d)
+}
+
+void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ CHECKGLERROR
+ switch(vid.renderpath)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ // do nothing
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+#ifdef GL_TEXTURE_ENV
+ // GL_ARB_texture_env_combine
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (!combinealpha)
+ combinealpha = GL_MODULATE;
+ if (!rgbscale)
+ rgbscale = 1;
+ if (!alphascale)
+ alphascale = 1;
+ if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
{
- if (unit->t3d)
+ if (combinergb == GL_DECAL)
+ combinergb = GL_INTERPOLATE;
+ if (unit->combine != GL_COMBINE)
{
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ unit->combine = GL_COMBINE;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
+ }
+ if (unit->combinergb != combinergb)
+ {
+ unit->combinergb = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
+ }
+ if (unit->combinealpha != combinealpha)
+ {
+ unit->combinealpha = combinealpha;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
+ }
+ if (unit->rgbscale != rgbscale)
+ {
+ unit->rgbscale = rgbscale;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
+ }
+ if (unit->alphascale != alphascale)
+ {
+ unit->alphascale = alphascale;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
}
}
- unit->t3d = 0;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
- }
- // update cubemap texture binding
- if (unit->tcubemap != 0)
- {
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ else
{
- if (unit->tcubemap)
+ if (unit->combine != combinergb)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ unit->combine = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
}
- unit->tcubemap = 0;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+#endif
+ break;
+ case RENDERPATH_GL11:
+ // normal GL texenv
+#ifdef GL_TEXTURE_ENV
+ if (!combinergb)
+ combinergb = GL_MODULATE;
+ if (unit->combine != combinergb)
+ {
+ unit->combine = combinergb;
+ GL_ActiveTexture(unitnum);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+ }
+#endif
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ break;
}
- // update rectangle texture binding
- if (unit->trectangle != 0)
+}
+
+void R_Mesh_ResetTextureState(void)
+{
+ unsigned int unitnum;
+
+ BACKENDACTIVECHECK
+
+ 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)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
+ 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++)
{
- if (unit->trectangle)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- }
+ R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexMatrix(unitnum, NULL);
}
- unit->trectangle = 0;
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ break;
}
}
-static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
-void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
+
+#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[] =
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- if (matrix->m[3][3])
+ {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)
{
- // texmatrix specified, check if it is different
- if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
{
- 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
+ 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;
}
- else
+}
+
+
+
+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)
{
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
+ 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)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
{
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, 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);
+ return;
+ }
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (!vid.useinterleavedarrays)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
+ if (vid.texunits >= 2)
+ 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);
+ return;
}
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
+ 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);
+ return;
+ }
+
+ // no quick path for this case, convert to vertex structs
+ vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ if (color4f)
+ {
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
+ }
+ else
+ {
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
+ if (texcoord2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
+ R_Mesh_PrepareVertices_Generic_Unlock();
+ R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
}
-void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
+void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- CHECKGLERROR
- if (!combinergb)
- combinergb = GL_MODULATE;
- if (!combinealpha)
- combinealpha = GL_MODULATE;
- if (!rgbscale)
- rgbscale = 1;
- if (!alphascale)
- alphascale = 1;
- if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1 || combinergb == GL_DOT3_RGBA_ARB || combinergb == GL_DOT3_RGB_ARB)
- {
- if (combinergb == GL_DECAL)
- combinergb = GL_INTERPOLATE_ARB;
- if (unit->combine != GL_COMBINE_ARB)
- {
- unit->combine = GL_COMBINE_ARB;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
+ // 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, vertex, numvertices * sizeof(*vertex));
+ else
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "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(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
+ 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);
}
- if (unit->combinergb != combinergb)
+ else
{
- unit->combinergb = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , 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);
}
- if (unit->combinealpha != combinealpha)
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
{
- unit->combinealpha = combinealpha;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, unit->combinealpha);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
- if (unit->rgbscale != rgbscale)
+ else
{
- unit->rgbscale = rgbscale;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, unit->rgbscale);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
- if (unit->alphascale != alphascale)
+ break;
+ case RENDERPATH_GL11:
+ if (vertexbuffer)
{
- unit->alphascale = alphascale;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
}
- }
- else
- {
- if (unit->combine != combinergb)
+ else
{
- unit->combine = combinergb;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
}
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex;
+ gl_state.d3dvertexsize = 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
+ break;
}
}
-void R_Mesh_TextureState(const rmeshstate_t *m)
+
+
+r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
{
- unsigned int i;
+ size_t size;
+ 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;
+}
- BACKENDACTIVECHECK
+qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
+{
+ 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;
+}
- CHECKGLERROR
- for (i = 0;i < vid.teximageunits;i++)
- R_Mesh_TexBindAll(i, m->tex[i], m->tex3d[i], m->texcubemap[i], m->texrectangle[i]);
- for (i = 0;i < vid.texarrayunits;i++)
+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)
+{
+ int i;
+ r_vertexmesh_t *vertex;
+ switch(vid.renderpath)
{
- if (m->pointer_texcoord3f[i])
- R_Mesh_TexCoordPointer(i, 3, m->pointer_texcoord3f[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
- else
- R_Mesh_TexCoordPointer(i, 2, m->pointer_texcoord[i], m->pointer_texcoord_bufferobject[i], m->pointer_texcoord_bufferoffset[i]);
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ return;
+ }
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (!vid.useinterleavedarrays)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+ if (vid.texunits >= 2)
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ if (vid.texunits >= 3)
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ return;
+ }
+ break;
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
+ DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
+ return;
+ }
+
+ vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ if (svector3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(svector3f + 3*i, vertex[i].svector3f);
+ if (tvector3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
+ if (normal3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(normal3f + 3*i, vertex[i].normal3f);
+ if (color4f)
+ {
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(color4f + 4*i, vertex[i].color4f);
}
- for (i = 0;i < vid.texunits;i++)
+ else
{
- R_Mesh_TexMatrix(i, &m->texmatrix[i]);
- R_Mesh_TexCombine(i, m->texcombinergb[i], m->texcombinealpha[i], m->texrgbscale[i], m->texalphascale[i]);
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(gl_state.color4f, vertex[i].color4f);
}
- CHECKGLERROR
+ if (texcoordtexture2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
+ if (texcoordlightmap2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
+ R_Mesh_PrepareVertices_Mesh_Unlock();
+ R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
}
-void R_Mesh_ResetTextureState(void)
+void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
{
- unsigned int unitnum;
-
- BACKENDACTIVECHECK
-
- CHECKGLERROR
- for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
+ // upload temporary vertexbuffer for this rendering
+ if (!gl_state.usevbo_staticvertex)
+ vertexbuffer = NULL;
+ if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- // update 2d texture binding
- if (unit->t2d)
+ 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, false);
+ vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (vertexbuffer)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
- {
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- }
- unit->t2d = 0;
- qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
}
- // update 3d texture binding
- if (unit->t3d)
+ else
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- unit->t3d = 0;
- qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
}
- // update cubemap texture binding
- if (unit->tcubemap)
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ if (vertexbuffer)
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
- {
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
- }
- unit->tcubemap = 0;
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
}
- // update rectangle texture binding
- if (unit->trectangle)
+ else
{
- GL_ActiveTexture(unitnum);
- if (unitnum < vid.texunits)
- {
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
- }
- unit->trectangle = 0;
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
}
- }
- for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
- {
- gltextureunit_t *unit = gl_state.units + unitnum;
- // texture array unit is disabled, disable the array
- if (unit->arrayenabled)
+ break;
+ case RENDERPATH_GL11:
+ if (vertexbuffer)
{
- unit->arrayenabled = false;
- GL_ClientActiveTexture(unitnum);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
}
+ else
+ {
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ }
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
+ if (vertexbuffer)
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+ else
+ IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+ gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+ gl_state.d3dvertexdata = (void *)vertex;
+ gl_state.d3dvertexsize = 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;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
+ DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
+ DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
+ DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
+ DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
+ DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
+ DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
+ break;
}
- for (unitnum = 0;unitnum < vid.texunits;unitnum++)
+}
+
+void GL_BlendEquationSubtract(qboolean negated)
+{
+ if(negated)
{
- gltextureunit_t *unit = gl_state.units + unitnum;
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
+ switch(vid.renderpath)
{
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
+#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_BlendSubtract(true);
+ break;
}
- if (unit->combine != GL_MODULATE)
+ }
+ else
+ {
+ switch(vid.renderpath)
{
- unit->combine = GL_MODULATE;
- GL_ActiveTexture(unitnum);
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_GLES2:
+ qglBlendEquationEXT(GL_FUNC_ADD);
+ break;
+ case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+ IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+#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_BlendSubtract(false);
+ break;
}
}
}