1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "dpsoftrast.h"
5 #ifdef SUPPORTD3D
6 #include <d3d9.h>
7 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
8 extern D3DCAPS9 vid_d3d9caps;
9 #endif
10
11 // on GLES we have to use some proper #define's
12 #ifndef GL_FRAMEBUFFER
13 #define GL_FRAMEBUFFER 0x8D40
14 #define GL_DEPTH_ATTACHMENT 0x8D00
15 #define GL_COLOR_ATTACHMENT0 0x8CE0
16 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
17 #endif
18 #ifndef GL_COLOR_ATTACHMENT1
19 #define GL_COLOR_ATTACHMENT1 0x8CE1
20 #define GL_COLOR_ATTACHMENT2 0x8CE2
21 #define GL_COLOR_ATTACHMENT3 0x8CE3
22 #define GL_COLOR_ATTACHMENT4 0x8CE4
23 #define GL_COLOR_ATTACHMENT5 0x8CE5
24 #define GL_COLOR_ATTACHMENT6 0x8CE6
25 #define GL_COLOR_ATTACHMENT7 0x8CE7
26 #define GL_COLOR_ATTACHMENT8 0x8CE8
27 #define GL_COLOR_ATTACHMENT9 0x8CE9
28 #define GL_COLOR_ATTACHMENT10 0x8CEA
29 #define GL_COLOR_ATTACHMENT11 0x8CEB
30 #define GL_COLOR_ATTACHMENT12 0x8CEC
31 #define GL_COLOR_ATTACHMENT13 0x8CED
32 #define GL_COLOR_ATTACHMENT14 0x8CEE
33 #define GL_COLOR_ATTACHMENT15 0x8CEF
34 #endif
35 #ifndef GL_ARRAY_BUFFER
36 #define GL_ARRAY_BUFFER 0x8892
37 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
38 #endif
39 //#ifndef GL_VERTEX_ARRAY
40 //#define GL_VERTEX_ARRAY 0x8074
41 //#define GL_COLOR_ARRAY 0x8076
42 //#define GL_TEXTURE_COORD_ARRAY 0x8078
43 //#endif
44 #ifndef GL_TEXTURE0
45 #define GL_TEXTURE0 0x84C0
46 #define GL_TEXTURE1 0x84C1
47 #define GL_TEXTURE2 0x84C2
48 #define GL_TEXTURE3 0x84C3
49 #define GL_TEXTURE4 0x84C4
50 #define GL_TEXTURE5 0x84C5
51 #define GL_TEXTURE6 0x84C6
52 #define GL_TEXTURE7 0x84C7
53 #define GL_TEXTURE8 0x84C8
54 #define GL_TEXTURE9 0x84C9
55 #define GL_TEXTURE10 0x84CA
56 #define GL_TEXTURE11 0x84CB
57 #define GL_TEXTURE12 0x84CC
58 #define GL_TEXTURE13 0x84CD
59 #define GL_TEXTURE14 0x84CE
60 #define GL_TEXTURE15 0x84CF
61 #define GL_TEXTURE16 0x84D0
62 #define GL_TEXTURE17 0x84D1
63 #define GL_TEXTURE18 0x84D2
64 #define GL_TEXTURE19 0x84D3
65 #define GL_TEXTURE20 0x84D4
66 #define GL_TEXTURE21 0x84D5
67 #define GL_TEXTURE22 0x84D6
68 #define GL_TEXTURE23 0x84D7
69 #define GL_TEXTURE24 0x84D8
70 #define GL_TEXTURE25 0x84D9
71 #define GL_TEXTURE26 0x84DA
72 #define GL_TEXTURE27 0x84DB
73 #define GL_TEXTURE28 0x84DC
74 #define GL_TEXTURE29 0x84DD
75 #define GL_TEXTURE30 0x84DE
76 #define GL_TEXTURE31 0x84DF
77 #endif
78
79 #ifndef GL_TEXTURE_3D
80 #define GL_TEXTURE_3D 0x806F
81 #endif
82 #ifndef GL_TEXTURE_CUBE_MAP
83 #define GL_TEXTURE_CUBE_MAP 0x8513
84 #endif
85 //#ifndef GL_MODELVIEW
86 //#define GL_MODELVIEW 0x1700
87 //#endif
88 //#ifndef GL_PROJECTION
89 //#define GL_PROJECTION 0x1701
90 //#endif
91 //#ifndef GL_DECAL
92 //#define GL_DECAL 0x2101
93 //#endif
94 //#ifndef GL_INTERPOLATE
95 //#define GL_INTERPOLATE 0x8575
96 //#endif
97
98
99 #define MAX_RENDERTARGETS 4
100
101 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
102 cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
103 cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
104 cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
105
106 cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"};
107 cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
108 cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
109 cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
110 cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
111 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)"};
112 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"};
113 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"};
114 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"};
115
116 cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
117 qboolean v_flipped_state = false;
118
119 r_viewport_t gl_viewport;
120 matrix4x4_t gl_modelmatrix;
121 matrix4x4_t gl_viewmatrix;
122 matrix4x4_t gl_modelviewmatrix;
123 matrix4x4_t gl_projectionmatrix;
124 matrix4x4_t gl_modelviewprojectionmatrix;
125 float gl_modelview16f[16];
126 float gl_modelviewprojection16f[16];
127 qboolean gl_modelmatrixchanged;
128
129 int gl_maxdrawrangeelementsvertices;
130 int gl_maxdrawrangeelementsindices;
131
132 #ifdef DEBUGGL
133 int gl_errornumber = 0;
134
GL_PrintError(int errornumber,const char * filename,int linenumber)135 void GL_PrintError(int errornumber, const char *filename, int linenumber)
136 {
137 switch(errornumber)
138 {
139 #ifdef GL_INVALID_ENUM
140 case GL_INVALID_ENUM:
141 Con_Printf("GL_INVALID_ENUM at %s:%i\n", filename, linenumber);
142 break;
143 #endif
144 #ifdef GL_INVALID_VALUE
145 case GL_INVALID_VALUE:
146 Con_Printf("GL_INVALID_VALUE at %s:%i\n", filename, linenumber);
147 break;
148 #endif
149 #ifdef GL_INVALID_OPERATION
150 case GL_INVALID_OPERATION:
151 Con_Printf("GL_INVALID_OPERATION at %s:%i\n", filename, linenumber);
152 break;
153 #endif
154 #ifdef GL_STACK_OVERFLOW
155 case GL_STACK_OVERFLOW:
156 Con_Printf("GL_STACK_OVERFLOW at %s:%i\n", filename, linenumber);
157 break;
158 #endif
159 #ifdef GL_STACK_UNDERFLOW
160 case GL_STACK_UNDERFLOW:
161 Con_Printf("GL_STACK_UNDERFLOW at %s:%i\n", filename, linenumber);
162 break;
163 #endif
164 #ifdef GL_OUT_OF_MEMORY
165 case GL_OUT_OF_MEMORY:
166 Con_Printf("GL_OUT_OF_MEMORY at %s:%i\n", filename, linenumber);
167 break;
168 #endif
169 #ifdef GL_TABLE_TOO_LARGE
170 case GL_TABLE_TOO_LARGE:
171 Con_Printf("GL_TABLE_TOO_LARGE at %s:%i\n", filename, linenumber);
172 break;
173 #endif
174 #ifdef GL_INVALID_FRAMEBUFFER_OPERATION
175 case GL_INVALID_FRAMEBUFFER_OPERATION:
176 Con_Printf("GL_INVALID_FRAMEBUFFER_OPERATION at %s:%i\n", filename, linenumber);
177 break;
178 #endif
179 default:
180 Con_Printf("GL UNKNOWN (%i) at %s:%i\n", errornumber, filename, linenumber);
181 break;
182 }
183 }
184 #endif
185
186 #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active");
187
188 void SCR_ScreenShot_f (void);
189
190 typedef struct gltextureunit_s
191 {
192 int pointer_texcoord_components;
193 int pointer_texcoord_gltype;
194 size_t pointer_texcoord_stride;
195 const void *pointer_texcoord_pointer;
196 const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
197 size_t pointer_texcoord_offset;
198
199 rtexture_t *texture;
200 int t2d, t3d, tcubemap;
201 int arrayenabled;
202 int rgbscale, alphascale;
203 int combine;
204 int combinergb, combinealpha;
205 // texmatrixenabled exists only to avoid unnecessary texmatrix compares
206 int texmatrixenabled;
207 matrix4x4_t matrix;
208 }
209 gltextureunit_t;
210
211 typedef struct gl_state_s
212 {
213 int cullface;
214 int cullfaceenable;
215 int blendfunc1;
216 int blendfunc2;
217 qboolean blend;
218 GLboolean depthmask;
219 int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
220 int depthtest;
221 int depthfunc;
222 float depthrange[2];
223 float polygonoffset[2];
224 int alphatest;
225 int alphafunc;
226 float alphafuncvalue;
227 qboolean alphatocoverage;
228 int scissortest;
229 unsigned int unit;
230 unsigned int clientunit;
231 gltextureunit_t units[MAX_TEXTUREUNITS];
232 float color4f[4];
233 int lockrange_first;
234 int lockrange_count;
235 int vertexbufferobject;
236 int elementbufferobject;
237 int uniformbufferobject;
238 int framebufferobject;
239 int defaultframebufferobject; // deal with platforms that use a non-zero default fbo
240 qboolean pointer_color_enabled;
241
242 int pointer_vertex_components;
243 int pointer_vertex_gltype;
244 size_t pointer_vertex_stride;
245 const void *pointer_vertex_pointer;
246 const r_meshbuffer_t *pointer_vertex_vertexbuffer;
247 size_t pointer_vertex_offset;
248
249 int pointer_color_components;
250 int pointer_color_gltype;
251 size_t pointer_color_stride;
252 const void *pointer_color_pointer;
253 const r_meshbuffer_t *pointer_color_vertexbuffer;
254 size_t pointer_color_offset;
255
256 void *preparevertices_tempdata;
257 size_t preparevertices_tempdatamaxsize;
258 r_vertexgeneric_t *preparevertices_vertexgeneric;
259 r_vertexmesh_t *preparevertices_vertexmesh;
260 int preparevertices_numvertices;
261
262 qboolean usevbo_staticvertex;
263 qboolean usevbo_staticindex;
264 qboolean usevbo_dynamicvertex;
265 qboolean usevbo_dynamicindex;
266
267 memexpandablearray_t meshbufferarray;
268
269 qboolean active;
270
271 #ifdef SUPPORTD3D
272 // rtexture_t *d3drt_depthtexture;
273 // rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
274 IDirect3DSurface9 *d3drt_depthsurface;
275 IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
276 IDirect3DSurface9 *d3drt_backbufferdepthsurface;
277 IDirect3DSurface9 *d3drt_backbuffercolorsurface;
278 void *d3dvertexbuffer;
279 void *d3dvertexdata;
280 int d3dvertexsize;
281 #endif
282 }
283 gl_state_t;
284
285 static gl_state_t gl_state;
286
287
288 /*
289 note: here's strip order for a terrain row:
290 0--1--2--3--4
291 |\ |\ |\ |\ |
292 | \| \| \| \|
293 A--B--C--D--E
294 clockwise
295
296 A0B, 01B, B1C, 12C, C2D, 23D, D3E, 34E
297
298 *elements++ = i + row;
299 *elements++ = i;
300 *elements++ = i + row + 1;
301 *elements++ = i;
302 *elements++ = i + 1;
303 *elements++ = i + row + 1;
304
305
306 for (y = 0;y < rows - 1;y++)
307 {
308 for (x = 0;x < columns - 1;x++)
309 {
310 i = y * rows + x;
311 *elements++ = i + columns;
312 *elements++ = i;
313 *elements++ = i + columns + 1;
314 *elements++ = i;
315 *elements++ = i + 1;
316 *elements++ = i + columns + 1;
317 }
318 }
319
320 alternative:
321 0--1--2--3--4
322 | /| /|\ | /|
323 |/ |/ | \|/ |
324 A--B--C--D--E
325 counterclockwise
326
327 for (y = 0;y < rows - 1;y++)
328 {
329 for (x = 0;x < columns - 1;x++)
330 {
331 i = y * rows + x;
332 *elements++ = i;
333 *elements++ = i + columns;
334 *elements++ = i + columns + 1;
335 *elements++ = i + columns;
336 *elements++ = i + columns + 1;
337 *elements++ = i + 1;
338 }
339 }
340 */
341
342 int polygonelement3i[(POLYGONELEMENTS_MAXPOINTS-2)*3];
343 unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3];
344 int quadelement3i[QUADELEMENTS_MAXQUADS*6];
345 unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6];
346
GL_VBOStats_f(void)347 static void GL_VBOStats_f(void)
348 {
349 GL_Mesh_ListVBOs(true);
350 }
351
352 static void GL_Backend_ResetState(void);
353
354 static void R_Mesh_InitVertexDeclarations(void);
355 static void R_Mesh_DestroyVertexDeclarations(void);
356
R_Mesh_SetUseVBO(void)357 static void R_Mesh_SetUseVBO(void)
358 {
359 switch(vid.renderpath)
360 {
361 case RENDERPATH_GL11:
362 case RENDERPATH_GL13:
363 case RENDERPATH_GL20:
364 case RENDERPATH_GLES1:
365 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
366 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
367 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo;
368 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
369 break;
370 case RENDERPATH_D3D9:
371 gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
372 gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo;
373 break;
374 case RENDERPATH_D3D10:
375 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
376 break;
377 case RENDERPATH_D3D11:
378 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
379 break;
380 case RENDERPATH_SOFT:
381 gl_state.usevbo_staticvertex = false;
382 gl_state.usevbo_staticindex = false;
383 gl_state.usevbo_dynamicvertex = false;
384 gl_state.usevbo_dynamicindex = false;
385 break;
386 case RENDERPATH_GLES2:
387 gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
388 gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
389 gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
390 gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
391 break;
392 }
393 }
394
gl_backend_start(void)395 static void gl_backend_start(void)
396 {
397 memset(&gl_state, 0, sizeof(gl_state));
398
399 R_Mesh_InitVertexDeclarations();
400
401 R_Mesh_SetUseVBO();
402 Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
403
404 Con_DPrintf("OpenGL backend started.\n");
405
406 CHECKGLERROR
407
408 GL_Backend_ResetState();
409
410 switch(vid.renderpath)
411 {
412 case RENDERPATH_GL11:
413 case RENDERPATH_GL13:
414 case RENDERPATH_GL20:
415 case RENDERPATH_GLES1:
416 case RENDERPATH_GLES2:
417 // fetch current fbo here (default fbo is not 0 on some GLES devices)
418 if (vid.support.ext_framebuffer_object)
419 qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);
420 break;
421 case RENDERPATH_D3D9:
422 #ifdef SUPPORTD3D
423 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
424 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
425 #endif
426 break;
427 case RENDERPATH_D3D10:
428 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
429 break;
430 case RENDERPATH_D3D11:
431 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
432 break;
433 case RENDERPATH_SOFT:
434 break;
435 }
436 }
437
gl_backend_shutdown(void)438 static void gl_backend_shutdown(void)
439 {
440 Con_DPrint("OpenGL Backend shutting down\n");
441
442 switch(vid.renderpath)
443 {
444 case RENDERPATH_GL11:
445 case RENDERPATH_GL13:
446 case RENDERPATH_GL20:
447 case RENDERPATH_SOFT:
448 case RENDERPATH_GLES1:
449 case RENDERPATH_GLES2:
450 break;
451 case RENDERPATH_D3D9:
452 #ifdef SUPPORTD3D
453 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
454 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
455 #endif
456 break;
457 case RENDERPATH_D3D10:
458 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
459 break;
460 case RENDERPATH_D3D11:
461 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
462 break;
463 }
464
465 if (gl_state.preparevertices_tempdata)
466 Mem_Free(gl_state.preparevertices_tempdata);
467
468 Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
469
470 R_Mesh_DestroyVertexDeclarations();
471
472 memset(&gl_state, 0, sizeof(gl_state));
473 }
474
gl_backend_newmap(void)475 static void gl_backend_newmap(void)
476 {
477 }
478
gl_backend_devicelost(void)479 static void gl_backend_devicelost(void)
480 {
481 int i, endindex;
482 r_meshbuffer_t *buffer;
483 #ifdef SUPPORTD3D
484 gl_state.d3dvertexbuffer = NULL;
485 #endif
486 switch(vid.renderpath)
487 {
488 case RENDERPATH_GL11:
489 case RENDERPATH_GL13:
490 case RENDERPATH_GL20:
491 case RENDERPATH_SOFT:
492 case RENDERPATH_GLES1:
493 case RENDERPATH_GLES2:
494 break;
495 case RENDERPATH_D3D9:
496 #ifdef SUPPORTD3D
497 IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
498 IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
499 #endif
500 break;
501 case RENDERPATH_D3D10:
502 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
503 break;
504 case RENDERPATH_D3D11:
505 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
506 break;
507 }
508 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
509 for (i = 0;i < endindex;i++)
510 {
511 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
512 if (!buffer || !buffer->isdynamic)
513 continue;
514 switch(vid.renderpath)
515 {
516 case RENDERPATH_GL11:
517 case RENDERPATH_GL13:
518 case RENDERPATH_GL20:
519 case RENDERPATH_SOFT:
520 case RENDERPATH_GLES1:
521 case RENDERPATH_GLES2:
522 break;
523 case RENDERPATH_D3D9:
524 #ifdef SUPPORTD3D
525 if (buffer->devicebuffer)
526 {
527 if (buffer->isindexbuffer)
528 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
529 else
530 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
531 buffer->devicebuffer = NULL;
532 }
533 #endif
534 break;
535 case RENDERPATH_D3D10:
536 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
537 break;
538 case RENDERPATH_D3D11:
539 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
540 break;
541 }
542 }
543 }
544
gl_backend_devicerestored(void)545 static void gl_backend_devicerestored(void)
546 {
547 switch(vid.renderpath)
548 {
549 case RENDERPATH_GL11:
550 case RENDERPATH_GL13:
551 case RENDERPATH_GL20:
552 case RENDERPATH_SOFT:
553 case RENDERPATH_GLES1:
554 case RENDERPATH_GLES2:
555 break;
556 case RENDERPATH_D3D9:
557 #ifdef SUPPORTD3D
558 IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
559 IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
560 #endif
561 break;
562 case RENDERPATH_D3D10:
563 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
564 break;
565 case RENDERPATH_D3D11:
566 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
567 break;
568 }
569 }
570
gl_backend_init(void)571 void gl_backend_init(void)
572 {
573 int i;
574
575 for (i = 0;i < POLYGONELEMENTS_MAXPOINTS - 2;i++)
576 {
577 polygonelement3s[i * 3 + 0] = 0;
578 polygonelement3s[i * 3 + 1] = i + 1;
579 polygonelement3s[i * 3 + 2] = i + 2;
580 }
581 // elements for rendering a series of quads as triangles
582 for (i = 0;i < QUADELEMENTS_MAXQUADS;i++)
583 {
584 quadelement3s[i * 6 + 0] = i * 4;
585 quadelement3s[i * 6 + 1] = i * 4 + 1;
586 quadelement3s[i * 6 + 2] = i * 4 + 2;
587 quadelement3s[i * 6 + 3] = i * 4;
588 quadelement3s[i * 6 + 4] = i * 4 + 2;
589 quadelement3s[i * 6 + 5] = i * 4 + 3;
590 }
591
592 for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
593 polygonelement3i[i] = polygonelement3s[i];
594 for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
595 quadelement3i[i] = quadelement3s[i];
596
597 Cvar_RegisterVariable(&r_render);
598 Cvar_RegisterVariable(&r_renderview);
599 Cvar_RegisterVariable(&r_waterwarp);
600 Cvar_RegisterVariable(&gl_polyblend);
601 Cvar_RegisterVariable(&v_flipped);
602 Cvar_RegisterVariable(&gl_dither);
603 Cvar_RegisterVariable(&gl_vbo);
604 Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
605 Cvar_RegisterVariable(&gl_vbo_dynamicindex);
606 Cvar_RegisterVariable(&gl_paranoid);
607 Cvar_RegisterVariable(&gl_printcheckerror);
608
609 Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
610 Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
611
612 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");
613
614 R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
615 }
616
617 void GL_SetMirrorState(qboolean state);
618
R_Viewport_TransformToScreen(const r_viewport_t * v,const vec4_t in,vec4_t out)619 void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out)
620 {
621 vec4_t temp;
622 float iw;
623 Matrix4x4_Transform4 (&v->viewmatrix, in, temp);
624 Matrix4x4_Transform4 (&v->projectmatrix, temp, out);
625 iw = 1.0f / out[3];
626 out[0] = v->x + (out[0] * iw + 1.0f) * v->width * 0.5f;
627
628 // for an odd reason, inverting this is wrong for R_Shadow_ScissorForBBox (we then get badly scissored lights)
629 //out[1] = v->y + v->height - (out[1] * iw + 1.0f) * v->height * 0.5f;
630 out[1] = v->y + (out[1] * iw + 1.0f) * v->height * 0.5f;
631
632 out[2] = v->z + (out[2] * iw + 1.0f) * v->depth * 0.5f;
633 }
634
GL_Finish(void)635 void GL_Finish(void)
636 {
637 switch(vid.renderpath)
638 {
639 case RENDERPATH_GL11:
640 case RENDERPATH_GL13:
641 case RENDERPATH_GL20:
642 case RENDERPATH_GLES1:
643 case RENDERPATH_GLES2:
644 qglFinish();
645 break;
646 case RENDERPATH_D3D9:
647 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
648 break;
649 case RENDERPATH_D3D10:
650 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
651 break;
652 case RENDERPATH_D3D11:
653 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
654 break;
655 case RENDERPATH_SOFT:
656 DPSOFTRAST_Finish();
657 break;
658 }
659 }
660
661 static int bboxedges[12][2] =
662 {
663 // top
664 {0, 1}, // +X
665 {0, 2}, // +Y
666 {1, 3}, // Y, +X
667 {2, 3}, // X, +Y
668 // bottom
669 {4, 5}, // +X
670 {4, 6}, // +Y
671 {5, 7}, // Y, +X
672 {6, 7}, // X, +Y
673 // verticals
674 {0, 4}, // +Z
675 {1, 5}, // X, +Z
676 {2, 6}, // Y, +Z
677 {3, 7}, // XY, +Z
678 };
679
R_ScissorForBBox(const float * mins,const float * maxs,int * scissor)680 qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor)
681 {
682 int i, ix1, iy1, ix2, iy2;
683 float x1, y1, x2, y2;
684 vec4_t v, v2;
685 float vertex[20][3];
686 int j, k;
687 vec4_t plane4f;
688 int numvertices;
689 float corner[8][4];
690 float dist[8];
691 int sign[8];
692 float f;
693
694 scissor[0] = r_refdef.view.viewport.x;
695 scissor[1] = r_refdef.view.viewport.y;
696 scissor[2] = r_refdef.view.viewport.width;
697 scissor[3] = r_refdef.view.viewport.height;
698
699 // if view is inside the box, just say yes it's visible
700 if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
701 return false;
702
703 // transform all corners that are infront of the nearclip plane
704 VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
705 plane4f[3] = r_refdef.view.frustum[4].dist;
706 numvertices = 0;
707 for (i = 0;i < 8;i++)
708 {
709 Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
710 dist[i] = DotProduct4(corner[i], plane4f);
711 sign[i] = dist[i] > 0;
712 if (!sign[i])
713 {
714 VectorCopy(corner[i], vertex[numvertices]);
715 numvertices++;
716 }
717 }
718 // if some points are behind the nearclip, add clipped edge points to make
719 // sure that the scissor boundary is complete
720 if (numvertices > 0 && numvertices < 8)
721 {
722 // add clipped edge points
723 for (i = 0;i < 12;i++)
724 {
725 j = bboxedges[i][0];
726 k = bboxedges[i][1];
727 if (sign[j] != sign[k])
728 {
729 f = dist[j] / (dist[j] - dist[k]);
730 VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
731 numvertices++;
732 }
733 }
734 }
735
736 // if we have no points to check, it is behind the view plane
737 if (!numvertices)
738 return true;
739
740 // if we have some points to transform, check what screen area is covered
741 x1 = y1 = x2 = y2 = 0;
742 v[3] = 1.0f;
743 //Con_Printf("%i vertices to transform...\n", numvertices);
744 for (i = 0;i < numvertices;i++)
745 {
746 VectorCopy(vertex[i], v);
747 R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
748 //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]);
749 if (i)
750 {
751 if (x1 > v2[0]) x1 = v2[0];
752 if (x2 < v2[0]) x2 = v2[0];
753 if (y1 > v2[1]) y1 = v2[1];
754 if (y2 < v2[1]) y2 = v2[1];
755 }
756 else
757 {
758 x1 = x2 = v2[0];
759 y1 = y2 = v2[1];
760 }
761 }
762
763 // now convert the scissor rectangle to integer screen coordinates
764 ix1 = (int)(x1 - 1.0f);
765 //iy1 = vid.height - (int)(y2 - 1.0f);
766 //iy1 = r_refdef.view.viewport.width + 2 * r_refdef.view.viewport.x - (int)(y2 - 1.0f);
767 iy1 = (int)(y1 - 1.0f);
768 ix2 = (int)(x2 + 1.0f);
769 //iy2 = vid.height - (int)(y1 + 1.0f);
770 //iy2 = r_refdef.view.viewport.height + 2 * r_refdef.view.viewport.y - (int)(y1 + 1.0f);
771 iy2 = (int)(y2 + 1.0f);
772 //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
773
774 // clamp it to the screen
775 if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
776 if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
777 if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
778 if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
779
780 // if it is inside out, it's not visible
781 if (ix2 <= ix1 || iy2 <= iy1)
782 return true;
783
784 // the light area is visible, set up the scissor rectangle
785 scissor[0] = ix1;
786 scissor[1] = iy1;
787 scissor[2] = ix2 - ix1;
788 scissor[3] = iy2 - iy1;
789
790 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
791 switch(vid.renderpath)
792 {
793 case RENDERPATH_D3D9:
794 case RENDERPATH_D3D10:
795 case RENDERPATH_D3D11:
796 scissor[1] = vid.height - scissor[1] - scissor[3];
797 break;
798 case RENDERPATH_GL11:
799 case RENDERPATH_GL13:
800 case RENDERPATH_GL20:
801 case RENDERPATH_SOFT:
802 case RENDERPATH_GLES1:
803 case RENDERPATH_GLES2:
804 break;
805 }
806
807 return false;
808 }
809
810
R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t * v,float * m,float normalx,float normaly,float normalz,float dist)811 static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m, float normalx, float normaly, float normalz, float dist)
812 {
813 float q[4];
814 float d;
815 float clipPlane[4], v3[3], v4[3];
816 float normal[3];
817
818 // This is inspired by Oblique Depth Projection from http://www.terathon.com/code/oblique.php
819
820 VectorSet(normal, normalx, normaly, normalz);
821 Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane);
822 VectorScale(normal, -dist, v3);
823 Matrix4x4_Transform(&v->viewmatrix, v3, v4);
824 // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique
825 clipPlane[3] = -DotProduct(v4, clipPlane);
826
827 #if 0
828 {
829 // testing code for comparing results
830 float clipPlane2[4];
831 VectorCopy4(clipPlane, clipPlane2);
832 R_EntityMatrix(&identitymatrix);
833 VectorSet(q, normal[0], normal[1], normal[2], -dist);
834 qglClipPlane(GL_CLIP_PLANE0, q);
835 qglGetClipPlane(GL_CLIP_PLANE0, q);
836 VectorCopy4(q, clipPlane);
837 }
838 #endif
839
840 // Calculate the clip-space corner point opposite the clipping plane
841 // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
842 // transform it into camera space by multiplying it
843 // by the inverse of the projection matrix
844 q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + m[8]) / m[0];
845 q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + m[9]) / m[5];
846 q[2] = -1.0f;
847 q[3] = (1.0f + m[10]) / m[14];
848
849 // Calculate the scaled plane vector
850 d = 2.0f / DotProduct4(clipPlane, q);
851
852 // Replace the third row of the projection matrix
853 m[2] = clipPlane[0] * d;
854 m[6] = clipPlane[1] * d;
855 m[10] = clipPlane[2] * d + 1.0f;
856 m[14] = clipPlane[3] * d;
857 }
858
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)859 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)
860 {
861 float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
862 float m[16];
863 memset(v, 0, sizeof(*v));
864 v->type = R_VIEWPORTTYPE_ORTHO;
865 v->cameramatrix = *cameramatrix;
866 v->x = x;
867 v->y = y;
868 v->z = 0;
869 v->width = width;
870 v->height = height;
871 v->depth = 1;
872 memset(m, 0, sizeof(m));
873 m[0] = 2/(right - left);
874 m[5] = 2/(top - bottom);
875 m[10] = -2/(zFar - zNear);
876 m[12] = - (right + left)/(right - left);
877 m[13] = - (top + bottom)/(top - bottom);
878 m[14] = - (zFar + zNear)/(zFar - zNear);
879 m[15] = 1;
880 switch(vid.renderpath)
881 {
882 case RENDERPATH_GL11:
883 case RENDERPATH_GL13:
884 case RENDERPATH_GL20:
885 case RENDERPATH_SOFT:
886 case RENDERPATH_GLES1:
887 case RENDERPATH_GLES2:
888 break;
889 case RENDERPATH_D3D9:
890 case RENDERPATH_D3D10:
891 case RENDERPATH_D3D11:
892 m[10] = -1/(zFar - zNear);
893 m[14] = -zNear/(zFar-zNear);
894 break;
895 }
896 v->screentodepth[0] = -farclip / (farclip - nearclip);
897 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
898
899 Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
900
901 if (nearplane)
902 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
903
904 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
905
906 #if 0
907 {
908 vec4_t test1;
909 vec4_t test2;
910 Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
911 R_Viewport_TransformToScreen(v, test1, test2);
912 Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
913 }
914 #endif
915 }
916
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)917 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)
918 {
919 matrix4x4_t tempmatrix, basematrix;
920 float m[16];
921 memset(v, 0, sizeof(*v));
922
923 v->type = R_VIEWPORTTYPE_PERSPECTIVE;
924 v->cameramatrix = *cameramatrix;
925 v->x = x;
926 v->y = y;
927 v->z = 0;
928 v->width = width;
929 v->height = height;
930 v->depth = 1;
931 memset(m, 0, sizeof(m));
932 m[0] = 1.0 / frustumx;
933 m[5] = 1.0 / frustumy;
934 m[10] = -(farclip + nearclip) / (farclip - nearclip);
935 m[11] = -1;
936 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
937 v->screentodepth[0] = -farclip / (farclip - nearclip);
938 v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
939
940 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
941 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
942 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
943 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
944
945 if (nearplane)
946 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
947
948 if(v_flipped.integer)
949 {
950 m[0] = -m[0];
951 m[4] = -m[4];
952 m[8] = -m[8];
953 m[12] = -m[12];
954 }
955
956 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
957 }
958
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)959 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)
960 {
961 matrix4x4_t tempmatrix, basematrix;
962 const float nudge = 1.0 - 1.0 / (1<<23);
963 float m[16];
964 memset(v, 0, sizeof(*v));
965
966 v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
967 v->cameramatrix = *cameramatrix;
968 v->x = x;
969 v->y = y;
970 v->z = 0;
971 v->width = width;
972 v->height = height;
973 v->depth = 1;
974 memset(m, 0, sizeof(m));
975 m[ 0] = 1.0 / frustumx;
976 m[ 5] = 1.0 / frustumy;
977 m[10] = -nudge;
978 m[11] = -1;
979 m[14] = -2 * nearclip * nudge;
980 v->screentodepth[0] = (m[10] + 1) * 0.5 - 1;
981 v->screentodepth[1] = m[14] * -0.5;
982
983 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
984 Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
985 Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
986 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
987
988 if (nearplane)
989 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
990
991 if(v_flipped.integer)
992 {
993 m[0] = -m[0];
994 m[4] = -m[4];
995 m[8] = -m[8];
996 m[12] = -m[12];
997 }
998
999 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1000 }
1001
1002 float cubeviewmatrix[6][16] =
1003 {
1004 // standard cubemap projections
1005 { // +X
1006 0, 0,-1, 0,
1007 0,-1, 0, 0,
1008 -1, 0, 0, 0,
1009 0, 0, 0, 1,
1010 },
1011 { // -X
1012 0, 0, 1, 0,
1013 0,-1, 0, 0,
1014 1, 0, 0, 0,
1015 0, 0, 0, 1,
1016 },
1017 { // +Y
1018 1, 0, 0, 0,
1019 0, 0,-1, 0,
1020 0, 1, 0, 0,
1021 0, 0, 0, 1,
1022 },
1023 { // -Y
1024 1, 0, 0, 0,
1025 0, 0, 1, 0,
1026 0,-1, 0, 0,
1027 0, 0, 0, 1,
1028 },
1029 { // +Z
1030 1, 0, 0, 0,
1031 0,-1, 0, 0,
1032 0, 0,-1, 0,
1033 0, 0, 0, 1,
1034 },
1035 { // -Z
1036 -1, 0, 0, 0,
1037 0,-1, 0, 0,
1038 0, 0, 1, 0,
1039 0, 0, 0, 1,
1040 },
1041 };
1042 float rectviewmatrix[6][16] =
1043 {
1044 // sign-preserving cubemap projections
1045 { // +X
1046 0, 0,-1, 0,
1047 0, 1, 0, 0,
1048 1, 0, 0, 0,
1049 0, 0, 0, 1,
1050 },
1051 { // -X
1052 0, 0, 1, 0,
1053 0, 1, 0, 0,
1054 1, 0, 0, 0,
1055 0, 0, 0, 1,
1056 },
1057 { // +Y
1058 1, 0, 0, 0,
1059 0, 0,-1, 0,
1060 0, 1, 0, 0,
1061 0, 0, 0, 1,
1062 },
1063 { // -Y
1064 1, 0, 0, 0,
1065 0, 0, 1, 0,
1066 0, 1, 0, 0,
1067 0, 0, 0, 1,
1068 },
1069 { // +Z
1070 1, 0, 0, 0,
1071 0, 1, 0, 0,
1072 0, 0,-1, 0,
1073 0, 0, 0, 1,
1074 },
1075 { // -Z
1076 1, 0, 0, 0,
1077 0, 1, 0, 0,
1078 0, 0, 1, 0,
1079 0, 0, 0, 1,
1080 },
1081 };
1082
R_Viewport_InitCubeSideView(r_viewport_t * v,const matrix4x4_t * cameramatrix,int side,int size,float nearclip,float farclip,const float * nearplane)1083 void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
1084 {
1085 matrix4x4_t tempmatrix, basematrix;
1086 float m[16];
1087 memset(v, 0, sizeof(*v));
1088 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1089 v->cameramatrix = *cameramatrix;
1090 v->width = size;
1091 v->height = size;
1092 v->depth = 1;
1093 memset(m, 0, sizeof(m));
1094 m[0] = m[5] = 1.0f;
1095 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1096 m[11] = -1;
1097 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1098
1099 Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
1100 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
1101 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1102
1103 if (nearplane)
1104 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1105
1106 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1107 }
1108
R_Viewport_InitRectSideView(r_viewport_t * v,const matrix4x4_t * cameramatrix,int side,int size,int border,float nearclip,float farclip,const float * nearplane,int offsetx,int offsety)1109 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, int offsetx, int offsety)
1110 {
1111 matrix4x4_t tempmatrix, basematrix;
1112 float m[16];
1113 memset(v, 0, sizeof(*v));
1114 v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
1115 v->cameramatrix = *cameramatrix;
1116 v->x = offsetx + (side & 1) * size;
1117 v->y = offsety + (side >> 1) * size;
1118 v->width = size;
1119 v->height = size;
1120 v->depth = 1;
1121 memset(m, 0, sizeof(m));
1122 m[0] = m[5] = 1.0f * ((float)size - border) / size;
1123 m[10] = -(farclip + nearclip) / (farclip - nearclip);
1124 m[11] = -1;
1125 m[14] = -2 * nearclip * farclip / (farclip - nearclip);
1126
1127 Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
1128 Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
1129 Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
1130
1131 switch(vid.renderpath)
1132 {
1133 case RENDERPATH_GL20:
1134 case RENDERPATH_GL13:
1135 case RENDERPATH_GL11:
1136 case RENDERPATH_SOFT:
1137 case RENDERPATH_GLES1:
1138 case RENDERPATH_GLES2:
1139 break;
1140 case RENDERPATH_D3D9:
1141 m[5] *= -1;
1142 break;
1143 case RENDERPATH_D3D10:
1144 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1145 break;
1146 case RENDERPATH_D3D11:
1147 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1148 break;
1149 }
1150
1151 if (nearplane)
1152 R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
1153
1154 Matrix4x4_FromArrayFloatGL(&v->projectmatrix, m);
1155 }
1156
R_SetViewport(const r_viewport_t * v)1157 void R_SetViewport(const r_viewport_t *v)
1158 {
1159 gl_viewport = *v;
1160
1161 // FIXME: v_flipped_state is evil, this probably breaks somewhere
1162 GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
1163
1164 // copy over the matrices to our state
1165 gl_viewmatrix = v->viewmatrix;
1166 gl_projectionmatrix = v->projectmatrix;
1167
1168 switch(vid.renderpath)
1169 {
1170 case RENDERPATH_GL13:
1171 case RENDERPATH_GL11:
1172 case RENDERPATH_GLES1:
1173 #ifndef USE_GLES2
1174 {
1175 float m[16];
1176 CHECKGLERROR
1177 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1178 // Load the projection matrix into OpenGL
1179 qglMatrixMode(GL_PROJECTION);CHECKGLERROR
1180 Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
1181 qglLoadMatrixf(m);CHECKGLERROR
1182 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1183 }
1184 #endif
1185 break;
1186 case RENDERPATH_D3D9:
1187 #ifdef SUPPORTD3D
1188 {
1189 D3DVIEWPORT9 d3dviewport;
1190 d3dviewport.X = gl_viewport.x;
1191 d3dviewport.Y = gl_viewport.y;
1192 d3dviewport.Width = gl_viewport.width;
1193 d3dviewport.Height = gl_viewport.height;
1194 d3dviewport.MinZ = gl_state.depthrange[0];
1195 d3dviewport.MaxZ = gl_state.depthrange[1];
1196 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
1197 }
1198 #endif
1199 break;
1200 case RENDERPATH_D3D10:
1201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1202 break;
1203 case RENDERPATH_D3D11:
1204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1205 break;
1206 case RENDERPATH_SOFT:
1207 DPSOFTRAST_Viewport(v->x, v->y, v->width, v->height);
1208 break;
1209 case RENDERPATH_GL20:
1210 case RENDERPATH_GLES2:
1211 CHECKGLERROR
1212 qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
1213 break;
1214 }
1215
1216 // force an update of the derived matrices
1217 gl_modelmatrixchanged = true;
1218 R_EntityMatrix(&gl_modelmatrix);
1219 }
1220
R_GetViewport(r_viewport_t * v)1221 void R_GetViewport(r_viewport_t *v)
1222 {
1223 *v = gl_viewport;
1224 }
1225
GL_BindVBO(int bufferobject)1226 static void GL_BindVBO(int bufferobject)
1227 {
1228 if (gl_state.vertexbufferobject != bufferobject)
1229 {
1230 gl_state.vertexbufferobject = bufferobject;
1231 CHECKGLERROR
1232 qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1233 }
1234 }
1235
GL_BindEBO(int bufferobject)1236 static void GL_BindEBO(int bufferobject)
1237 {
1238 if (gl_state.elementbufferobject != bufferobject)
1239 {
1240 gl_state.elementbufferobject = bufferobject;
1241 CHECKGLERROR
1242 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR
1243 }
1244 }
1245
GL_BindUBO(int bufferobject)1246 static void GL_BindUBO(int bufferobject)
1247 {
1248 if (gl_state.uniformbufferobject != bufferobject)
1249 {
1250 gl_state.uniformbufferobject = bufferobject;
1251 #ifdef GL_UNIFORM_BUFFER
1252 CHECKGLERROR
1253 qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
1254 #endif
1255 }
1256 }
1257
1258 static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
R_Mesh_CreateFramebufferObject(rtexture_t * depthtexture,rtexture_t * colortexture,rtexture_t * colortexture2,rtexture_t * colortexture3,rtexture_t * colortexture4)1259 int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1260 {
1261 switch(vid.renderpath)
1262 {
1263 case RENDERPATH_GL11:
1264 case RENDERPATH_GL13:
1265 case RENDERPATH_GL20:
1266 case RENDERPATH_GLES1:
1267 case RENDERPATH_GLES2:
1268 if (vid.support.arb_framebuffer_object)
1269 {
1270 int temp;
1271 GLuint status;
1272 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1273 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1274 // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment
1275 #ifdef USE_GLES2
1276 // FIXME: separate stencil attachment on GLES
1277 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1278 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1279 #else
1280 if (depthtexture && depthtexture->texnum )
1281 {
1282 qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1283 if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1284 }
1285 if (depthtexture && depthtexture->renderbuffernum )
1286 {
1287 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1288 if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1289 }
1290 #endif
1291 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1292 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1293 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1294 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1295 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1296 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1297 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1298 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1299
1300 #ifndef USE_GLES2
1301 if (colortexture4 && qglDrawBuffersARB)
1302 {
1303 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1304 qglReadBuffer(GL_NONE);CHECKGLERROR
1305 }
1306 else if (colortexture3 && qglDrawBuffersARB)
1307 {
1308 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1309 qglReadBuffer(GL_NONE);CHECKGLERROR
1310 }
1311 else if (colortexture2 && qglDrawBuffersARB)
1312 {
1313 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1314 qglReadBuffer(GL_NONE);CHECKGLERROR
1315 }
1316 else if (colortexture && qglDrawBuffer)
1317 {
1318 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1319 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1320 }
1321 else if (qglDrawBuffer)
1322 {
1323 qglDrawBuffer(GL_NONE);CHECKGLERROR
1324 qglReadBuffer(GL_NONE);CHECKGLERROR
1325 }
1326 #endif
1327 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1328 if (status != GL_FRAMEBUFFER_COMPLETE)
1329 {
1330 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1331 gl_state.framebufferobject = 0; // GL unbinds it for us
1332 qglDeleteFramebuffers(1, (GLuint*)&temp);
1333 temp = 0;
1334 }
1335 return temp;
1336 }
1337 else if (vid.support.ext_framebuffer_object)
1338 {
1339 int temp;
1340 GLuint status;
1341 qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR
1342 R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
1343 // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil
1344 if (depthtexture && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
1345 if (depthtexture && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
1346 if (colortexture && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
1347 if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
1348 if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
1349 if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR
1350 if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR
1351 if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR
1352 if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR
1353 if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR
1354
1355 #ifndef USE_GLES2
1356 if (colortexture4 && qglDrawBuffersARB)
1357 {
1358 qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR
1359 qglReadBuffer(GL_NONE);CHECKGLERROR
1360 }
1361 else if (colortexture3 && qglDrawBuffersARB)
1362 {
1363 qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR
1364 qglReadBuffer(GL_NONE);CHECKGLERROR
1365 }
1366 else if (colortexture2 && qglDrawBuffersARB)
1367 {
1368 qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR
1369 qglReadBuffer(GL_NONE);CHECKGLERROR
1370 }
1371 else if (colortexture && qglDrawBuffer)
1372 {
1373 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1374 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
1375 }
1376 else if (qglDrawBuffer)
1377 {
1378 qglDrawBuffer(GL_NONE);CHECKGLERROR
1379 qglReadBuffer(GL_NONE);CHECKGLERROR
1380 }
1381 #endif
1382 status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR
1383 if (status != GL_FRAMEBUFFER_COMPLETE)
1384 {
1385 Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status);
1386 gl_state.framebufferobject = 0; // GL unbinds it for us
1387 qglDeleteFramebuffers(1, (GLuint*)&temp);
1388 temp = 0;
1389 }
1390 return temp;
1391 }
1392 return 0;
1393 case RENDERPATH_D3D9:
1394 case RENDERPATH_D3D10:
1395 case RENDERPATH_D3D11:
1396 return 1;
1397 case RENDERPATH_SOFT:
1398 return 1;
1399 }
1400 return 0;
1401 }
1402
R_Mesh_DestroyFramebufferObject(int fbo)1403 void R_Mesh_DestroyFramebufferObject(int fbo)
1404 {
1405 switch(vid.renderpath)
1406 {
1407 case RENDERPATH_GL11:
1408 case RENDERPATH_GL13:
1409 case RENDERPATH_GL20:
1410 case RENDERPATH_GLES1:
1411 case RENDERPATH_GLES2:
1412 if (fbo)
1413 {
1414 // GL clears the binding if we delete something bound
1415 if (gl_state.framebufferobject == fbo)
1416 gl_state.framebufferobject = 0;
1417 qglDeleteFramebuffers(1, (GLuint*)&fbo);
1418 }
1419 break;
1420 case RENDERPATH_D3D9:
1421 case RENDERPATH_D3D10:
1422 case RENDERPATH_D3D11:
1423 break;
1424 case RENDERPATH_SOFT:
1425 break;
1426 }
1427 }
1428
1429 #ifdef SUPPORTD3D
R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 * depthsurface,IDirect3DSurface9 * colorsurface0,IDirect3DSurface9 * colorsurface1,IDirect3DSurface9 * colorsurface2,IDirect3DSurface9 * colorsurface3)1430 void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
1431 {
1432 gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
1433 if (gl_state.d3drt_depthsurface != depthsurface)
1434 {
1435 gl_state.d3drt_depthsurface = depthsurface;
1436 IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
1437 }
1438 if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
1439 {
1440 gl_state.d3drt_colorsurfaces[0] = colorsurface0;
1441 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
1442 }
1443 if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
1444 {
1445 gl_state.d3drt_colorsurfaces[1] = colorsurface1;
1446 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
1447 }
1448 if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
1449 {
1450 gl_state.d3drt_colorsurfaces[2] = colorsurface2;
1451 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
1452 }
1453 if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
1454 {
1455 gl_state.d3drt_colorsurfaces[3] = colorsurface3;
1456 IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
1457 }
1458 }
1459 #endif
1460
R_Mesh_SetRenderTargets(int fbo,rtexture_t * depthtexture,rtexture_t * colortexture,rtexture_t * colortexture2,rtexture_t * colortexture3,rtexture_t * colortexture4)1461 void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
1462 {
1463 unsigned int i;
1464 unsigned int j;
1465 rtexture_t *textures[5];
1466 Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
1467 textures[4] = depthtexture;
1468 // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
1469 for (j = 0;j < 5;j++)
1470 if (textures[j])
1471 for (i = 0;i < vid.teximageunits;i++)
1472 if (gl_state.units[i].texture == textures[j])
1473 R_Mesh_TexBind(i, NULL);
1474 // set up framebuffer object or render targets for the active rendering API
1475 switch(vid.renderpath)
1476 {
1477 case RENDERPATH_GL11:
1478 case RENDERPATH_GL13:
1479 case RENDERPATH_GL20:
1480 case RENDERPATH_GLES1:
1481 case RENDERPATH_GLES2:
1482 if (gl_state.framebufferobject != fbo)
1483 {
1484 gl_state.framebufferobject = fbo;
1485 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);
1486 }
1487 break;
1488 case RENDERPATH_D3D9:
1489 #ifdef SUPPORTD3D
1490 // set up the new render targets, a NULL depthtexture intentionally binds nothing
1491 // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
1492 if (fbo)
1493 {
1494 IDirect3DSurface9 *surfaces[5];
1495 for (i = 0;i < 5;i++)
1496 {
1497 surfaces[i] = NULL;
1498 if (textures[i])
1499 {
1500 if (textures[i]->d3dsurface)
1501 surfaces[i] = (IDirect3DSurface9 *)textures[i]->d3dsurface;
1502 else
1503 IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &surfaces[i]);
1504 }
1505 }
1506 // set the render targets for real
1507 R_Mesh_SetRenderTargetsD3D9(surfaces[4], surfaces[0], surfaces[1], surfaces[2], surfaces[3]);
1508 // release the texture surface levels (they won't be lost while bound...)
1509 for (i = 0;i < 5;i++)
1510 if (textures[i] && !textures[i]->d3dsurface)
1511 IDirect3DSurface9_Release(surfaces[i]);
1512 }
1513 else
1514 R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
1515 #endif
1516 break;
1517 case RENDERPATH_D3D10:
1518 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1519 break;
1520 case RENDERPATH_D3D11:
1521 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1522 break;
1523 case RENDERPATH_SOFT:
1524 if (fbo)
1525 {
1526 int width, height;
1527 unsigned int *pointers[5];
1528 memset(pointers, 0, sizeof(pointers));
1529 for (i = 0;i < 5;i++)
1530 pointers[i] = textures[i] ? (unsigned int *)DPSOFTRAST_Texture_GetPixelPointer(textures[i]->texnum, 0) : NULL;
1531 width = DPSOFTRAST_Texture_GetWidth(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1532 height = DPSOFTRAST_Texture_GetHeight(textures[0] ? textures[0]->texnum : textures[4]->texnum, 0);
1533 DPSOFTRAST_SetRenderTargets(width, height, pointers[4], pointers[0], pointers[1], pointers[2], pointers[3]);
1534 }
1535 else
1536 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1537 break;
1538 }
1539 }
1540
1541 #ifdef SUPPORTD3D
d3dcmpforglfunc(int f)1542 static int d3dcmpforglfunc(int f)
1543 {
1544 switch(f)
1545 {
1546 case GL_NEVER: return D3DCMP_NEVER;
1547 case GL_LESS: return D3DCMP_LESS;
1548 case GL_EQUAL: return D3DCMP_EQUAL;
1549 case GL_LEQUAL: return D3DCMP_LESSEQUAL;
1550 case GL_GREATER: return D3DCMP_GREATER;
1551 case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
1552 case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
1553 case GL_ALWAYS: return D3DCMP_ALWAYS;
1554 default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
1555 }
1556 }
1557
d3dstencilopforglfunc(int f)1558 static int d3dstencilopforglfunc(int f)
1559 {
1560 switch(f)
1561 {
1562 case GL_KEEP: return D3DSTENCILOP_KEEP;
1563 case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
1564 case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
1565 default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
1566 }
1567 }
1568 #endif
1569
GL_Backend_ResetState(void)1570 static void GL_Backend_ResetState(void)
1571 {
1572 unsigned int i;
1573 gl_state.active = true;
1574 gl_state.depthtest = true;
1575 gl_state.alphatest = false;
1576 gl_state.alphafunc = GL_GEQUAL;
1577 gl_state.alphafuncvalue = 0.5f;
1578 gl_state.alphatocoverage = false;
1579 gl_state.blendfunc1 = GL_ONE;
1580 gl_state.blendfunc2 = GL_ZERO;
1581 gl_state.blend = false;
1582 gl_state.depthmask = GL_TRUE;
1583 gl_state.colormask = 15;
1584 gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
1585 gl_state.lockrange_first = 0;
1586 gl_state.lockrange_count = 0;
1587 gl_state.cullface = GL_FRONT;
1588 gl_state.cullfaceenable = false;
1589 gl_state.polygonoffset[0] = 0;
1590 gl_state.polygonoffset[1] = 0;
1591 gl_state.framebufferobject = 0;
1592 gl_state.depthfunc = GL_LEQUAL;
1593
1594 switch(vid.renderpath)
1595 {
1596 case RENDERPATH_D3D9:
1597 #ifdef SUPPORTD3D
1598 {
1599 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
1600 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
1601 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1602 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1603 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1604 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
1605 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
1606 }
1607 #endif
1608 break;
1609 case RENDERPATH_D3D10:
1610 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1611 break;
1612 case RENDERPATH_D3D11:
1613 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1614 break;
1615 case RENDERPATH_GL11:
1616 case RENDERPATH_GL13:
1617 case RENDERPATH_GLES1:
1618 #ifndef USE_GLES2
1619 CHECKGLERROR
1620
1621 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1622 qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
1623 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
1624 if (qglBlendFuncSeparate)
1625 {
1626 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1627 }
1628 else
1629 {
1630 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1631 }
1632 qglDisable(GL_BLEND);CHECKGLERROR
1633 qglCullFace(gl_state.cullface);CHECKGLERROR
1634 qglDisable(GL_CULL_FACE);CHECKGLERROR
1635 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1636 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1637 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1638 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1639
1640 if (vid.support.arb_vertex_buffer_object)
1641 {
1642 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1643 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1644 }
1645
1646 if (vid.support.ext_framebuffer_object)
1647 {
1648 //qglBindRenderbuffer(GL_RENDERBUFFER, 0);
1649 qglBindFramebuffer(GL_FRAMEBUFFER, 0);
1650 }
1651
1652 qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
1653 qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
1654
1655 qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
1656 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
1657 qglColor4f(1, 1, 1, 1);CHECKGLERROR
1658
1659 if (vid.support.ext_framebuffer_object)
1660 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject);
1661
1662 gl_state.unit = MAX_TEXTUREUNITS;
1663 gl_state.clientunit = MAX_TEXTUREUNITS;
1664 for (i = 0;i < vid.texunits;i++)
1665 {
1666 GL_ActiveTexture(i);
1667 GL_ClientActiveTexture(i);
1668 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
1669 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1670 if (vid.support.ext_texture_3d)
1671 {
1672 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
1673 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1674 }
1675 if (vid.support.arb_texture_cube_map)
1676 {
1677 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
1678 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1679 }
1680 GL_BindVBO(0);
1681 qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
1682 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
1683 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
1684 qglLoadIdentity();CHECKGLERROR
1685 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
1686 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
1687 }
1688 CHECKGLERROR
1689 #endif
1690 break;
1691 case RENDERPATH_SOFT:
1692 DPSOFTRAST_ColorMask(1,1,1,1);
1693 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1694 DPSOFTRAST_CullFace(gl_state.cullface);
1695 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1696 DPSOFTRAST_DepthMask(gl_state.depthmask);
1697 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1698 DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
1699 DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
1700 break;
1701 case RENDERPATH_GL20:
1702 case RENDERPATH_GLES2:
1703 CHECKGLERROR
1704 qglColorMask(1, 1, 1, 1);CHECKGLERROR
1705 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1706 qglDisable(GL_BLEND);CHECKGLERROR
1707 qglCullFace(gl_state.cullface);CHECKGLERROR
1708 qglDisable(GL_CULL_FACE);CHECKGLERROR
1709 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1710 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1711 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1712 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
1713 if (vid.support.arb_vertex_buffer_object)
1714 {
1715 qglBindBufferARB(GL_ARRAY_BUFFER, 0);
1716 qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);
1717 }
1718 if (vid.support.ext_framebuffer_object)
1719 qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject);
1720 qglEnableVertexAttribArray(GLSLATTRIB_POSITION);
1721 qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
1722 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);
1723 qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
1724 qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1);
1725 gl_state.unit = MAX_TEXTUREUNITS;
1726 gl_state.clientunit = MAX_TEXTUREUNITS;
1727 for (i = 0;i < vid.teximageunits;i++)
1728 {
1729 GL_ActiveTexture(i);
1730 qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
1731 if (vid.support.ext_texture_3d)
1732 {
1733 qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
1734 }
1735 if (vid.support.arb_texture_cube_map)
1736 {
1737 qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR
1738 }
1739 }
1740 for (i = 0;i < vid.texarrayunits;i++)
1741 {
1742 GL_BindVBO(0);
1743 qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
1744 qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
1745 }
1746 CHECKGLERROR
1747 break;
1748 }
1749 }
1750
GL_ActiveTexture(unsigned int num)1751 void GL_ActiveTexture(unsigned int num)
1752 {
1753 if (gl_state.unit != num)
1754 {
1755 gl_state.unit = num;
1756 switch(vid.renderpath)
1757 {
1758 case RENDERPATH_GL11:
1759 case RENDERPATH_GL13:
1760 case RENDERPATH_GL20:
1761 case RENDERPATH_GLES1:
1762 case RENDERPATH_GLES2:
1763 if (qglActiveTexture)
1764 {
1765 CHECKGLERROR
1766 qglActiveTexture(GL_TEXTURE0 + gl_state.unit);
1767 CHECKGLERROR
1768 }
1769 break;
1770 case RENDERPATH_D3D9:
1771 case RENDERPATH_D3D10:
1772 case RENDERPATH_D3D11:
1773 break;
1774 case RENDERPATH_SOFT:
1775 break;
1776 }
1777 }
1778 }
1779
GL_ClientActiveTexture(unsigned int num)1780 void GL_ClientActiveTexture(unsigned int num)
1781 {
1782 if (gl_state.clientunit != num)
1783 {
1784 gl_state.clientunit = num;
1785 switch(vid.renderpath)
1786 {
1787 case RENDERPATH_GL11:
1788 case RENDERPATH_GL13:
1789 case RENDERPATH_GLES1:
1790 #ifndef USE_GLES2
1791 if (qglActiveTexture)
1792 {
1793 CHECKGLERROR
1794 qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
1795 CHECKGLERROR
1796 }
1797 #endif
1798 break;
1799 case RENDERPATH_D3D9:
1800 case RENDERPATH_D3D10:
1801 case RENDERPATH_D3D11:
1802 break;
1803 case RENDERPATH_SOFT:
1804 break;
1805 case RENDERPATH_GL20:
1806 case RENDERPATH_GLES2:
1807 break;
1808 }
1809 }
1810 }
1811
GL_BlendFunc(int blendfunc1,int blendfunc2)1812 void GL_BlendFunc(int blendfunc1, int blendfunc2)
1813 {
1814 if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
1815 {
1816 qboolean blendenable;
1817 gl_state.blendfunc1 = blendfunc1;
1818 gl_state.blendfunc2 = blendfunc2;
1819 blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
1820 switch(vid.renderpath)
1821 {
1822 case RENDERPATH_GL11:
1823 case RENDERPATH_GL13:
1824 case RENDERPATH_GL20:
1825 case RENDERPATH_GLES1:
1826 case RENDERPATH_GLES2:
1827 CHECKGLERROR
1828 if (qglBlendFuncSeparate)
1829 {
1830 qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
1831 }
1832 else
1833 {
1834 qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
1835 }
1836 if (gl_state.blend != blendenable)
1837 {
1838 gl_state.blend = blendenable;
1839 if (!gl_state.blend)
1840 {
1841 qglDisable(GL_BLEND);CHECKGLERROR
1842 }
1843 else
1844 {
1845 qglEnable(GL_BLEND);CHECKGLERROR
1846 }
1847 }
1848 break;
1849 case RENDERPATH_D3D9:
1850 #ifdef SUPPORTD3D
1851 {
1852 int i;
1853 int glblendfunc[2];
1854 D3DBLEND d3dblendfunc[2];
1855 glblendfunc[0] = gl_state.blendfunc1;
1856 glblendfunc[1] = gl_state.blendfunc2;
1857 for (i = 0;i < 2;i++)
1858 {
1859 switch(glblendfunc[i])
1860 {
1861 case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
1862 case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
1863 case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
1864 case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
1865 case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
1866 case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
1867 case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
1868 case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
1869 case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
1870 case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
1871 }
1872 }
1873 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
1874 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
1875 if (gl_state.blend != blendenable)
1876 {
1877 gl_state.blend = blendenable;
1878 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
1879 }
1880 }
1881 #endif
1882 break;
1883 case RENDERPATH_D3D10:
1884 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1885 break;
1886 case RENDERPATH_D3D11:
1887 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1888 break;
1889 case RENDERPATH_SOFT:
1890 DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
1891 break;
1892 }
1893 }
1894 }
1895
GL_DepthMask(int state)1896 void GL_DepthMask(int state)
1897 {
1898 if (gl_state.depthmask != state)
1899 {
1900 gl_state.depthmask = state;
1901 switch(vid.renderpath)
1902 {
1903 case RENDERPATH_GL11:
1904 case RENDERPATH_GL13:
1905 case RENDERPATH_GL20:
1906 case RENDERPATH_GLES1:
1907 case RENDERPATH_GLES2:
1908 CHECKGLERROR
1909 qglDepthMask(gl_state.depthmask);CHECKGLERROR
1910 break;
1911 case RENDERPATH_D3D9:
1912 #ifdef SUPPORTD3D
1913 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
1914 #endif
1915 break;
1916 case RENDERPATH_D3D10:
1917 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1918 break;
1919 case RENDERPATH_D3D11:
1920 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1921 break;
1922 case RENDERPATH_SOFT:
1923 DPSOFTRAST_DepthMask(gl_state.depthmask);
1924 break;
1925 }
1926 }
1927 }
1928
GL_DepthTest(int state)1929 void GL_DepthTest(int state)
1930 {
1931 if (gl_state.depthtest != state)
1932 {
1933 gl_state.depthtest = state;
1934 switch(vid.renderpath)
1935 {
1936 case RENDERPATH_GL11:
1937 case RENDERPATH_GL13:
1938 case RENDERPATH_GL20:
1939 case RENDERPATH_GLES1:
1940 case RENDERPATH_GLES2:
1941 CHECKGLERROR
1942 if (gl_state.depthtest)
1943 {
1944 qglEnable(GL_DEPTH_TEST);CHECKGLERROR
1945 }
1946 else
1947 {
1948 qglDisable(GL_DEPTH_TEST);CHECKGLERROR
1949 }
1950 break;
1951 case RENDERPATH_D3D9:
1952 #ifdef SUPPORTD3D
1953 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
1954 #endif
1955 break;
1956 case RENDERPATH_D3D10:
1957 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1958 break;
1959 case RENDERPATH_D3D11:
1960 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1961 break;
1962 case RENDERPATH_SOFT:
1963 DPSOFTRAST_DepthTest(gl_state.depthtest);
1964 break;
1965 }
1966 }
1967 }
1968
GL_DepthFunc(int state)1969 void GL_DepthFunc(int state)
1970 {
1971 if (gl_state.depthfunc != state)
1972 {
1973 gl_state.depthfunc = state;
1974 switch(vid.renderpath)
1975 {
1976 case RENDERPATH_GL11:
1977 case RENDERPATH_GL13:
1978 case RENDERPATH_GL20:
1979 case RENDERPATH_GLES1:
1980 case RENDERPATH_GLES2:
1981 CHECKGLERROR
1982 qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
1983 break;
1984 case RENDERPATH_D3D9:
1985 #ifdef SUPPORTD3D
1986 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
1987 #endif
1988 break;
1989 case RENDERPATH_D3D10:
1990 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1991 break;
1992 case RENDERPATH_D3D11:
1993 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1994 break;
1995 case RENDERPATH_SOFT:
1996 DPSOFTRAST_DepthFunc(gl_state.depthfunc);
1997 break;
1998 }
1999 }
2000 }
2001
GL_DepthRange(float nearfrac,float farfrac)2002 void GL_DepthRange(float nearfrac, float farfrac)
2003 {
2004 if (gl_state.depthrange[0] != nearfrac || gl_state.depthrange[1] != farfrac)
2005 {
2006 gl_state.depthrange[0] = nearfrac;
2007 gl_state.depthrange[1] = farfrac;
2008 switch(vid.renderpath)
2009 {
2010 case RENDERPATH_GL11:
2011 case RENDERPATH_GL13:
2012 case RENDERPATH_GL20:
2013 case RENDERPATH_GLES1:
2014 case RENDERPATH_GLES2:
2015 #ifdef USE_GLES2
2016 qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);
2017 #else
2018 qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2019 #endif
2020 break;
2021 case RENDERPATH_D3D9:
2022 #ifdef SUPPORTD3D
2023 {
2024 D3DVIEWPORT9 d3dviewport;
2025 d3dviewport.X = gl_viewport.x;
2026 d3dviewport.Y = gl_viewport.y;
2027 d3dviewport.Width = gl_viewport.width;
2028 d3dviewport.Height = gl_viewport.height;
2029 d3dviewport.MinZ = gl_state.depthrange[0];
2030 d3dviewport.MaxZ = gl_state.depthrange[1];
2031 IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
2032 }
2033 #endif
2034 break;
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2037 break;
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2040 break;
2041 case RENDERPATH_SOFT:
2042 DPSOFTRAST_DepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
2043 break;
2044 }
2045 }
2046 }
2047
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)2048 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)
2049 {
2050 switch (vid.renderpath)
2051 {
2052 case RENDERPATH_GL11:
2053 case RENDERPATH_GL13:
2054 case RENDERPATH_GL20:
2055 case RENDERPATH_GLES1:
2056 case RENDERPATH_GLES2:
2057 CHECKGLERROR
2058 if (enable)
2059 {
2060 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2061 }
2062 else
2063 {
2064 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2065 }
2066 if (vid.support.ati_separate_stencil)
2067 {
2068 qglStencilMask(writemask);CHECKGLERROR
2069 qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
2070 qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
2071 qglStencilFuncSeparate(GL_FRONT, frontcompare, comparereference, comparereference);CHECKGLERROR
2072 qglStencilFuncSeparate(GL_BACK, backcompare, comparereference, comparereference);CHECKGLERROR
2073 }
2074 else if (vid.support.ext_stencil_two_side)
2075 {
2076 #if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
2077 qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2078 qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
2079 qglStencilMask(writemask);CHECKGLERROR
2080 qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
2081 qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
2082 qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
2083 qglStencilMask(writemask);CHECKGLERROR
2084 qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
2085 qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
2086 #endif
2087 }
2088 break;
2089 case RENDERPATH_D3D9:
2090 #ifdef SUPPORTD3D
2091 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2092 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2093 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2094 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
2095 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
2096 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
2097 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(frontcompare));
2098 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
2099 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
2100 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
2101 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, d3dcmpforglfunc(backcompare));
2102 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2103 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2104 #endif
2105 break;
2106 case RENDERPATH_D3D10:
2107 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2108 break;
2109 case RENDERPATH_D3D11:
2110 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2111 break;
2112 case RENDERPATH_SOFT:
2113 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2114 break;
2115 }
2116 }
2117
R_SetStencil(qboolean enable,int writemask,int fail,int zfail,int zpass,int compare,int comparereference,int comparemask)2118 void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
2119 {
2120 switch (vid.renderpath)
2121 {
2122 case RENDERPATH_GL11:
2123 case RENDERPATH_GL13:
2124 case RENDERPATH_GL20:
2125 case RENDERPATH_GLES1:
2126 case RENDERPATH_GLES2:
2127 CHECKGLERROR
2128 if (enable)
2129 {
2130 qglEnable(GL_STENCIL_TEST);CHECKGLERROR
2131 }
2132 else
2133 {
2134 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2135 }
2136 if (vid.support.ext_stencil_two_side)
2137 {
2138 #ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
2139 qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
2140 #endif
2141 }
2142 qglStencilMask(writemask);CHECKGLERROR
2143 qglStencilOp(fail, zfail, zpass);CHECKGLERROR
2144 qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
2145 CHECKGLERROR
2146 break;
2147 case RENDERPATH_D3D9:
2148 #ifdef SUPPORTD3D
2149 if (vid.support.ati_separate_stencil)
2150 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
2151 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
2152 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
2153 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
2154 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
2155 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
2156 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, d3dcmpforglfunc(compare));
2157 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
2158 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
2159 #endif
2160 break;
2161 case RENDERPATH_D3D10:
2162 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2163 break;
2164 case RENDERPATH_D3D11:
2165 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2166 break;
2167 case RENDERPATH_SOFT:
2168 //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2169 break;
2170 }
2171 }
2172
GL_PolygonOffset(float planeoffset,float depthoffset)2173 void GL_PolygonOffset(float planeoffset, float depthoffset)
2174 {
2175 if (gl_state.polygonoffset[0] != planeoffset || gl_state.polygonoffset[1] != depthoffset)
2176 {
2177 gl_state.polygonoffset[0] = planeoffset;
2178 gl_state.polygonoffset[1] = depthoffset;
2179 switch(vid.renderpath)
2180 {
2181 case RENDERPATH_GL11:
2182 case RENDERPATH_GL13:
2183 case RENDERPATH_GL20:
2184 case RENDERPATH_GLES1:
2185 case RENDERPATH_GLES2:
2186 qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2187 break;
2188 case RENDERPATH_D3D9:
2189 #ifdef SUPPORTD3D
2190 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
2191 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
2192 #endif
2193 break;
2194 case RENDERPATH_D3D10:
2195 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2196 break;
2197 case RENDERPATH_D3D11:
2198 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2199 break;
2200 case RENDERPATH_SOFT:
2201 DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
2202 break;
2203 }
2204 }
2205 }
2206
GL_SetMirrorState(qboolean state)2207 void GL_SetMirrorState(qboolean state)
2208 {
2209 if (v_flipped_state != state)
2210 {
2211 v_flipped_state = state;
2212 if (gl_state.cullface == GL_BACK)
2213 gl_state.cullface = GL_FRONT;
2214 else if (gl_state.cullface == GL_FRONT)
2215 gl_state.cullface = GL_BACK;
2216 else
2217 return;
2218 switch(vid.renderpath)
2219 {
2220 case RENDERPATH_GL11:
2221 case RENDERPATH_GL13:
2222 case RENDERPATH_GL20:
2223 case RENDERPATH_GLES1:
2224 case RENDERPATH_GLES2:
2225 qglCullFace(gl_state.cullface);CHECKGLERROR
2226 break;
2227 case RENDERPATH_D3D9:
2228 #ifdef SUPPORTD3D
2229 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
2230 #endif
2231 break;
2232 case RENDERPATH_D3D10:
2233 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2234 break;
2235 case RENDERPATH_D3D11:
2236 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2237 break;
2238 case RENDERPATH_SOFT:
2239 DPSOFTRAST_CullFace(gl_state.cullface);
2240 break;
2241 }
2242 }
2243 }
2244
GL_CullFace(int state)2245 void GL_CullFace(int state)
2246 {
2247 if(v_flipped_state)
2248 {
2249 if(state == GL_FRONT)
2250 state = GL_BACK;
2251 else if(state == GL_BACK)
2252 state = GL_FRONT;
2253 }
2254
2255 switch(vid.renderpath)
2256 {
2257 case RENDERPATH_GL11:
2258 case RENDERPATH_GL13:
2259 case RENDERPATH_GL20:
2260 case RENDERPATH_GLES1:
2261 case RENDERPATH_GLES2:
2262 CHECKGLERROR
2263
2264 if (state != GL_NONE)
2265 {
2266 if (!gl_state.cullfaceenable)
2267 {
2268 gl_state.cullfaceenable = true;
2269 qglEnable(GL_CULL_FACE);CHECKGLERROR
2270 }
2271 if (gl_state.cullface != state)
2272 {
2273 gl_state.cullface = state;
2274 qglCullFace(gl_state.cullface);CHECKGLERROR
2275 }
2276 }
2277 else
2278 {
2279 if (gl_state.cullfaceenable)
2280 {
2281 gl_state.cullfaceenable = false;
2282 qglDisable(GL_CULL_FACE);CHECKGLERROR
2283 }
2284 }
2285 break;
2286 case RENDERPATH_D3D9:
2287 #ifdef SUPPORTD3D
2288 if (gl_state.cullface != state)
2289 {
2290 gl_state.cullface = state;
2291 switch(gl_state.cullface)
2292 {
2293 case GL_NONE:
2294 gl_state.cullfaceenable = false;
2295 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
2296 break;
2297 case GL_FRONT:
2298 gl_state.cullfaceenable = true;
2299 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
2300 break;
2301 case GL_BACK:
2302 gl_state.cullfaceenable = true;
2303 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
2304 break;
2305 }
2306 }
2307 #endif
2308 break;
2309 case RENDERPATH_D3D10:
2310 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2311 break;
2312 case RENDERPATH_D3D11:
2313 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2314 break;
2315 case RENDERPATH_SOFT:
2316 if (gl_state.cullface != state)
2317 {
2318 gl_state.cullface = state;
2319 gl_state.cullfaceenable = state != GL_NONE ? true : false;
2320 DPSOFTRAST_CullFace(gl_state.cullface);
2321 }
2322 break;
2323 }
2324 }
2325
GL_AlphaTest(int state)2326 void GL_AlphaTest(int state)
2327 {
2328 if (gl_state.alphatest != state)
2329 {
2330 gl_state.alphatest = state;
2331 switch(vid.renderpath)
2332 {
2333 case RENDERPATH_GL11:
2334 case RENDERPATH_GL13:
2335 case RENDERPATH_GLES1:
2336 #ifdef GL_ALPHA_TEST
2337 // only fixed function uses alpha test, other paths use pixel kill capability in shaders
2338 CHECKGLERROR
2339 if (gl_state.alphatest)
2340 {
2341 qglEnable(GL_ALPHA_TEST);CHECKGLERROR
2342 }
2343 else
2344 {
2345 qglDisable(GL_ALPHA_TEST);CHECKGLERROR
2346 }
2347 #endif
2348 break;
2349 case RENDERPATH_D3D9:
2350 case RENDERPATH_D3D10:
2351 case RENDERPATH_D3D11:
2352 case RENDERPATH_SOFT:
2353 case RENDERPATH_GL20:
2354 case RENDERPATH_GLES2:
2355 break;
2356 }
2357 }
2358 }
2359
GL_AlphaToCoverage(qboolean state)2360 void GL_AlphaToCoverage(qboolean state)
2361 {
2362 if (gl_state.alphatocoverage != state)
2363 {
2364 gl_state.alphatocoverage = state;
2365 switch(vid.renderpath)
2366 {
2367 case RENDERPATH_GL11:
2368 case RENDERPATH_GL13:
2369 case RENDERPATH_GLES1:
2370 case RENDERPATH_GLES2:
2371 case RENDERPATH_D3D9:
2372 case RENDERPATH_D3D10:
2373 case RENDERPATH_D3D11:
2374 case RENDERPATH_SOFT:
2375 break;
2376 case RENDERPATH_GL20:
2377 #ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB
2378 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
2379 CHECKGLERROR
2380 if (gl_state.alphatocoverage)
2381 {
2382 qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2383 // qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2384 }
2385 else
2386 {
2387 qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
2388 // qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
2389 }
2390 #endif
2391 break;
2392 }
2393 }
2394 }
2395
GL_ColorMask(int r,int g,int b,int a)2396 void GL_ColorMask(int r, int g, int b, int a)
2397 {
2398 // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
2399 int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
2400 if (gl_state.colormask != state)
2401 {
2402 gl_state.colormask = state;
2403 switch(vid.renderpath)
2404 {
2405 case RENDERPATH_GL11:
2406 case RENDERPATH_GL13:
2407 case RENDERPATH_GL20:
2408 case RENDERPATH_GLES1:
2409 case RENDERPATH_GLES2:
2410 CHECKGLERROR
2411 qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
2412 break;
2413 case RENDERPATH_D3D9:
2414 #ifdef SUPPORTD3D
2415 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
2416 #endif
2417 break;
2418 case RENDERPATH_D3D10:
2419 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2420 break;
2421 case RENDERPATH_D3D11:
2422 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2423 break;
2424 case RENDERPATH_SOFT:
2425 DPSOFTRAST_ColorMask(r, g, b, a);
2426 break;
2427 }
2428 }
2429 }
2430
GL_Color(float cr,float cg,float cb,float ca)2431 void GL_Color(float cr, float cg, float cb, float ca)
2432 {
2433 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)
2434 {
2435 gl_state.color4f[0] = cr;
2436 gl_state.color4f[1] = cg;
2437 gl_state.color4f[2] = cb;
2438 gl_state.color4f[3] = ca;
2439 switch(vid.renderpath)
2440 {
2441 case RENDERPATH_GL11:
2442 case RENDERPATH_GL13:
2443 case RENDERPATH_GLES1:
2444 #ifndef USE_GLES2
2445 CHECKGLERROR
2446 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
2447 CHECKGLERROR
2448 #endif
2449 break;
2450 case RENDERPATH_D3D9:
2451 case RENDERPATH_D3D10:
2452 case RENDERPATH_D3D11:
2453 // no equivalent in D3D
2454 break;
2455 case RENDERPATH_SOFT:
2456 DPSOFTRAST_Color4f(cr, cg, cb, ca);
2457 break;
2458 case RENDERPATH_GL20:
2459 case RENDERPATH_GLES2:
2460 qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);
2461 break;
2462 }
2463 }
2464 }
2465
GL_Scissor(int x,int y,int width,int height)2466 void GL_Scissor (int x, int y, int width, int height)
2467 {
2468 switch(vid.renderpath)
2469 {
2470 case RENDERPATH_GL11:
2471 case RENDERPATH_GL13:
2472 case RENDERPATH_GL20:
2473 case RENDERPATH_GLES1:
2474 case RENDERPATH_GLES2:
2475 CHECKGLERROR
2476 qglScissor(x, y,width,height);
2477 CHECKGLERROR
2478 break;
2479 case RENDERPATH_D3D9:
2480 #ifdef SUPPORTD3D
2481 {
2482 RECT d3drect;
2483 d3drect.left = x;
2484 d3drect.top = y;
2485 d3drect.right = x + width;
2486 d3drect.bottom = y + height;
2487 IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
2488 }
2489 #endif
2490 break;
2491 case RENDERPATH_D3D10:
2492 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2493 break;
2494 case RENDERPATH_D3D11:
2495 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2496 break;
2497 case RENDERPATH_SOFT:
2498 DPSOFTRAST_Scissor(x, y, width, height);
2499 break;
2500 }
2501 }
2502
GL_ScissorTest(int state)2503 void GL_ScissorTest(int state)
2504 {
2505 if (gl_state.scissortest != state)
2506 {
2507 gl_state.scissortest = state;
2508 switch(vid.renderpath)
2509 {
2510 case RENDERPATH_GL11:
2511 case RENDERPATH_GL13:
2512 case RENDERPATH_GL20:
2513 case RENDERPATH_GLES1:
2514 case RENDERPATH_GLES2:
2515 CHECKGLERROR
2516 if(gl_state.scissortest)
2517 qglEnable(GL_SCISSOR_TEST);
2518 else
2519 qglDisable(GL_SCISSOR_TEST);
2520 CHECKGLERROR
2521 break;
2522 case RENDERPATH_D3D9:
2523 #ifdef SUPPORTD3D
2524 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
2525 #endif
2526 break;
2527 case RENDERPATH_D3D10:
2528 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2529 break;
2530 case RENDERPATH_D3D11:
2531 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2532 break;
2533 case RENDERPATH_SOFT:
2534 DPSOFTRAST_ScissorTest(gl_state.scissortest);
2535 break;
2536 }
2537 }
2538 }
2539
GL_Clear(int mask,const float * colorvalue,float depthvalue,int stencilvalue)2540 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
2541 {
2542 // opaque black - if you want transparent black, you'll need to pass in a colorvalue
2543 static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
2544 // prevent warnings when trying to clear a buffer that does not exist
2545 if (!colorvalue)
2546 colorvalue = blackcolor;
2547 if (!vid.stencil)
2548 {
2549 mask &= ~GL_STENCIL_BUFFER_BIT;
2550 stencilvalue = 0;
2551 }
2552 switch(vid.renderpath)
2553 {
2554 case RENDERPATH_GL11:
2555 case RENDERPATH_GL13:
2556 case RENDERPATH_GL20:
2557 case RENDERPATH_GLES1:
2558 case RENDERPATH_GLES2:
2559 CHECKGLERROR
2560 if (mask & GL_COLOR_BUFFER_BIT)
2561 {
2562 qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
2563 }
2564 if (mask & GL_DEPTH_BUFFER_BIT)
2565 {
2566 #ifdef USE_GLES2
2567 qglClearDepthf(depthvalue);CHECKGLERROR
2568 #else
2569 qglClearDepth(depthvalue);CHECKGLERROR
2570 #endif
2571 }
2572 if (mask & GL_STENCIL_BUFFER_BIT)
2573 {
2574 qglClearStencil(stencilvalue);CHECKGLERROR
2575 }
2576 qglClear(mask);CHECKGLERROR
2577 break;
2578 case RENDERPATH_D3D9:
2579 #ifdef SUPPORTD3D
2580 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);
2581 #endif
2582 break;
2583 case RENDERPATH_D3D10:
2584 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2585 break;
2586 case RENDERPATH_D3D11:
2587 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2588 break;
2589 case RENDERPATH_SOFT:
2590 if (mask & GL_COLOR_BUFFER_BIT)
2591 DPSOFTRAST_ClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);
2592 if (mask & GL_DEPTH_BUFFER_BIT)
2593 DPSOFTRAST_ClearDepth(depthvalue);
2594 break;
2595 }
2596 }
2597
GL_ReadPixelsBGRA(int x,int y,int width,int height,unsigned char * outpixels)2598 void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
2599 {
2600 switch(vid.renderpath)
2601 {
2602 case RENDERPATH_GL11:
2603 case RENDERPATH_GL13:
2604 case RENDERPATH_GL20:
2605 case RENDERPATH_GLES1:
2606 case RENDERPATH_GLES2:
2607 CHECKGLERROR
2608 #ifndef GL_BGRA
2609 {
2610 int i;
2611 int r;
2612 // int g;
2613 int b;
2614 // int a;
2615 qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2616 for (i = 0;i < width * height * 4;i += 4)
2617 {
2618 r = outpixels[i+0];
2619 // g = outpixels[i+1];
2620 b = outpixels[i+2];
2621 // a = outpixels[i+3];
2622 outpixels[i+0] = b;
2623 // outpixels[i+1] = g;
2624 outpixels[i+2] = r;
2625 // outpixels[i+3] = a;
2626 }
2627 }
2628 #else
2629 qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
2630 #endif
2631 break;
2632 case RENDERPATH_D3D9:
2633 #ifdef SUPPORTD3D
2634 {
2635 // LordHavoc: we can't directly download the backbuffer because it may be
2636 // multisampled, and it may not be lockable, so we blit it to a lockable
2637 // surface of the same dimensions (but without multisample) to resolve the
2638 // multisample buffer to a normal image, and then lock that...
2639 IDirect3DSurface9 *stretchsurface = NULL;
2640 if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
2641 {
2642 D3DLOCKED_RECT lockedrect;
2643 if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
2644 {
2645 if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2646 {
2647 int line;
2648 unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
2649 for (line = 0;line < height;line++, row -= lockedrect.Pitch)
2650 memcpy(outpixels + line * width * 4, row, width * 4);
2651 IDirect3DSurface9_UnlockRect(stretchsurface);
2652 }
2653 }
2654 IDirect3DSurface9_Release(stretchsurface);
2655 }
2656 // code scraps
2657 //IDirect3DSurface9 *syssurface = NULL;
2658 //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
2659 //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
2660 //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
2661 //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
2662 //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
2663 //IDirect3DSurface9_UnlockRect(syssurface);
2664 //IDirect3DSurface9_Release(syssurface);
2665 }
2666 #endif
2667 break;
2668 case RENDERPATH_D3D10:
2669 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670 break;
2671 case RENDERPATH_D3D11:
2672 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 break;
2674 case RENDERPATH_SOFT:
2675 DPSOFTRAST_GetPixelsBGRA(x, y, width, height, outpixels);
2676 break;
2677 }
2678 }
2679
2680 // called at beginning of frame
R_Mesh_Start(void)2681 void R_Mesh_Start(void)
2682 {
2683 BACKENDACTIVECHECK
2684 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
2685 R_Mesh_SetUseVBO();
2686 if (gl_printcheckerror.integer && !gl_paranoid.integer)
2687 {
2688 Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
2689 Cvar_SetValueQuick(&gl_paranoid, 1);
2690 }
2691 }
2692
GL_Backend_CompileShader(int programobject,GLenum shadertypeenum,const char * shadertype,int numstrings,const char ** strings)2693 static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings)
2694 {
2695 int shaderobject;
2696 int shadercompiled;
2697 char compilelog[MAX_INPUTLINE];
2698 shaderobject = qglCreateShader(shadertypeenum);CHECKGLERROR
2699 if (!shaderobject)
2700 return false;
2701 qglShaderSource(shaderobject, numstrings, strings, NULL);CHECKGLERROR
2702 qglCompileShader(shaderobject);CHECKGLERROR
2703 qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
2704 qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
2705 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))
2706 {
2707 int i, j, pretextlines = 0;
2708 for (i = 0;i < numstrings - 1;i++)
2709 for (j = 0;strings[i][j];j++)
2710 if (strings[i][j] == '\n')
2711 pretextlines++;
2712 Con_Printf("%s shader compile log:\n%s\n(line offset for any above warnings/errors: %i)\n", shadertype, compilelog, pretextlines);
2713 }
2714 if (!shadercompiled)
2715 {
2716 qglDeleteShader(shaderobject);CHECKGLERROR
2717 return false;
2718 }
2719 qglAttachShader(programobject, shaderobject);CHECKGLERROR
2720 qglDeleteShader(shaderobject);CHECKGLERROR
2721 return true;
2722 }
2723
GL_Backend_CompileProgram(int vertexstrings_count,const char ** vertexstrings_list,int geometrystrings_count,const char ** geometrystrings_list,int fragmentstrings_count,const char ** fragmentstrings_list)2724 unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list)
2725 {
2726 GLint programlinked;
2727 GLuint programobject = 0;
2728 char linklog[MAX_INPUTLINE];
2729 CHECKGLERROR
2730
2731 programobject = qglCreateProgram();CHECKGLERROR
2732 if (!programobject)
2733 return 0;
2734
2735 qglBindAttribLocation(programobject, GLSLATTRIB_POSITION , "Attrib_Position" );
2736 qglBindAttribLocation(programobject, GLSLATTRIB_COLOR , "Attrib_Color" );
2737 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD0, "Attrib_TexCoord0");
2738 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD1, "Attrib_TexCoord1");
2739 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD2, "Attrib_TexCoord2");
2740 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
2741 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
2742 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
2743 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
2744 qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
2745 #ifndef USE_GLES2
2746 if(vid.support.gl20shaders130)
2747 qglBindFragDataLocation(programobject, 0, "dp_FragColor");
2748 #endif
2749
2750 if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
2751 goto cleanup;
2752
2753 #if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
2754 if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
2755 goto cleanup;
2756 #endif
2757
2758 if (fragmentstrings_count && !GL_Backend_CompileShader(programobject, GL_FRAGMENT_SHADER, "fragment", fragmentstrings_count, fragmentstrings_list))
2759 goto cleanup;
2760
2761 qglLinkProgram(programobject);CHECKGLERROR
2762 qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
2763 qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
2764
2765 if (linklog[0])
2766 {
2767
2768 if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
2769 Con_DPrintf("program link log:\n%s\n", linklog);
2770
2771 // software vertex shader is ok but software fragment shader is WAY
2772 // too slow, fail program if so.
2773 // NOTE: this string might be ATI specific, but that's ok because the
2774 // ATI R300 chip (Radeon 9500-9800/X300) is the most likely to use a
2775 // software fragment shader due to low instruction and dependent
2776 // texture limits.
2777 if (strstr(linklog, "fragment shader will run in software"))
2778 programlinked = false;
2779 }
2780
2781 if (!programlinked)
2782 goto cleanup;
2783
2784 return programobject;
2785 cleanup:
2786 qglDeleteProgram(programobject);CHECKGLERROR
2787 return 0;
2788 }
2789
GL_Backend_FreeProgram(unsigned int prog)2790 void GL_Backend_FreeProgram(unsigned int prog)
2791 {
2792 CHECKGLERROR
2793 qglDeleteProgram(prog);
2794 CHECKGLERROR
2795 }
2796
2797 // renders triangles using vertices from the active arrays
2798 int paranoidblah = 0;
R_Mesh_Draw(int firstvertex,int numvertices,int firsttriangle,int numtriangles,const int * element3i,const r_meshbuffer_t * element3i_indexbuffer,int element3i_bufferoffset,const unsigned short * element3s,const r_meshbuffer_t * element3s_indexbuffer,int element3s_bufferoffset)2799 void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset)
2800 {
2801 unsigned int numelements = numtriangles * 3;
2802 int bufferobject3i;
2803 size_t bufferoffset3i;
2804 int bufferobject3s;
2805 size_t bufferoffset3s;
2806 if (numvertices < 3 || numtriangles < 1)
2807 {
2808 if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
2809 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);
2810 return;
2811 }
2812 // adjust the pointers for firsttriangle
2813 if (element3i)
2814 element3i += firsttriangle * 3;
2815 if (element3i_indexbuffer)
2816 element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
2817 if (element3s)
2818 element3s += firsttriangle * 3;
2819 if (element3s_indexbuffer)
2820 element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
2821 switch(vid.renderpath)
2822 {
2823 case RENDERPATH_GL11:
2824 case RENDERPATH_GL13:
2825 case RENDERPATH_GL20:
2826 case RENDERPATH_GLES1:
2827 case RENDERPATH_GLES2:
2828 // check if the user specified to ignore static index buffers
2829 if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
2830 {
2831 element3i_indexbuffer = NULL;
2832 element3s_indexbuffer = NULL;
2833 }
2834 break;
2835 case RENDERPATH_D3D9:
2836 case RENDERPATH_D3D10:
2837 case RENDERPATH_D3D11:
2838 break;
2839 case RENDERPATH_SOFT:
2840 break;
2841 }
2842 // upload a dynamic index buffer if needed
2843 if (element3s)
2844 {
2845 if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
2846 element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset);
2847 }
2848 else if (element3i)
2849 {
2850 if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
2851 element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset);
2852 }
2853 bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
2854 bufferoffset3i = element3i_bufferoffset;
2855 bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
2856 bufferoffset3s = element3s_bufferoffset;
2857 r_refdef.stats[r_stat_draws]++;
2858 r_refdef.stats[r_stat_draws_vertices] += numvertices;
2859 r_refdef.stats[r_stat_draws_elements] += numelements;
2860 if (gl_paranoid.integer)
2861 {
2862 unsigned int i;
2863 // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
2864 #if 0
2865 unsigned int j, size;
2866 const int *p;
2867 // note: there's no validation done here on buffer objects because it
2868 // is somewhat difficult to get at the data, and gl_paranoid can be
2869 // used without buffer objects if the need arises
2870 // (the data could be gotten using glMapBuffer but it would be very
2871 // slow due to uncachable video memory reads)
2872 if (!qglIsEnabled(GL_VERTEX_ARRAY))
2873 Con_Print("R_Mesh_Draw: vertex array not enabled\n");
2874 CHECKGLERROR
2875 if (gl_state.pointer_vertex_pointer)
2876 for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
2877 paranoidblah += *p;
2878 if (gl_state.pointer_color_enabled)
2879 {
2880 if (!qglIsEnabled(GL_COLOR_ARRAY))
2881 Con_Print("R_Mesh_Draw: color array set but not enabled\n");
2882 CHECKGLERROR
2883 if (gl_state.pointer_color && gl_state.pointer_color_enabled)
2884 for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++)
2885 paranoidblah += *p;
2886 }
2887 for (i = 0;i < vid.texarrayunits;i++)
2888 {
2889 if (gl_state.units[i].arrayenabled)
2890 {
2891 GL_ClientActiveTexture(i);
2892 if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
2893 Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
2894 CHECKGLERROR
2895 if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled)
2896 for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++)
2897 paranoidblah += *p;
2898 }
2899 }
2900 #endif
2901 if (element3i)
2902 {
2903 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2904 {
2905 if (element3i[i] < firstvertex || element3i[i] >= firstvertex + numvertices)
2906 {
2907 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3i array\n", element3i[i], firstvertex, firstvertex + numvertices);
2908 return;
2909 }
2910 }
2911 }
2912 if (element3s)
2913 {
2914 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2915 {
2916 if (element3s[i] < firstvertex || element3s[i] >= firstvertex + numvertices)
2917 {
2918 Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range %i - %i) in element3s array\n", element3s[i], firstvertex, firstvertex + numvertices);
2919 return;
2920 }
2921 }
2922 }
2923 }
2924 if (r_render.integer || r_refdef.draw2dstage)
2925 {
2926 switch(vid.renderpath)
2927 {
2928 case RENDERPATH_GL11:
2929 case RENDERPATH_GL13:
2930 case RENDERPATH_GL20:
2931 CHECKGLERROR
2932 if (gl_mesh_testmanualfeeding.integer)
2933 {
2934 #ifndef USE_GLES2
2935 unsigned int i, j, element;
2936 const GLfloat *p;
2937 qglBegin(GL_TRIANGLES);
2938 if(vid.renderpath == RENDERPATH_GL20)
2939 {
2940 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
2941 {
2942 if (element3i)
2943 element = element3i[i];
2944 else if (element3s)
2945 element = element3s[i];
2946 else
2947 element = firstvertex + i;
2948 for (j = 0;j < vid.texarrayunits;j++)
2949 {
2950 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
2951 {
2952 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
2953 {
2954 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2955 if (gl_state.units[j].pointer_texcoord_components == 4)
2956 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
2957 else if (gl_state.units[j].pointer_texcoord_components == 3)
2958 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
2959 else if (gl_state.units[j].pointer_texcoord_components == 2)
2960 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
2961 else
2962 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
2963 }
2964 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
2965 {
2966 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2967 if (gl_state.units[j].pointer_texcoord_components == 4)
2968 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
2969 else if (gl_state.units[j].pointer_texcoord_components == 3)
2970 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
2971 else if (gl_state.units[j].pointer_texcoord_components == 2)
2972 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
2973 else if (gl_state.units[j].pointer_texcoord_components == 1)
2974 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
2975 }
2976 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
2977 {
2978 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2979 if (gl_state.units[j].pointer_texcoord_components == 4)
2980 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
2981 else if (gl_state.units[j].pointer_texcoord_components == 3)
2982 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
2983 else if (gl_state.units[j].pointer_texcoord_components == 2)
2984 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
2985 else if (gl_state.units[j].pointer_texcoord_components == 1)
2986 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
2987 }
2988 else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
2989 {
2990 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
2991 if (gl_state.units[j].pointer_texcoord_components == 4)
2992 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
2993 else if (gl_state.units[j].pointer_texcoord_components == 3)
2994 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
2995 else if (gl_state.units[j].pointer_texcoord_components == 2)
2996 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
2997 else if (gl_state.units[j].pointer_texcoord_components == 1)
2998 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
2999 }
3000 else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
3001 {
3002 const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3003 if (gl_state.units[j].pointer_texcoord_components == 4)
3004 qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
3005 else if (gl_state.units[j].pointer_texcoord_components == 3)
3006 qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
3007 else if (gl_state.units[j].pointer_texcoord_components == 2)
3008 qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
3009 else if (gl_state.units[j].pointer_texcoord_components == 1)
3010 qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
3011 }
3012 }
3013 }
3014 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3015 {
3016 if (gl_state.pointer_color_gltype == GL_FLOAT)
3017 {
3018 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3019 qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
3020 }
3021 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3022 {
3023 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3024 qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
3025 }
3026 }
3027 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3028 {
3029 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3030 if (gl_state.pointer_vertex_components == 4)
3031 qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
3032 else if (gl_state.pointer_vertex_components == 3)
3033 qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
3034 else
3035 qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
3036 }
3037 }
3038 }
3039 else
3040 {
3041 for (i = 0;i < (unsigned int) numtriangles * 3;i++)
3042 {
3043 if (element3i)
3044 element = element3i[i];
3045 else if (element3s)
3046 element = element3s[i];
3047 else
3048 element = firstvertex + i;
3049 for (j = 0;j < vid.texarrayunits;j++)
3050 {
3051 if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
3052 {
3053 if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
3054 {
3055 p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3056 if (vid.texarrayunits > 1)
3057 {
3058 if (gl_state.units[j].pointer_texcoord_components == 4)
3059 qglMultiTexCoord4f(GL_TEXTURE0 + j, p[0], p[1], p[2], p[3]);
3060 else if (gl_state.units[j].pointer_texcoord_components == 3)
3061 qglMultiTexCoord3f(GL_TEXTURE0 + j, p[0], p[1], p[2]);
3062 else if (gl_state.units[j].pointer_texcoord_components == 2)
3063 qglMultiTexCoord2f(GL_TEXTURE0 + j, p[0], p[1]);
3064 else
3065 qglMultiTexCoord1f(GL_TEXTURE0 + j, p[0]);
3066 }
3067 else
3068 {
3069 if (gl_state.units[j].pointer_texcoord_components == 4)
3070 qglTexCoord4f(p[0], p[1], p[2], p[3]);
3071 else if (gl_state.units[j].pointer_texcoord_components == 3)
3072 qglTexCoord3f(p[0], p[1], p[2]);
3073 else if (gl_state.units[j].pointer_texcoord_components == 2)
3074 qglTexCoord2f(p[0], p[1]);
3075 else
3076 qglTexCoord1f(p[0]);
3077 }
3078 }
3079 else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
3080 {
3081 const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3082 if (vid.texarrayunits > 1)
3083 {
3084 if (gl_state.units[j].pointer_texcoord_components == 4)
3085 qglMultiTexCoord4f(GL_TEXTURE0 + j, s[0], s[1], s[2], s[3]);
3086 else if (gl_state.units[j].pointer_texcoord_components == 3)
3087 qglMultiTexCoord3f(GL_TEXTURE0 + j, s[0], s[1], s[2]);
3088 else if (gl_state.units[j].pointer_texcoord_components == 2)
3089 qglMultiTexCoord2f(GL_TEXTURE0 + j, s[0], s[1]);
3090 else if (gl_state.units[j].pointer_texcoord_components == 1)
3091 qglMultiTexCoord1f(GL_TEXTURE0 + j, s[0]);
3092 }
3093 else
3094 {
3095 if (gl_state.units[j].pointer_texcoord_components == 4)
3096 qglTexCoord4f(s[0], s[1], s[2], s[3]);
3097 else if (gl_state.units[j].pointer_texcoord_components == 3)
3098 qglTexCoord3f(s[0], s[1], s[2]);
3099 else if (gl_state.units[j].pointer_texcoord_components == 2)
3100 qglTexCoord2f(s[0], s[1]);
3101 else if (gl_state.units[j].pointer_texcoord_components == 1)
3102 qglTexCoord1f(s[0]);
3103 }
3104 }
3105 else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
3106 {
3107 const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
3108 if (vid.texarrayunits > 1)
3109 {
3110 if (gl_state.units[j].pointer_texcoord_components == 4)
3111 qglMultiTexCoord4f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2], sb[3]);
3112 else if (gl_state.units[j].pointer_texcoord_components == 3)
3113 qglMultiTexCoord3f(GL_TEXTURE0 + j, sb[0], sb[1], sb[2]);
3114 else if (gl_state.units[j].pointer_texcoord_components == 2)
3115 qglMultiTexCoord2f(GL_TEXTURE0 + j, sb[0], sb[1]);
3116 else if (gl_state.units[j].pointer_texcoord_components == 1)
3117 qglMultiTexCoord1f(GL_TEXTURE0 + j, sb[0]);
3118 }
3119 else
3120 {
3121 if (gl_state.units[j].pointer_texcoord_components == 4)
3122 qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
3123 else if (gl_state.units[j].pointer_texcoord_components == 3)
3124 qglTexCoord3f(sb[0], sb[1], sb[2]);
3125 else if (gl_state.units[j].pointer_texcoord_components == 2)
3126 qglTexCoord2f(sb[0], sb[1]);
3127 else if (gl_state.units[j].pointer_texcoord_components == 1)
3128 qglTexCoord1f(sb[0]);
3129 }
3130 }
3131 }
3132 }
3133 if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
3134 {
3135 if (gl_state.pointer_color_gltype == GL_FLOAT)
3136 {
3137 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3138 qglColor4f(p[0], p[1], p[2], p[3]);
3139 }
3140 else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
3141 {
3142 const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
3143 qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
3144 }
3145 }
3146 if (gl_state.pointer_vertex_gltype == GL_FLOAT)
3147 {
3148 p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
3149 if (gl_state.pointer_vertex_components == 4)
3150 qglVertex4f(p[0], p[1], p[2], p[3]);
3151 else if (gl_state.pointer_vertex_components == 3)
3152 qglVertex3f(p[0], p[1], p[2]);
3153 else
3154 qglVertex2f(p[0], p[1]);
3155 }
3156 }
3157 }
3158 qglEnd();
3159 CHECKGLERROR
3160 #endif
3161 }
3162 else if (bufferobject3s)
3163 {
3164 GL_BindEBO(bufferobject3s);
3165 #ifndef USE_GLES2
3166 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3167 {
3168 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3169 CHECKGLERROR
3170 }
3171 else
3172 #endif
3173 {
3174 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3175 CHECKGLERROR
3176 }
3177 }
3178 else if (bufferobject3i)
3179 {
3180 GL_BindEBO(bufferobject3i);
3181 #ifndef USE_GLES2
3182 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3183 {
3184 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3185 CHECKGLERROR
3186 }
3187 else
3188 #endif
3189 {
3190 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3191 CHECKGLERROR
3192 }
3193 }
3194 else if (element3s)
3195 {
3196 GL_BindEBO(0);
3197 #ifndef USE_GLES2
3198 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3199 {
3200 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
3201 CHECKGLERROR
3202 }
3203 else
3204 #endif
3205 {
3206 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3207 CHECKGLERROR
3208 }
3209 }
3210 else if (element3i)
3211 {
3212 GL_BindEBO(0);
3213 #ifndef USE_GLES2
3214 if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
3215 {
3216 qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
3217 CHECKGLERROR
3218 }
3219 else
3220 #endif
3221 {
3222 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3223 CHECKGLERROR
3224 }
3225 }
3226 else
3227 {
3228 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3229 CHECKGLERROR
3230 }
3231 break;
3232 case RENDERPATH_D3D9:
3233 #ifdef SUPPORTD3D
3234 if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
3235 {
3236 if (element3s_indexbuffer)
3237 {
3238 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
3239 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
3240 }
3241 else if (element3i_indexbuffer)
3242 {
3243 IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
3244 IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
3245 }
3246 else
3247 IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
3248 }
3249 else
3250 {
3251 if (element3s)
3252 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3253 else if (element3i)
3254 IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3255 else
3256 IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *)gl_state.d3dvertexdata, gl_state.d3dvertexsize);
3257 }
3258 #endif
3259 break;
3260 case RENDERPATH_D3D10:
3261 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3262 break;
3263 case RENDERPATH_D3D11:
3264 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3265 break;
3266 case RENDERPATH_SOFT:
3267 DPSOFTRAST_DrawTriangles(firstvertex, numvertices, numtriangles, element3i, element3s);
3268 break;
3269 case RENDERPATH_GLES1:
3270 case RENDERPATH_GLES2:
3271 // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path
3272 if (bufferobject3s)
3273 {
3274 GL_BindEBO(bufferobject3s);
3275 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
3276 CHECKGLERROR
3277 }
3278 else if (bufferobject3i)
3279 {
3280 GL_BindEBO(bufferobject3i);
3281 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
3282 CHECKGLERROR
3283 }
3284 else if (element3s)
3285 {
3286 GL_BindEBO(0);
3287 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
3288 CHECKGLERROR
3289 }
3290 else if (element3i)
3291 {
3292 GL_BindEBO(0);
3293 qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
3294 CHECKGLERROR
3295 }
3296 else
3297 {
3298 qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
3299 CHECKGLERROR
3300 }
3301 break;
3302 }
3303 }
3304 }
3305
3306 // restores backend state, used when done with 3D rendering
R_Mesh_Finish(void)3307 void R_Mesh_Finish(void)
3308 {
3309 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
3310 }
3311
R_Mesh_CreateMeshBuffer(const void * data,size_t size,const char * name,qboolean isindexbuffer,qboolean isuniformbuffer,qboolean isdynamic,qboolean isindex16)3312 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16)
3313 {
3314 r_meshbuffer_t *buffer;
3315 if (isuniformbuffer)
3316 {
3317 if (!vid.support.arb_uniform_buffer_object)
3318 return NULL;
3319 }
3320 else
3321 {
3322 if (!vid.support.arb_vertex_buffer_object)
3323 return NULL;
3324 if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))
3325 return NULL;
3326 }
3327 buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
3328 memset(buffer, 0, sizeof(*buffer));
3329 buffer->bufferobject = 0;
3330 buffer->devicebuffer = NULL;
3331 buffer->size = size;
3332 buffer->isindexbuffer = isindexbuffer;
3333 buffer->isuniformbuffer = isuniformbuffer;
3334 buffer->isdynamic = isdynamic;
3335 buffer->isindex16 = isindex16;
3336 strlcpy(buffer->name, name, sizeof(buffer->name));
3337 R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0);
3338 return buffer;
3339 }
3340
R_Mesh_UpdateMeshBuffer(r_meshbuffer_t * buffer,const void * data,size_t size,qboolean subdata,size_t offset)3341 void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset)
3342 {
3343 if (!buffer)
3344 return;
3345 if (buffer->isindexbuffer)
3346 {
3347 r_refdef.stats[r_stat_indexbufferuploadcount]++;
3348 r_refdef.stats[r_stat_indexbufferuploadsize] += (int)size;
3349 }
3350 else
3351 {
3352 r_refdef.stats[r_stat_vertexbufferuploadcount]++;
3353 r_refdef.stats[r_stat_vertexbufferuploadsize] += (int)size;
3354 }
3355 if (!subdata)
3356 buffer->size = size;
3357 switch(vid.renderpath)
3358 {
3359 case RENDERPATH_GL11:
3360 case RENDERPATH_GL13:
3361 case RENDERPATH_GL20:
3362 case RENDERPATH_GLES1:
3363 case RENDERPATH_GLES2:
3364 if (!buffer->bufferobject)
3365 qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
3366 if (buffer->isuniformbuffer)
3367 GL_BindUBO(buffer->bufferobject);
3368 else if (buffer->isindexbuffer)
3369 GL_BindEBO(buffer->bufferobject);
3370 else
3371 GL_BindVBO(buffer->bufferobject);
3372
3373 {
3374 int buffertype;
3375 buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
3376 #ifdef GL_UNIFORM_BUFFER
3377 if (buffer->isuniformbuffer)
3378 buffertype = GL_UNIFORM_BUFFER;
3379 #endif
3380 if (subdata)
3381 qglBufferSubDataARB(buffertype, offset, size, data);
3382 else
3383 qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
3384 }
3385 if (buffer->isuniformbuffer)
3386 GL_BindUBO(0);
3387 break;
3388 case RENDERPATH_D3D9:
3389 #ifdef SUPPORTD3D
3390 {
3391 int result;
3392 void *datapointer = NULL;
3393 if (buffer->isindexbuffer)
3394 {
3395 IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
3396 if (offset+size > buffer->size || !buffer->devicebuffer)
3397 {
3398 if (buffer->devicebuffer)
3399 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
3400 buffer->devicebuffer = NULL;
3401 if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
3402 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);
3403 buffer->devicebuffer = (void *)d3d9indexbuffer;
3404 buffer->size = offset+size;
3405 }
3406 if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3407 {
3408 if (data)
3409 memcpy(datapointer, data, size);
3410 else
3411 memset(datapointer, 0, size);
3412 IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
3413 }
3414 }
3415 else
3416 {
3417 IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
3418 if (offset+size > buffer->size || !buffer->devicebuffer)
3419 {
3420 if (buffer->devicebuffer)
3421 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
3422 buffer->devicebuffer = NULL;
3423 if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, (unsigned int)(offset+size), buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
3424 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);
3425 buffer->devicebuffer = (void *)d3d9vertexbuffer;
3426 buffer->size = offset+size;
3427 }
3428 if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, (unsigned int)offset, (unsigned int)size, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
3429 {
3430 if (data)
3431 memcpy(datapointer, data, size);
3432 else
3433 memset(datapointer, 0, size);
3434 IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
3435 }
3436 }
3437 }
3438 #endif
3439 break;
3440 case RENDERPATH_D3D10:
3441 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3442 break;
3443 case RENDERPATH_D3D11:
3444 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3445 break;
3446 case RENDERPATH_SOFT:
3447 break;
3448 }
3449 }
3450
R_Mesh_DestroyMeshBuffer(r_meshbuffer_t * buffer)3451 void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
3452 {
3453 if (!buffer)
3454 return;
3455 switch(vid.renderpath)
3456 {
3457 case RENDERPATH_GL11:
3458 case RENDERPATH_GL13:
3459 case RENDERPATH_GL20:
3460 case RENDERPATH_GLES1:
3461 case RENDERPATH_GLES2:
3462 // GL clears the binding if we delete something bound
3463 if (gl_state.uniformbufferobject == buffer->bufferobject)
3464 gl_state.uniformbufferobject = 0;
3465 if (gl_state.vertexbufferobject == buffer->bufferobject)
3466 gl_state.vertexbufferobject = 0;
3467 if (gl_state.elementbufferobject == buffer->bufferobject)
3468 gl_state.elementbufferobject = 0;
3469 qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
3470 break;
3471 case RENDERPATH_D3D9:
3472 #ifdef SUPPORTD3D
3473 if (gl_state.d3dvertexbuffer == (void *)buffer)
3474 gl_state.d3dvertexbuffer = NULL;
3475 if (buffer->devicebuffer)
3476 {
3477 if (buffer->isindexbuffer)
3478 IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
3479 else
3480 IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
3481 buffer->devicebuffer = NULL;
3482 }
3483 #endif
3484 break;
3485 case RENDERPATH_D3D10:
3486 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3487 break;
3488 case RENDERPATH_D3D11:
3489 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3490 break;
3491 case RENDERPATH_SOFT:
3492 break;
3493 }
3494 Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
3495 }
3496
3497 static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"};
GL_Mesh_ListVBOs(qboolean printeach)3498 void GL_Mesh_ListVBOs(qboolean printeach)
3499 {
3500 int i, endindex;
3501 int type;
3502 int isdynamic;
3503 int index16count, index16mem;
3504 int index32count, index32mem;
3505 int vertexcount, vertexmem;
3506 int uniformcount, uniformmem;
3507 int totalcount, totalmem;
3508 size_t bufferstat[R_BUFFERDATA_COUNT][2][2];
3509 r_meshbuffer_t *buffer;
3510 memset(bufferstat, 0, sizeof(bufferstat));
3511 endindex = (int)Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
3512 for (i = 0;i < endindex;i++)
3513 {
3514 buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
3515 if (!buffer)
3516 continue;
3517 if (buffer->isuniformbuffer)
3518 type = R_BUFFERDATA_UNIFORM;
3519 else if (buffer->isindexbuffer && buffer->isindex16)
3520 type = R_BUFFERDATA_INDEX16;
3521 else if (buffer->isindexbuffer)
3522 type = R_BUFFERDATA_INDEX32;
3523 else
3524 type = R_BUFFERDATA_VERTEX;
3525 isdynamic = buffer->isdynamic;
3526 bufferstat[type][isdynamic][0]++;
3527 bufferstat[type][isdynamic][1] += buffer->size;
3528 if (printeach)
3529 Con_Printf("buffer #%i %s = %i bytes (%s %s)\n", i, buffer->name, (int)buffer->size, isdynamic ? "dynamic" : "static", buffertypename[type]);
3530 }
3531 index16count = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][0] + bufferstat[R_BUFFERDATA_INDEX16][1][0]);
3532 index16mem = (int)(bufferstat[R_BUFFERDATA_INDEX16][0][1] + bufferstat[R_BUFFERDATA_INDEX16][1][1]);
3533 index32count = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][0] + bufferstat[R_BUFFERDATA_INDEX32][1][0]);
3534 index32mem = (int)(bufferstat[R_BUFFERDATA_INDEX32][0][1] + bufferstat[R_BUFFERDATA_INDEX32][1][1]);
3535 vertexcount = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][0] + bufferstat[R_BUFFERDATA_VERTEX ][1][0]);
3536 vertexmem = (int)(bufferstat[R_BUFFERDATA_VERTEX ][0][1] + bufferstat[R_BUFFERDATA_VERTEX ][1][1]);
3537 uniformcount = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][0] + bufferstat[R_BUFFERDATA_UNIFORM][1][0]);
3538 uniformmem = (int)(bufferstat[R_BUFFERDATA_UNIFORM][0][1] + bufferstat[R_BUFFERDATA_UNIFORM][1][1]);
3539 totalcount = index16count + index32count + vertexcount + uniformcount;
3540 totalmem = index16mem + index32mem + vertexmem + uniformmem;
3541 Con_Printf("%i 16bit indexbuffers totalling %i bytes (%.3f MB)\n%i 32bit indexbuffers totalling %i bytes (%.3f MB)\n%i vertexbuffers totalling %i bytes (%.3f MB)\n%i uniformbuffers totalling %i bytes (%.3f MB)\ncombined %i buffers totalling %i bytes (%.3fMB)\n", index16count, index16mem, index16mem / 10248576.0, index32count, index32mem, index32mem / 10248576.0, vertexcount, vertexmem, vertexmem / 10248576.0, uniformcount, uniformmem, uniformmem / 10248576.0, totalcount, totalmem, totalmem / 10248576.0);
3542 }
3543
3544
3545
R_Mesh_VertexPointer(int components,int gltype,size_t stride,const void * pointer,const r_meshbuffer_t * vertexbuffer,size_t bufferoffset)3546 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3547 {
3548 switch(vid.renderpath)
3549 {
3550 case RENDERPATH_GL11:
3551 case RENDERPATH_GL13:
3552 case RENDERPATH_GLES1:
3553 #ifndef USE_GLES2
3554 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)
3555 {
3556 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3557 gl_state.pointer_vertex_components = components;
3558 gl_state.pointer_vertex_gltype = gltype;
3559 gl_state.pointer_vertex_stride = stride;
3560 gl_state.pointer_vertex_pointer = pointer;
3561 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3562 gl_state.pointer_vertex_offset = bufferoffset;
3563 CHECKGLERROR
3564 GL_BindVBO(bufferobject);
3565 qglVertexPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3566 }
3567 #endif
3568 break;
3569 case RENDERPATH_GL20:
3570 case RENDERPATH_GLES2:
3571 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)
3572 {
3573 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3574 gl_state.pointer_vertex_components = components;
3575 gl_state.pointer_vertex_gltype = gltype;
3576 gl_state.pointer_vertex_stride = stride;
3577 gl_state.pointer_vertex_pointer = pointer;
3578 gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
3579 gl_state.pointer_vertex_offset = bufferoffset;
3580 CHECKGLERROR
3581 GL_BindVBO(bufferobject);
3582 // LordHavoc: special flag added to gltype for unnormalized types
3583 qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3584 }
3585 break;
3586 case RENDERPATH_D3D9:
3587 case RENDERPATH_D3D10:
3588 case RENDERPATH_D3D11:
3589 case RENDERPATH_SOFT:
3590 break;
3591 }
3592 }
3593
R_Mesh_ColorPointer(int components,int gltype,size_t stride,const void * pointer,const r_meshbuffer_t * vertexbuffer,size_t bufferoffset)3594 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
3595 {
3596 // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
3597 // the pointer only.
3598 switch(vid.renderpath)
3599 {
3600 case RENDERPATH_GL11:
3601 case RENDERPATH_GL13:
3602 case RENDERPATH_GLES1:
3603 #ifndef USE_GLES2
3604 CHECKGLERROR
3605 if (pointer)
3606 {
3607 // caller wants color array enabled
3608 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3609 if (!gl_state.pointer_color_enabled)
3610 {
3611 gl_state.pointer_color_enabled = true;
3612 CHECKGLERROR
3613 qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3614 }
3615 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)
3616 {
3617 gl_state.pointer_color_components = components;
3618 gl_state.pointer_color_gltype = gltype;
3619 gl_state.pointer_color_stride = stride;
3620 gl_state.pointer_color_pointer = pointer;
3621 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3622 gl_state.pointer_color_offset = bufferoffset;
3623 CHECKGLERROR
3624 GL_BindVBO(bufferobject);
3625 qglColorPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3626 }
3627 }
3628 else
3629 {
3630 // caller wants color array disabled
3631 if (gl_state.pointer_color_enabled)
3632 {
3633 gl_state.pointer_color_enabled = false;
3634 CHECKGLERROR
3635 qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
3636 // when color array is on the glColor gets trashed, set it again
3637 qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3638 }
3639 }
3640 #endif
3641 break;
3642 case RENDERPATH_GL20:
3643 case RENDERPATH_GLES2:
3644 CHECKGLERROR
3645 if (pointer)
3646 {
3647 // caller wants color array enabled
3648 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3649 if (!gl_state.pointer_color_enabled)
3650 {
3651 gl_state.pointer_color_enabled = true;
3652 CHECKGLERROR
3653 qglEnableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3654 }
3655 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)
3656 {
3657 gl_state.pointer_color_components = components;
3658 gl_state.pointer_color_gltype = gltype;
3659 gl_state.pointer_color_stride = stride;
3660 gl_state.pointer_color_pointer = pointer;
3661 gl_state.pointer_color_vertexbuffer = vertexbuffer;
3662 gl_state.pointer_color_offset = bufferoffset;
3663 CHECKGLERROR
3664 GL_BindVBO(bufferobject);
3665 // LordHavoc: special flag added to gltype for unnormalized types
3666 qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3667 }
3668 }
3669 else
3670 {
3671 // caller wants color array disabled
3672 if (gl_state.pointer_color_enabled)
3673 {
3674 gl_state.pointer_color_enabled = false;
3675 CHECKGLERROR
3676 qglDisableVertexAttribArray(GLSLATTRIB_COLOR);CHECKGLERROR
3677 // when color array is on the glColor gets trashed, set it again
3678 qglVertexAttrib4f(GLSLATTRIB_COLOR, gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);CHECKGLERROR
3679 }
3680 }
3681 break;
3682 case RENDERPATH_D3D9:
3683 case RENDERPATH_D3D10:
3684 case RENDERPATH_D3D11:
3685 case RENDERPATH_SOFT:
3686 break;
3687 }
3688 }
3689
R_Mesh_TexCoordPointer(unsigned int unitnum,int components,int gltype,size_t stride,const void * pointer,const r_meshbuffer_t * vertexbuffer,size_t bufferoffset)3690 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)
3691 {
3692 gltextureunit_t *unit = gl_state.units + unitnum;
3693 // update array settings
3694 // note: there is no need to check bufferobject here because all cases
3695 // that involve a valid bufferobject also supply a texcoord array
3696 switch(vid.renderpath)
3697 {
3698 case RENDERPATH_GL11:
3699 case RENDERPATH_GL13:
3700 case RENDERPATH_GLES1:
3701 #ifndef USE_GLES2
3702 CHECKGLERROR
3703 if (pointer)
3704 {
3705 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3706 // texture array unit is enabled, enable the array
3707 if (!unit->arrayenabled)
3708 {
3709 unit->arrayenabled = true;
3710 GL_ClientActiveTexture(unitnum);
3711 qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3712 }
3713 // texcoord array
3714 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)
3715 {
3716 unit->pointer_texcoord_components = components;
3717 unit->pointer_texcoord_gltype = gltype;
3718 unit->pointer_texcoord_stride = stride;
3719 unit->pointer_texcoord_pointer = pointer;
3720 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3721 unit->pointer_texcoord_offset = bufferoffset;
3722 GL_ClientActiveTexture(unitnum);
3723 GL_BindVBO(bufferobject);
3724 qglTexCoordPointer(components, gltype, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3725 }
3726 }
3727 else
3728 {
3729 // texture array unit is disabled, disable the array
3730 if (unit->arrayenabled)
3731 {
3732 unit->arrayenabled = false;
3733 GL_ClientActiveTexture(unitnum);
3734 qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
3735 }
3736 }
3737 #endif
3738 break;
3739 case RENDERPATH_GL20:
3740 case RENDERPATH_GLES2:
3741 CHECKGLERROR
3742 if (pointer)
3743 {
3744 int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
3745 // texture array unit is enabled, enable the array
3746 if (!unit->arrayenabled)
3747 {
3748 unit->arrayenabled = true;
3749 qglEnableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3750 }
3751 // texcoord array
3752 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)
3753 {
3754 unit->pointer_texcoord_components = components;
3755 unit->pointer_texcoord_gltype = gltype;
3756 unit->pointer_texcoord_stride = stride;
3757 unit->pointer_texcoord_pointer = pointer;
3758 unit->pointer_texcoord_vertexbuffer = vertexbuffer;
3759 unit->pointer_texcoord_offset = bufferoffset;
3760 GL_BindVBO(bufferobject);
3761 // LordHavoc: special flag added to gltype for unnormalized types
3762 qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
3763 }
3764 }
3765 else
3766 {
3767 // texture array unit is disabled, disable the array
3768 if (unit->arrayenabled)
3769 {
3770 unit->arrayenabled = false;
3771 qglDisableVertexAttribArray(unitnum+GLSLATTRIB_TEXCOORD0);CHECKGLERROR
3772 }
3773 }
3774 break;
3775 case RENDERPATH_D3D9:
3776 case RENDERPATH_D3D10:
3777 case RENDERPATH_D3D11:
3778 case RENDERPATH_SOFT:
3779 break;
3780 }
3781 }
3782
R_Mesh_TexBound(unsigned int unitnum,int id)3783 int R_Mesh_TexBound(unsigned int unitnum, int id)
3784 {
3785 gltextureunit_t *unit = gl_state.units + unitnum;
3786 if (unitnum >= vid.teximageunits)
3787 return 0;
3788 if (id == GL_TEXTURE_2D)
3789 return unit->t2d;
3790 if (id == GL_TEXTURE_3D)
3791 return unit->t3d;
3792 if (id == GL_TEXTURE_CUBE_MAP)
3793 return unit->tcubemap;
3794 return 0;
3795 }
3796
R_Mesh_CopyToTexture(rtexture_t * tex,int tx,int ty,int sx,int sy,int width,int height)3797 void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
3798 {
3799 switch(vid.renderpath)
3800 {
3801 case RENDERPATH_GL11:
3802 case RENDERPATH_GL13:
3803 case RENDERPATH_GL20:
3804 case RENDERPATH_GLES1:
3805 case RENDERPATH_GLES2:
3806 R_Mesh_TexBind(0, tex);
3807 GL_ActiveTexture(0);CHECKGLERROR
3808 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
3809 break;
3810 case RENDERPATH_D3D9:
3811 #ifdef SUPPORTD3D
3812 {
3813 IDirect3DSurface9 *currentsurface = NULL;
3814 IDirect3DSurface9 *texturesurface = NULL;
3815 RECT sourcerect;
3816 RECT destrect;
3817 sourcerect.left = sx;
3818 sourcerect.top = sy;
3819 sourcerect.right = sx + width;
3820 sourcerect.bottom = sy + height;
3821 destrect.left = tx;
3822 destrect.top = ty;
3823 destrect.right = tx + width;
3824 destrect.bottom = ty + height;
3825 if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
3826 {
3827 if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
3828 {
3829 IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
3830 IDirect3DSurface9_Release(currentsurface);
3831 }
3832 IDirect3DSurface9_Release(texturesurface);
3833 }
3834 }
3835 #endif
3836 break;
3837 case RENDERPATH_D3D10:
3838 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3839 break;
3840 case RENDERPATH_D3D11:
3841 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3842 break;
3843 case RENDERPATH_SOFT:
3844 DPSOFTRAST_CopyRectangleToTexture(tex->texnum, 0, tx, ty, sx, sy, width, height);
3845 break;
3846 }
3847 }
3848
3849 #ifdef SUPPORTD3D
3850 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};
3851 #endif
3852
R_Mesh_ClearBindingsForTexture(int texnum)3853 void R_Mesh_ClearBindingsForTexture(int texnum)
3854 {
3855 gltextureunit_t *unit;
3856 unsigned int unitnum;
3857 // 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)
3858 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
3859 {
3860 unit = gl_state.units + unitnum;
3861 if (unit->t2d == texnum)
3862 unit->t2d = -1;
3863 if (unit->t3d == texnum)
3864 unit->t3d = -1;
3865 if (unit->tcubemap == texnum)
3866 unit->tcubemap = -1;
3867 }
3868 }
3869
R_Mesh_TexBind(unsigned int unitnum,rtexture_t * tex)3870 void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
3871 {
3872 gltextureunit_t *unit = gl_state.units + unitnum;
3873 int tex2d, tex3d, texcubemap, texnum;
3874 if (unitnum >= vid.teximageunits)
3875 return;
3876 if (unit->texture == tex)
3877 return;
3878 switch(vid.renderpath)
3879 {
3880 case RENDERPATH_GL20:
3881 case RENDERPATH_GLES2:
3882 if (!tex)
3883 {
3884 tex = r_texture_white;
3885 // not initialized enough yet...
3886 if (!tex)
3887 return;
3888 }
3889 unit->texture = tex;
3890 texnum = R_GetTexture(tex);
3891 switch(tex->gltexturetypeenum)
3892 {
3893 case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break;
3894 case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break;
3895 case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break;
3896 }
3897 break;
3898 case RENDERPATH_GL11:
3899 case RENDERPATH_GL13:
3900 case RENDERPATH_GLES1:
3901 unit->texture = tex;
3902 tex2d = 0;
3903 tex3d = 0;
3904 texcubemap = 0;
3905 if (tex)
3906 {
3907 texnum = R_GetTexture(tex);
3908 switch(tex->gltexturetypeenum)
3909 {
3910 case GL_TEXTURE_2D:
3911 tex2d = texnum;
3912 break;
3913 case GL_TEXTURE_3D:
3914 tex3d = texnum;
3915 break;
3916 case GL_TEXTURE_CUBE_MAP:
3917 texcubemap = texnum;
3918 break;
3919 }
3920 }
3921 // update 2d texture binding
3922 if (unit->t2d != tex2d)
3923 {
3924 GL_ActiveTexture(unitnum);
3925 if (tex2d)
3926 {
3927 if (unit->t2d == 0)
3928 {
3929 qglEnable(GL_TEXTURE_2D);CHECKGLERROR
3930 }
3931 }
3932 else
3933 {
3934 if (unit->t2d)
3935 {
3936 qglDisable(GL_TEXTURE_2D);CHECKGLERROR
3937 }
3938 }
3939 unit->t2d = tex2d;
3940 qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR
3941 }
3942 // update 3d texture binding
3943 if (unit->t3d != tex3d)
3944 {
3945 GL_ActiveTexture(unitnum);
3946 if (tex3d)
3947 {
3948 if (unit->t3d == 0)
3949 {
3950 qglEnable(GL_TEXTURE_3D);CHECKGLERROR
3951 }
3952 }
3953 else
3954 {
3955 if (unit->t3d)
3956 {
3957 qglDisable(GL_TEXTURE_3D);CHECKGLERROR
3958 }
3959 }
3960 unit->t3d = tex3d;
3961 qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR
3962 }
3963 // update cubemap texture binding
3964 if (unit->tcubemap != texcubemap)
3965 {
3966 GL_ActiveTexture(unitnum);
3967 if (texcubemap)
3968 {
3969 if (unit->tcubemap == 0)
3970 {
3971 qglEnable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3972 }
3973 }
3974 else
3975 {
3976 if (unit->tcubemap)
3977 {
3978 qglDisable(GL_TEXTURE_CUBE_MAP);CHECKGLERROR
3979 }
3980 }
3981 unit->tcubemap = texcubemap;
3982 qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR
3983 }
3984 break;
3985 case RENDERPATH_D3D9:
3986 #ifdef SUPPORTD3D
3987 {
3988 extern cvar_t gl_texture_anisotropy;
3989 if (!tex)
3990 {
3991 tex = r_texture_white;
3992 // not initialized enough yet...
3993 if (!tex)
3994 return;
3995 }
3996 // upload texture if needed
3997 R_GetTexture(tex);
3998 if (unit->texture == tex)
3999 return;
4000 unit->texture = tex;
4001 IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
4002 //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
4003 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
4004 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
4005 if (tex->d3daddressw)
4006 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
4007 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
4008 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
4009 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
4010 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
4011 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
4012 IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
4013 }
4014 #endif
4015 break;
4016 case RENDERPATH_D3D10:
4017 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4018 break;
4019 case RENDERPATH_D3D11:
4020 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4021 break;
4022 case RENDERPATH_SOFT:
4023 if (!tex)
4024 {
4025 tex = r_texture_white;
4026 // not initialized enough yet...
4027 if (!tex)
4028 return;
4029 }
4030 texnum = R_GetTexture(tex);
4031 if (unit->texture == tex)
4032 return;
4033 unit->texture = tex;
4034 DPSOFTRAST_SetTexture(unitnum, texnum);
4035 break;
4036 }
4037 }
4038
R_Mesh_TexMatrix(unsigned int unitnum,const matrix4x4_t * matrix)4039 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
4040 {
4041 switch(vid.renderpath)
4042 {
4043 case RENDERPATH_GL11:
4044 case RENDERPATH_GL13:
4045 case RENDERPATH_GL20:
4046 case RENDERPATH_GLES1:
4047 case RENDERPATH_GLES2:
4048 #ifdef GL_MODELVIEW
4049 if (matrix && matrix->m[3][3])
4050 {
4051 gltextureunit_t *unit = gl_state.units + unitnum;
4052 // texmatrix specified, check if it is different
4053 if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
4054 {
4055 float glmatrix[16];
4056 unit->texmatrixenabled = true;
4057 unit->matrix = *matrix;
4058 CHECKGLERROR
4059 Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
4060 GL_ActiveTexture(unitnum);
4061 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4062 qglLoadMatrixf(glmatrix);CHECKGLERROR
4063 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4064 }
4065 }
4066 else
4067 {
4068 // no texmatrix specified, revert to identity
4069 gltextureunit_t *unit = gl_state.units + unitnum;
4070 if (unit->texmatrixenabled)
4071 {
4072 unit->texmatrixenabled = false;
4073 unit->matrix = identitymatrix;
4074 CHECKGLERROR
4075 GL_ActiveTexture(unitnum);
4076 qglMatrixMode(GL_TEXTURE);CHECKGLERROR
4077 qglLoadIdentity();CHECKGLERROR
4078 qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
4079 }
4080 }
4081 #endif
4082 break;
4083 case RENDERPATH_D3D9:
4084 case RENDERPATH_D3D10:
4085 case RENDERPATH_D3D11:
4086 break;
4087 case RENDERPATH_SOFT:
4088 break;
4089 }
4090 }
4091
R_Mesh_TexCombine(unsigned int unitnum,int combinergb,int combinealpha,int rgbscale,int alphascale)4092 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
4093 {
4094 #if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
4095 gltextureunit_t *unit = gl_state.units + unitnum;
4096 CHECKGLERROR
4097 switch(vid.renderpath)
4098 {
4099 case RENDERPATH_GL20:
4100 case RENDERPATH_GLES2:
4101 // do nothing
4102 break;
4103 case RENDERPATH_GL13:
4104 case RENDERPATH_GLES1:
4105 // GL_ARB_texture_env_combine
4106 if (!combinergb)
4107 combinergb = GL_MODULATE;
4108 if (!combinealpha)
4109 combinealpha = GL_MODULATE;
4110 if (!rgbscale)
4111 rgbscale = 1;
4112 if (!alphascale)
4113 alphascale = 1;
4114 if (combinergb != combinealpha || rgbscale != 1 || alphascale != 1)
4115 {
4116 if (combinergb == GL_DECAL)
4117 combinergb = GL_INTERPOLATE;
4118 if (unit->combine != GL_COMBINE)
4119 {
4120 unit->combine = GL_COMBINE;
4121 GL_ActiveTexture(unitnum);
4122 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);CHECKGLERROR
4123 qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE mode
4124 }
4125 if (unit->combinergb != combinergb)
4126 {
4127 unit->combinergb = combinergb;
4128 GL_ActiveTexture(unitnum);
4129 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, unit->combinergb);CHECKGLERROR
4130 }
4131 if (unit->combinealpha != combinealpha)
4132 {
4133 unit->combinealpha = combinealpha;
4134 GL_ActiveTexture(unitnum);
4135 qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, unit->combinealpha);CHECKGLERROR
4136 }
4137 if (unit->rgbscale != rgbscale)
4138 {
4139 unit->rgbscale = rgbscale;
4140 GL_ActiveTexture(unitnum);
4141 qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, unit->rgbscale);CHECKGLERROR
4142 }
4143 if (unit->alphascale != alphascale)
4144 {
4145 unit->alphascale = alphascale;
4146 GL_ActiveTexture(unitnum);
4147 qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, unit->alphascale);CHECKGLERROR
4148 }
4149 }
4150 else
4151 {
4152 if (unit->combine != combinergb)
4153 {
4154 unit->combine = combinergb;
4155 GL_ActiveTexture(unitnum);
4156 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4157 }
4158 }
4159 break;
4160 case RENDERPATH_GL11:
4161 // normal GL texenv
4162 if (!combinergb)
4163 combinergb = GL_MODULATE;
4164 if (unit->combine != combinergb)
4165 {
4166 unit->combine = combinergb;
4167 GL_ActiveTexture(unitnum);
4168 qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
4169 }
4170 break;
4171 case RENDERPATH_D3D9:
4172 case RENDERPATH_D3D10:
4173 case RENDERPATH_D3D11:
4174 break;
4175 case RENDERPATH_SOFT:
4176 break;
4177 }
4178 #endif
4179 }
4180
R_Mesh_ResetTextureState(void)4181 void R_Mesh_ResetTextureState(void)
4182 {
4183 unsigned int unitnum;
4184
4185 BACKENDACTIVECHECK
4186
4187 for (unitnum = 0;unitnum < vid.teximageunits;unitnum++)
4188 R_Mesh_TexBind(unitnum, NULL);
4189 for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
4190 R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4191 switch(vid.renderpath)
4192 {
4193 case RENDERPATH_GL20:
4194 case RENDERPATH_GLES2:
4195 case RENDERPATH_D3D9:
4196 case RENDERPATH_D3D10:
4197 case RENDERPATH_D3D11:
4198 case RENDERPATH_SOFT:
4199 break;
4200 case RENDERPATH_GL11:
4201 case RENDERPATH_GL13:
4202 case RENDERPATH_GLES1:
4203 for (unitnum = 0;unitnum < vid.texunits;unitnum++)
4204 {
4205 R_Mesh_TexCombine(unitnum, GL_MODULATE, GL_MODULATE, 1, 1);
4206 R_Mesh_TexMatrix(unitnum, NULL);
4207 }
4208 break;
4209 }
4210 }
4211
4212
4213
4214 #ifdef SUPPORTD3D
4215 //#define r_vertex3f_d3d9fvf (D3DFVF_XYZ)
4216 //#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
4217 //#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
4218
4219 D3DVERTEXELEMENT9 r_vertex3f_d3d9elements[] =
4220 {
4221 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4222 D3DDECL_END()
4223 };
4224
4225 D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
4226 {
4227 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4228 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4229 {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4230 D3DDECL_END()
4231 };
4232
4233 D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
4234 {
4235 {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4236 {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4f ), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
4237 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
4238 {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
4239 {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
4240 {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
4241 {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
4242 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
4243 {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
4244 D3DDECL_END()
4245 };
4246
4247 IDirect3DVertexDeclaration9 *r_vertex3f_d3d9decl;
4248 IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
4249 IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
4250 #endif
4251
R_Mesh_InitVertexDeclarations(void)4252 static void R_Mesh_InitVertexDeclarations(void)
4253 {
4254 #ifdef SUPPORTD3D
4255 r_vertex3f_d3d9decl = NULL;
4256 r_vertexgeneric_d3d9decl = NULL;
4257 r_vertexmesh_d3d9decl = NULL;
4258 switch(vid.renderpath)
4259 {
4260 case RENDERPATH_GL20:
4261 case RENDERPATH_GL13:
4262 case RENDERPATH_GL11:
4263 case RENDERPATH_GLES1:
4264 case RENDERPATH_GLES2:
4265 break;
4266 case RENDERPATH_D3D9:
4267 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9elements, &r_vertex3f_d3d9decl);
4268 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
4269 IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
4270 break;
4271 case RENDERPATH_D3D10:
4272 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4273 break;
4274 case RENDERPATH_D3D11:
4275 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4276 break;
4277 case RENDERPATH_SOFT:
4278 break;
4279 }
4280 #endif
4281 }
4282
R_Mesh_DestroyVertexDeclarations(void)4283 static void R_Mesh_DestroyVertexDeclarations(void)
4284 {
4285 #ifdef SUPPORTD3D
4286 if (r_vertex3f_d3d9decl)
4287 IDirect3DVertexDeclaration9_Release(r_vertex3f_d3d9decl);
4288 r_vertex3f_d3d9decl = NULL;
4289 if (r_vertexgeneric_d3d9decl)
4290 IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
4291 r_vertexgeneric_d3d9decl = NULL;
4292 if (r_vertexmesh_d3d9decl)
4293 IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
4294 r_vertexmesh_d3d9decl = NULL;
4295 #endif
4296 }
4297
R_Mesh_PrepareVertices_Vertex3f(int numvertices,const float * vertex3f,const r_meshbuffer_t * vertexbuffer,int bufferoffset)4298 void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4299 {
4300 // upload temporary vertexbuffer for this rendering
4301 if (!gl_state.usevbo_staticvertex)
4302 vertexbuffer = NULL;
4303 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4304 vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
4305 switch(vid.renderpath)
4306 {
4307 case RENDERPATH_GL20:
4308 case RENDERPATH_GLES2:
4309 if (vertexbuffer)
4310 {
4311 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4312 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4313 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4314 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4315 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4316 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4317 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4318 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4319 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4320 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4321 }
4322 else
4323 {
4324 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4325 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4326 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4327 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4328 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4329 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4330 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4331 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4332 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4333 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4334 }
4335 break;
4336 case RENDERPATH_GL13:
4337 case RENDERPATH_GLES1:
4338 if (vertexbuffer)
4339 {
4340 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4341 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4342 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4343 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4344 }
4345 else
4346 {
4347 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4348 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4349 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4350 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4351 }
4352 break;
4353 case RENDERPATH_GL11:
4354 if (vertexbuffer)
4355 {
4356 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
4357 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4358 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4359 }
4360 else
4361 {
4362 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
4363 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
4364 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4365 }
4366 break;
4367 case RENDERPATH_D3D9:
4368 #ifdef SUPPORTD3D
4369 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertex3f_d3d9decl);
4370 if (vertexbuffer)
4371 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(float[3]));
4372 else
4373 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4374 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4375 gl_state.d3dvertexdata = (void *)vertex3f;
4376 gl_state.d3dvertexsize = sizeof(float[3]);
4377 #endif
4378 break;
4379 case RENDERPATH_D3D10:
4380 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4381 break;
4382 case RENDERPATH_D3D11:
4383 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4384 break;
4385 case RENDERPATH_SOFT:
4386 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4387 DPSOFTRAST_SetColorPointer(NULL, 0);
4388 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), NULL);
4389 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4390 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4391 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4392 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4393 break;
4394 }
4395 }
4396
4397
4398
R_Mesh_PrepareVertices_Generic_Lock(int numvertices)4399 r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
4400 {
4401 size_t size;
4402 size = sizeof(r_vertexgeneric_t) * numvertices;
4403 if (gl_state.preparevertices_tempdatamaxsize < size)
4404 {
4405 gl_state.preparevertices_tempdatamaxsize = size;
4406 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4407 }
4408 gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
4409 gl_state.preparevertices_numvertices = numvertices;
4410 return gl_state.preparevertices_vertexgeneric;
4411 }
4412
R_Mesh_PrepareVertices_Generic_Unlock(void)4413 qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
4414 {
4415 R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
4416 gl_state.preparevertices_vertexgeneric = NULL;
4417 gl_state.preparevertices_numvertices = 0;
4418 return true;
4419 }
4420
R_Mesh_PrepareVertices_Generic_Arrays(int numvertices,const float * vertex3f,const float * color4f,const float * texcoord2f)4421 void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
4422 {
4423 int i;
4424 r_vertexgeneric_t *vertex;
4425 switch(vid.renderpath)
4426 {
4427 case RENDERPATH_GL20:
4428 case RENDERPATH_GLES2:
4429 if (gl_state.usevbo_dynamicvertex)
4430 {
4431 r_meshbuffer_t *buffer_vertex3f = NULL;
4432 r_meshbuffer_t *buffer_color4f = NULL;
4433 r_meshbuffer_t *buffer_texcoord2f = NULL;
4434 int bufferoffset_vertex3f = 0;
4435 int bufferoffset_color4f = 0;
4436 int bufferoffset_texcoord2f = 0;
4437 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4438 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4439 buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
4440 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4441 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4442 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
4443 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4444 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4445 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
4446 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4447 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4448 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4449 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4450 }
4451 else if (!vid.useinterleavedarrays)
4452 {
4453 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4454 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4455 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4456 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4457 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4458 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4459 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4460 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4461 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4462 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4463 return;
4464 }
4465 break;
4466 case RENDERPATH_GL11:
4467 case RENDERPATH_GL13:
4468 case RENDERPATH_GLES1:
4469 if (!vid.useinterleavedarrays)
4470 {
4471 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4472 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4473 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
4474 if (vid.texunits >= 2)
4475 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4476 if (vid.texunits >= 3)
4477 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4478 return;
4479 }
4480 break;
4481 case RENDERPATH_D3D9:
4482 case RENDERPATH_D3D10:
4483 case RENDERPATH_D3D11:
4484 break;
4485 case RENDERPATH_SOFT:
4486 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4487 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4488 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoord2f);
4489 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(float[2]), NULL);
4490 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(float[2]), NULL);
4491 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(float[2]), NULL);
4492 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), NULL);
4493 return;
4494 }
4495
4496 // no quick path for this case, convert to vertex structs
4497 vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
4498 for (i = 0;i < numvertices;i++)
4499 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4500 if (color4f)
4501 {
4502 for (i = 0;i < numvertices;i++)
4503 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4504 }
4505 else
4506 {
4507 for (i = 0;i < numvertices;i++)
4508 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4509 }
4510 if (texcoord2f)
4511 for (i = 0;i < numvertices;i++)
4512 Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
4513 R_Mesh_PrepareVertices_Generic_Unlock();
4514 R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
4515 }
4516
R_Mesh_PrepareVertices_Generic(int numvertices,const r_vertexgeneric_t * vertex,const r_meshbuffer_t * vertexbuffer,int bufferoffset)4517 void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4518 {
4519 // upload temporary vertexbuffer for this rendering
4520 if (!gl_state.usevbo_staticvertex)
4521 vertexbuffer = NULL;
4522 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4523 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4524 switch(vid.renderpath)
4525 {
4526 case RENDERPATH_GL20:
4527 case RENDERPATH_GLES2:
4528 if (vertexbuffer)
4529 {
4530 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4531 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4532 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4533 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4534 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4535 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4536 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4537 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4538 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4539 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4540 }
4541 else
4542 {
4543 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4544 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4545 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4546 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4547 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4548 R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4549 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4550 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4551 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4552 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4553 }
4554 break;
4555 case RENDERPATH_GL13:
4556 case RENDERPATH_GLES1:
4557 if (vertexbuffer)
4558 {
4559 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4560 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4561 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4562 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4563 }
4564 else
4565 {
4566 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4567 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4568 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4569 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4570 }
4571 break;
4572 case RENDERPATH_GL11:
4573 if (vertexbuffer)
4574 {
4575 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4576 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4577 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
4578 }
4579 else
4580 {
4581 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4582 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4583 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
4584 }
4585 break;
4586 case RENDERPATH_D3D9:
4587 #ifdef SUPPORTD3D
4588 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
4589 if (vertexbuffer)
4590 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4591 else
4592 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4593 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4594 gl_state.d3dvertexdata = (void *)vertex;
4595 gl_state.d3dvertexsize = sizeof(*vertex);
4596 #endif
4597 break;
4598 case RENDERPATH_D3D10:
4599 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4600 break;
4601 case RENDERPATH_D3D11:
4602 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4603 break;
4604 case RENDERPATH_SOFT:
4605 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4606 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4607 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoord2f);
4608 DPSOFTRAST_SetTexCoordPointer(1, 2, sizeof(*vertex), NULL);
4609 DPSOFTRAST_SetTexCoordPointer(2, 2, sizeof(*vertex), NULL);
4610 DPSOFTRAST_SetTexCoordPointer(3, 2, sizeof(*vertex), NULL);
4611 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), NULL);
4612 break;
4613 }
4614 }
4615
4616
4617
R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)4618 r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
4619 {
4620 size_t size;
4621 size = sizeof(r_vertexmesh_t) * numvertices;
4622 if (gl_state.preparevertices_tempdatamaxsize < size)
4623 {
4624 gl_state.preparevertices_tempdatamaxsize = size;
4625 gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
4626 }
4627 gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
4628 gl_state.preparevertices_numvertices = numvertices;
4629 return gl_state.preparevertices_vertexmesh;
4630 }
4631
R_Mesh_PrepareVertices_Mesh_Unlock(void)4632 qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
4633 {
4634 R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
4635 gl_state.preparevertices_vertexmesh = NULL;
4636 gl_state.preparevertices_numvertices = 0;
4637 return true;
4638 }
4639
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)4640 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)
4641 {
4642 int i;
4643 r_vertexmesh_t *vertex;
4644 switch(vid.renderpath)
4645 {
4646 case RENDERPATH_GL20:
4647 case RENDERPATH_GLES2:
4648 if (gl_state.usevbo_dynamicvertex)
4649 {
4650 r_meshbuffer_t *buffer_vertex3f = NULL;
4651 r_meshbuffer_t *buffer_color4f = NULL;
4652 r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
4653 r_meshbuffer_t *buffer_svector3f = NULL;
4654 r_meshbuffer_t *buffer_tvector3f = NULL;
4655 r_meshbuffer_t *buffer_normal3f = NULL;
4656 r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
4657 int bufferoffset_vertex3f = 0;
4658 int bufferoffset_color4f = 0;
4659 int bufferoffset_texcoordtexture2f = 0;
4660 int bufferoffset_svector3f = 0;
4661 int bufferoffset_tvector3f = 0;
4662 int bufferoffset_normal3f = 0;
4663 int bufferoffset_texcoordlightmap2f = 0;
4664 buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
4665 buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
4666 buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
4667 buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
4668 buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
4669 buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
4670 buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
4671 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
4672 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
4673 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
4674 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
4675 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
4676 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
4677 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
4678 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
4679 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4680 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
4681 }
4682 else if (!vid.useinterleavedarrays)
4683 {
4684 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4685 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4686 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4687 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
4688 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
4689 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
4690 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4691 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4692 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4693 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
4694 return;
4695 }
4696 break;
4697 case RENDERPATH_GL11:
4698 case RENDERPATH_GL13:
4699 case RENDERPATH_GLES1:
4700 if (!vid.useinterleavedarrays)
4701 {
4702 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
4703 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
4704 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
4705 if (vid.texunits >= 2)
4706 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
4707 if (vid.texunits >= 3)
4708 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
4709 return;
4710 }
4711 break;
4712 case RENDERPATH_D3D9:
4713 case RENDERPATH_D3D10:
4714 case RENDERPATH_D3D11:
4715 break;
4716 case RENDERPATH_SOFT:
4717 DPSOFTRAST_SetVertexPointer(vertex3f, sizeof(float[3]));
4718 DPSOFTRAST_SetColorPointer(color4f, sizeof(float[4]));
4719 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(float[2]), texcoordtexture2f);
4720 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(float[3]), svector3f);
4721 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(float[3]), tvector3f);
4722 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(float[3]), normal3f);
4723 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(float[2]), texcoordlightmap2f);
4724 return;
4725 }
4726
4727 vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
4728 for (i = 0;i < numvertices;i++)
4729 VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
4730 if (svector3f)
4731 for (i = 0;i < numvertices;i++)
4732 VectorCopy(svector3f + 3*i, vertex[i].svector3f);
4733 if (tvector3f)
4734 for (i = 0;i < numvertices;i++)
4735 VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
4736 if (normal3f)
4737 for (i = 0;i < numvertices;i++)
4738 VectorCopy(normal3f + 3*i, vertex[i].normal3f);
4739 if (color4f)
4740 {
4741 for (i = 0;i < numvertices;i++)
4742 Vector4Copy(color4f + 4*i, vertex[i].color4f);
4743 }
4744 else
4745 {
4746 for (i = 0;i < numvertices;i++)
4747 Vector4Copy(gl_state.color4f, vertex[i].color4f);
4748 }
4749 if (texcoordtexture2f)
4750 for (i = 0;i < numvertices;i++)
4751 Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
4752 if (texcoordlightmap2f)
4753 for (i = 0;i < numvertices;i++)
4754 Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
4755 R_Mesh_PrepareVertices_Mesh_Unlock();
4756 R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
4757 }
4758
R_Mesh_PrepareVertices_Mesh(int numvertices,const r_vertexmesh_t * vertex,const r_meshbuffer_t * vertexbuffer,int bufferoffset)4759 void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
4760 {
4761 // upload temporary vertexbuffer for this rendering
4762 if (!gl_state.usevbo_staticvertex)
4763 vertexbuffer = NULL;
4764 if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
4765 vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
4766 switch(vid.renderpath)
4767 {
4768 case RENDERPATH_GL20:
4769 case RENDERPATH_GLES2:
4770 if (vertexbuffer)
4771 {
4772 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4773 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4774 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4775 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
4776 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
4777 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
4778 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4779 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4780 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
4781 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
4782 }
4783 else
4784 {
4785 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4786 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4787 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4788 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
4789 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
4790 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
4791 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4792 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
4793 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
4794 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
4795 }
4796 break;
4797 case RENDERPATH_GL13:
4798 case RENDERPATH_GLES1:
4799 if (vertexbuffer)
4800 {
4801 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4802 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4803 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4804 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
4805 }
4806 else
4807 {
4808 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4809 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4810 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4811 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
4812 }
4813 break;
4814 case RENDERPATH_GL11:
4815 if (vertexbuffer)
4816 {
4817 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
4818 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
4819 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
4820 }
4821 else
4822 {
4823 R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
4824 R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
4825 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
4826 }
4827 break;
4828 case RENDERPATH_D3D9:
4829 #ifdef SUPPORTD3D
4830 IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
4831 if (vertexbuffer)
4832 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, bufferoffset, sizeof(*vertex));
4833 else
4834 IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
4835 gl_state.d3dvertexbuffer = (void *)vertexbuffer;
4836 gl_state.d3dvertexdata = (void *)vertex;
4837 gl_state.d3dvertexsize = sizeof(*vertex);
4838 #endif
4839 break;
4840 case RENDERPATH_D3D10:
4841 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4842 break;
4843 case RENDERPATH_D3D11:
4844 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4845 break;
4846 case RENDERPATH_SOFT:
4847 DPSOFTRAST_SetVertexPointer(vertex->vertex3f, sizeof(*vertex));
4848 DPSOFTRAST_SetColorPointer(vertex->color4f, sizeof(*vertex));
4849 DPSOFTRAST_SetTexCoordPointer(0, 2, sizeof(*vertex), vertex->texcoordtexture2f);
4850 DPSOFTRAST_SetTexCoordPointer(1, 3, sizeof(*vertex), vertex->svector3f);
4851 DPSOFTRAST_SetTexCoordPointer(2, 3, sizeof(*vertex), vertex->tvector3f);
4852 DPSOFTRAST_SetTexCoordPointer(3, 3, sizeof(*vertex), vertex->normal3f);
4853 DPSOFTRAST_SetTexCoordPointer(4, 2, sizeof(*vertex), vertex->texcoordlightmap2f);
4854 break;
4855 }
4856 }
4857
GL_BlendEquationSubtract(qboolean negated)4858 void GL_BlendEquationSubtract(qboolean negated)
4859 {
4860 if(negated)
4861 {
4862 switch(vid.renderpath)
4863 {
4864 case RENDERPATH_GL11:
4865 case RENDERPATH_GL13:
4866 case RENDERPATH_GL20:
4867 case RENDERPATH_GLES1:
4868 case RENDERPATH_GLES2:
4869 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT);
4870 break;
4871 case RENDERPATH_D3D9:
4872 #ifdef SUPPORTD3D
4873 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
4874 #endif
4875 break;
4876 case RENDERPATH_D3D10:
4877 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4878 break;
4879 case RENDERPATH_D3D11:
4880 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4881 break;
4882 case RENDERPATH_SOFT:
4883 DPSOFTRAST_BlendSubtract(true);
4884 break;
4885 }
4886 }
4887 else
4888 {
4889 switch(vid.renderpath)
4890 {
4891 case RENDERPATH_GL11:
4892 case RENDERPATH_GL13:
4893 case RENDERPATH_GL20:
4894 case RENDERPATH_GLES1:
4895 case RENDERPATH_GLES2:
4896 qglBlendEquationEXT(GL_FUNC_ADD);
4897 break;
4898 case RENDERPATH_D3D9:
4899 #ifdef SUPPORTD3D
4900 IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
4901 #endif
4902 break;
4903 case RENDERPATH_D3D10:
4904 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4905 break;
4906 case RENDERPATH_D3D11:
4907 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4908 break;
4909 case RENDERPATH_SOFT:
4910 DPSOFTRAST_BlendSubtract(false);
4911 break;
4912 }
4913 }
4914 }
4915