#define STRINGIFY2(arg) #arg
#define STRINGIFY(arg) STRINGIFY2(arg)
-extern const char *buildstring;
const char *buildstring = __TIME__ " " __DATE__
#ifdef SVNREVISION
" " STRINGIFY(SVNREVISION)
return;
CHECKGLERROR
- if (r_speeds.integer == 2 && qglFinish)
+ if (r_speeds.integer == 2)
qglFinish();
CHECKGLERROR
r_timereport_temp = r_timereport_current;
CHECKGLERROR
// speed is critical here, so do saving as directly as possible
- GL_ReadPixelsBGRA(x, y, vid.width, vid.height, cls.capturevideo.screenbuffer);
-
+ qglReadPixels (x, y, vid.width, vid.height, GL_BGRA, GL_UNSIGNED_BYTE, cls.capturevideo.screenbuffer);CHECKGLERROR
SCR_ScaleDownBGRA (cls.capturevideo.screenbuffer, vid.width, vid.height, cls.capturevideo.outbuffer, width, height);
cls.capturevideo.videoframes(newframestepframenum - cls.capturevideo.framestepframe);
int indices[4] = {0,1,2,3}; // BGRA
qboolean ret;
- GL_ReadPixelsBGRA(x, y, width, height, buffer1);
+ CHECKGLERROR
+ qglReadPixels (x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer1);CHECKGLERROR
if(gammacorrect && (scr_screenshot_gammaboost.value != 1 || WANT_SCREENSHOT_HWGAMMA))
{
extern void R_UpdateFogColor(void);
void R_ClearScreen(qboolean fogcolor)
{
- float clearcolor[4];
// clear to black
- Vector4Clear(clearcolor);
+ CHECKGLERROR
if (fogcolor)
{
R_UpdateFogColor();
- VectorCopy(r_refdef.fogcolor, clearcolor);
+ qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
+ }
+ else
+ {
+ qglClearColor(0,0,0,0);CHECKGLERROR
+ }
+ qglClearDepth(1);CHECKGLERROR
+ if (vid.stencil)
+ {
+ // LordHavoc: we use a stencil centered around 128 instead of 0,
+ // to avoid clamping interfering with strange shadow volume
+ // drawing orders
+ qglClearStencil(128);CHECKGLERROR
}
- // clear depth is 1.0
- // LordHavoc: we use a stencil centered around 128 instead of 0,
- // to avoid clamping interfering with strange shadow volume
- // drawing orders
// clear the screen
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0));
+ // set dithering mode
+ if (gl_dither.integer)
+ {
+ qglEnable(GL_DITHER);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_DITHER);CHECKGLERROR
+ }
}
qboolean CL_VM_UpdateView (void);
loadingscreentexture_h = vid.height / (float) h;
}
- loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
+ loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height);
loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0;
// release mouse grab while loading
if (!vid.fullscreen)
VID_SetMouse(false, false, false);
-// CHECKGLERROR
- r_refdef.draw2dstage = true;
+ CHECKGLERROR
R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
R_SetViewport(&viewport);
- GL_ColorMask(1,1,1,1);
+ //qglDisable(GL_SCISSOR_TEST);CHECKGLERROR
+ //qglDepthMask(1);CHECKGLERROR
+ qglColorMask(1,1,1,1);CHECKGLERROR
+ qglClearColor(0,0,0,0);CHECKGLERROR
// when starting up a new video mode, make sure the screen is cleared to black
if (clear)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
+ qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
R_Textures_Frame();
R_Mesh_Start();
R_EntityMatrix(&identitymatrix);
R_Mesh_Finish();
// refresh
VID_Finish();
+ // however this IS necessary on Windows Vista
+ qglFinish();
}
void SCR_UpdateLoadingScreen (qboolean clear)
}
else
{
- if (qglDrawBuffer)
- qglDrawBuffer(GL_BACK);
+ qglDrawBuffer(GL_BACK);
SCR_DrawLoadingScreen(clear);
}
SCR_DrawLoadingScreen_SharedFinish(clear);
double rendertime1;
float conwidth, conheight;
float f;
- r_viewport_t viewport;
Sbar_ShowFPS_Update();
}
if (vid_hidden)
- {
- VID_Finish();
return;
- }
rendertime1 = Sys_DoubleTime();
SCR_SetUpToDrawConsole();
- if (qglDrawBuffer)
- {
- CHECKGLERROR
- qglDrawBuffer(GL_BACK);CHECKGLERROR
- // set dithering mode
- if (gl_dither.integer)
- {
- qglEnable(GL_DITHER);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_DITHER);CHECKGLERROR
- }
- }
-
- R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
- R_SetViewport(&viewport);
- GL_ScissorTest(false);
- GL_ColorMask(1,1,1,1);
- GL_DepthMask(true);
-
+ CHECKGLERROR
+ qglDrawBuffer(GL_BACK);CHECKGLERROR
+ qglViewport(0, 0, vid.width, vid.height);CHECKGLERROR
+ qglDisable(GL_SCISSOR_TEST);CHECKGLERROR
+ qglDepthMask(1);CHECKGLERROR
+ qglColorMask(1,1,1,1);CHECKGLERROR
+ qglClearColor(0,0,0,0);CHECKGLERROR
R_ClearScreen(false);
r_refdef.view.clear = false;
r_refdef.view.isoverlay = false;
}
}
+ CHECKGLERROR
if (R_Stereo_Active())
{
matrix4x4_t originalmatrix = r_refdef.view.matrix;
}
else
SCR_DrawScreen();
+ CHECKGLERROR
SCR_CaptureVideo();
- if (qglFlush)
- qglFlush(); // FIXME: should we really be using qglFlush here?
-
// quality adjustment according to render time
+ CHECKGLERROR
+ qglFlush(); // FIXME: should we really be using qglFlush here?
cl_updatescreen_rendertime += ((Sys_DoubleTime() - rendertime1) - cl_updatescreen_rendertime) * bound(0, cl_minfps_fade.value, 1);
if (cl_minfps.value > 0 && cl_updatescreen_rendertime > 0 && !cls.timedemo && (!cls.capturevideo.active || !cls.capturevideo.realtime))
cl_updatescreen_quality = 1 / (cl_updatescreen_rendertime * cl_minfps.value);
<Tool\r
Name="VCCLCompilerTool"\r
Optimization="0"\r
- PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;WIN32_LEAN_AND_MEAN;SUPPORTDIRECTX;SUPPORTD3D"\r
+ PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"\r
MinimalRebuild="true"\r
BasicRuntimeChecks="3"\r
RuntimeLibrary="3"\r
UsePrecompiledHeader="0"\r
WarningLevel="4"\r
DebugInformationFormat="4"\r
- DisableSpecificWarnings="4706;4127;4100;4055;4054;4244;4305;4702;4201;4611"\r
+ DisableSpecificWarnings="4706;4127;4100;4055;4054;4244;4305;4702"\r
/>\r
<Tool\r
Name="VCManagedResourceCompilerTool"\r
Name="VCCLCompilerTool"\r
Optimization="2"\r
EnableIntrinsicFunctions="true"\r
- PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;WIN32_LEAN_AND_MEAN;SUPPORTDIRECTX;SUPPORTD3D"\r
+ PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"\r
RuntimeLibrary="2"\r
EnableFunctionLevelLinking="true"\r
UsePrecompiledHeader="0"\r
WarningLevel="3"\r
DebugInformationFormat="3"\r
- DisableSpecificWarnings="4706;4127;4100;4055;4054;4244;4305;4702;4201;4611"\r
+ DisableSpecificWarnings="4706;4127;4100;4055;4054;4244;4305;4702"\r
/>\r
<Tool\r
Name="VCManagedResourceCompilerTool"\r
<File\r
RelativePath=".\bih.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
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- CompileAs="2"\r
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- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
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- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\builddate.c"\r
>\r
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- Name="Debug|Win32"\r
- >\r
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- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cap_avi.c"\r
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- >\r
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- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
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- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cap_ogg.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
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- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
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- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cd_shared.c"\r
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- >\r
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- <FileConfiguration\r
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- >\r
- <Tool\r
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- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cd_win.c"\r
>\r
- <FileConfiguration\r
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- >\r
- <Tool\r
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- CompileAs="2"\r
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- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
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- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cl_collision.c"\r
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- <FileConfiguration\r
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</File>\r
<File\r
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- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cl_dyntexture.c"\r
>\r
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- >\r
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- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
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- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cl_gecko.c"\r
>\r
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- >\r
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- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
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</File>\r
<File\r
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>\r
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- >\r
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</File>\r
<File\r
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<File\r
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<File\r
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</File>\r
<File\r
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- >\r
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- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\cl_video.c"\r
>\r
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- CompileAs="2"\r
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- >\r
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- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\clvm_cmds.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
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- <FileConfiguration\r
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- </FileConfiguration>\r
</File>\r
<File\r
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>\r
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</File>\r
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</File>\r
<File\r
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<File\r
RelativePath=".\sys_shared.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\sys_win.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\utf8lib.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\vid_shared.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\vid_wgl.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\view.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\wad.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\world.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
<File\r
RelativePath=".\zone.c"\r
>\r
- <FileConfiguration\r
- Name="Debug|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
- <FileConfiguration\r
- Name="Release|Win32"\r
- >\r
- <Tool\r
- Name="VCCLCompilerTool"\r
- CompileAs="2"\r
- />\r
- </FileConfiguration>\r
</File>\r
</Filter>\r
<Filter\r
#include "quakedef.h"
#include "cl_collision.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-#define MAX_RENDERTARGETS 4
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
size_t pointer_texcoord_offset;
- rtexture_t *texture;
int t2d, t3d, tcubemap, trectangle;
int arrayenabled;
int rgbscale, alphascale;
int cullfaceenable;
int blendfunc1;
int blendfunc2;
- qboolean blend;
+ int blend;
GLboolean depthmask;
int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
int depthtest;
- int depthfunc;
float depthrange[2];
float polygonoffset[2];
int alphatest;
- int alphafunc;
- float alphafuncvalue;
int scissortest;
unsigned int unit;
unsigned int clientunit;
int lockrange_count;
int vertexbufferobject;
int elementbufferobject;
- int framebufferobject;
qboolean pointer_color_enabled;
int pointer_vertex_components;
memexpandablearray_t meshbufferarray;
qboolean active;
-
-#ifdef SUPPORTD3D
- rtexture_t *d3drt_depthtexture;
- rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
- IDirect3DSurface9 *d3drt_depthsurface;
- IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
- IDirect3DSurface9 *d3drt_backbufferdepthsurface;
- IDirect3DSurface9 *d3drt_backbuffercolorsurface;
-#endif
}
gl_state_t;
static void GL_Backend_ResetState(void);
-static void R_Mesh_InitVertexDeclarations(void);
-static void R_Mesh_DestroyVertexDeclarations(void);
-
static void gl_backend_start(void)
{
memset(&gl_state, 0, sizeof(gl_state));
- R_Mesh_InitVertexDeclarations();
-
gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
CHECKGLERROR
GL_Backend_ResetState();
-
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
}
static void gl_backend_shutdown(void)
{
Con_DPrint("OpenGL Backend shutting down\n");
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
if (gl_state.preparevertices_tempdata)
Mem_Free(gl_state.preparevertices_tempdata);
if (gl_state.preparevertices_dynamicvertexbuffer)
Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
- R_Mesh_DestroyVertexDeclarations();
-
memset(&gl_state, 0, sizeof(gl_state));
}
{
}
-static void gl_backend_devicelost(void)
-{
- int i, endindex;
- r_meshbuffer_t *buffer;
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
- for (i = 0;i < endindex;i++)
- {
- buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
- if (!buffer || !buffer->isdynamic)
- continue;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (buffer->devicebuffer)
- {
- if (buffer->isindexbuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
- else
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
-}
-
-static void gl_backend_devicerestored(void)
-{
-}
-
void gl_backend_init(void)
{
int i;
Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
+ R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL);
}
void GL_SetMirrorState(qboolean state);
memset(m, 0, sizeof(m));
m[0] = 2/(right - left);
m[5] = 2/(top - bottom);
-// m[10] = -2/(zFar - zNear);
- m[10] = -1/(zFar - zNear);
+ m[10] = -2/(zFar - zNear);
m[12] = - (right + left)/(right - left);
m[13] = - (top + bottom)/(top - bottom);
-// m[14] = - (zFar + zNear)/(zFar - zNear);
- m[14] = -zNear/(zFar-zNear);
+ m[14] = - (zFar + zNear)/(zFar - zNear);
m[15] = 1;
v->screentodepth[0] = -farclip / (farclip - nearclip);
v->screentodepth[1] = farclip * nearclip / (farclip - nearclip);
Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- break;
- case RENDERPATH_D3D9:
- m[5] *= -1;
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
if (nearplane)
R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
float m[16];
gl_viewport = *v;
+ CHECKGLERROR
+ qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+
// FIXME: v_flipped_state is evil, this probably breaks somewhere
GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP));
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
-// CHECKGLERROR
-// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- CHECKGLERROR
- qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
// Load the projection matrix into OpenGL
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
qglLoadMatrixf(m);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DVIEWPORT9 d3dviewport;
- d3dviewport.X = gl_viewport.x;
- d3dviewport.Y = gl_viewport.y;
- d3dviewport.Width = gl_viewport.width;
- d3dviewport.Height = gl_viewport.height;
- d3dviewport.MinZ = gl_state.depthrange[0];
- d3dviewport.MaxZ = gl_state.depthrange[1];
- IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
// force an update of the derived matrices
{
gl_state.vertexbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
}
}
{
gl_state.elementbufferobject = bufferobject;
CHECKGLERROR
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR
- }
-}
-
-int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
-{
- int temp;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (!vid.support.ext_framebuffer_object)
- return 0;
- qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR
- R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL);
- if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR
- if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR
- if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR
- if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR
- if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR
- return temp;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- return 1;
- }
- return 0;
-}
-
-void R_Mesh_DestroyFramebufferObject(int fbo)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (fbo)
- qglDeleteFramebuffersEXT(1, (GLuint*)&fbo);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
-}
-
-void R_Mesh_ResetRenderTargets(void)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (gl_state.framebufferobject)
- {
- gl_state.framebufferobject = 0;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (gl_state.framebufferobject)
- {
- unsigned int i;
- gl_state.framebufferobject = 0;
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
- gl_state.d3drt_depthsurface = NULL;
- for (i = 1;i < vid.maxdrawbuffers;i++)
- {
- if (gl_state.d3drt_colorsurfaces[i])
- {
- gl_state.d3drt_colorsurfaces[i] = NULL;
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
- }
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-}
-
-void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4)
-{
- unsigned int i;
- unsigned int j;
- rtexture_t *textures[5];
- Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4);
- textures[4] = depthtexture;
- // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target
- for (j = 0;j < 5;j++)
- if (textures[j])
- for (i = 0;i < vid.teximageunits;i++)
- if (gl_state.units[i].texture == textures[j])
- R_Mesh_TexBind(i, NULL);
- // set up framebuffer object or render targets for the active rendering API
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (gl_state.framebufferobject != fbo)
- {
- gl_state.framebufferobject = fbo;
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- // set up the new render targets, a NULL depthtexture intentionally binds nothing
- // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
- if (fbo)
- {
- gl_state.framebufferobject = 1;
- gl_state.d3drt_depthtexture = depthtexture;
- if (gl_state.d3drt_depthtexture)
- {
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface);
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
- IDirect3DSurface9_Release(gl_state.d3drt_depthsurface);
- }
- else
- IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
- for (i = 0;i < vid.maxdrawbuffers;i++)
- {
- gl_state.d3drt_colortextures[i] = textures[i];
- if (gl_state.d3drt_colortextures[i])
- {
- IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
- IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
- }
- else
- IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
- }
- }
- else
- R_Mesh_ResetRenderTargets();
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-}
-
-#ifdef SUPPORTD3D
-static int d3dcmpforglfunc(int f)
-{
- switch(f)
- {
- case GL_NEVER: return D3DCMP_NEVER;
- case GL_LESS: return D3DCMP_LESS;
- case GL_EQUAL: return D3DCMP_EQUAL;
- case GL_LEQUAL: return D3DCMP_LESSEQUAL;
- case GL_GREATER: return D3DCMP_GREATER;
- case GL_NOTEQUAL: return D3DCMP_NOTEQUAL;
- case GL_GEQUAL: return D3DCMP_GREATEREQUAL;
- case GL_ALWAYS: return D3DCMP_ALWAYS;
- default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS;
- }
-}
-
-static int d3dstencilopforglfunc(int f)
-{
- switch(f)
- {
- case GL_KEEP: return D3DSTENCILOP_KEEP;
- case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps
- case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps
- default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP;
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);
+ CHECKGLERROR
}
}
-#endif
-
static void GL_Backend_ResetState(void)
{
gl_state.active = true;
gl_state.depthtest = true;
gl_state.alphatest = false;
- gl_state.alphafunc = GL_GEQUAL;
- gl_state.alphafuncvalue = 0.5f;
gl_state.blendfunc1 = GL_ONE;
gl_state.blendfunc2 = GL_ZERO;
gl_state.blend = false;
gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
gl_state.lockrange_first = 0;
gl_state.lockrange_count = 0;
- gl_state.cullface = GL_NONE;
- gl_state.cullfaceenable = false;
+ gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces
+ gl_state.cullfaceenable = true;
gl_state.polygonoffset[0] = 0;
gl_state.polygonoffset[1] = 0;
- gl_state.framebufferobject = 0;
- gl_state.depthfunc = GL_LEQUAL;
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
- }
-#endif
- break;
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
+ CHECKGLERROR
- qglColorMask(1, 1, 1, 1);CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- qglDisable(GL_BLEND);CHECKGLERROR
- qglCullFace(gl_state.cullface);CHECKGLERROR
- qglDisable(GL_CULL_FACE);CHECKGLERROR
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(gl_state.depthmask);CHECKGLERROR
- qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
- if (vid.support.arb_vertex_buffer_object)
- {
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- }
+ qglColorMask(1, 1, 1, 1);
+ qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- if (vid.support.ext_framebuffer_object)
- {
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
+ if (vid.support.arb_vertex_buffer_object)
+ {
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ }
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ if (vid.support.ext_framebuffer_object)
+ {
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglColor4f(1, 1, 1, 1);CHECKGLERROR
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
- if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
+ GL_Color(0, 0, 0, 0);
+ GL_Color(1, 1, 1, 1);
+
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
for (i = 0;i < vid.teximageunits;i++)
{
GL_ActiveTexture(i);
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- CHECKGLERROR
-
- qglColorMask(1, 1, 1, 1);CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- qglDisable(GL_BLEND);CHECKGLERROR
- qglCullFace(gl_state.cullface);CHECKGLERROR
- qglDisable(GL_CULL_FACE);CHECKGLERROR
- qglDepthFunc(GL_LEQUAL);CHECKGLERROR
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- qglDepthMask(gl_state.depthmask);CHECKGLERROR
- qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
-
- if (vid.support.arb_vertex_buffer_object)
- {
- qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- }
-
- if (vid.support.ext_framebuffer_object)
- {
- qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
-
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR
- qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
-
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR
- qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
- qglColor4f(1, 1, 1, 1);CHECKGLERROR
-
- if (vid.support.ext_framebuffer_object)
- qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject);
-
- gl_state.unit = MAX_TEXTUREUNITS;
- gl_state.clientunit = MAX_TEXTUREUNITS;
for (i = 0;i < vid.texunits;i++)
{
GL_ActiveTexture(i);
if (gl_state.unit != num)
{
gl_state.unit = num;
- switch(vid.renderpath)
+ if (qglActiveTexture)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (qglActiveTexture)
- {
- CHECKGLERROR
- qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
+ CHECKGLERROR
+ qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit);
+ CHECKGLERROR
}
}
}
if (gl_state.clientunit != num)
{
gl_state.clientunit = num;
- switch(vid.renderpath)
+ if (qglActiveTexture)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (qglActiveTexture)
- {
- CHECKGLERROR
- qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
+ CHECKGLERROR
+ qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit);
+ CHECKGLERROR
}
}
}
{
if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
{
- qboolean blendenable;
- gl_state.blendfunc1 = blendfunc1;
- gl_state.blendfunc2 = blendfunc2;
- blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO);
- switch(vid.renderpath)
+ CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
+ if (gl_state.blendfunc2 == GL_ZERO)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
- if (gl_state.blend != blendenable)
+ if (gl_state.blendfunc1 == GL_ONE)
{
- gl_state.blend = blendenable;
- if (!gl_state.blend)
+ if (gl_state.blend)
{
+ gl_state.blend = 0;
qglDisable(GL_BLEND);CHECKGLERROR
}
- else
- {
- qglEnable(GL_BLEND);CHECKGLERROR
- }
}
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+ else
{
- int i;
- int glblendfunc[2];
- D3DBLEND d3dblendfunc[2];
- glblendfunc[0] = gl_state.blendfunc1;
- glblendfunc[1] = gl_state.blendfunc2;
- for (i = 0;i < 2;i++)
- {
- switch(glblendfunc[i])
- {
- case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break;
- case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break;
- case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break;
- case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break;
- case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break;
- case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break;
- case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break;
- case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break;
- case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break;
- case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break;
- }
- }
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]);
- if (gl_state.blend != blendenable)
+ if (!gl_state.blend)
{
- gl_state.blend = blendenable;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend);
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
}
}
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ }
+ else
+ {
+ if (!gl_state.blend)
+ {
+ gl_state.blend = 1;
+ qglEnable(GL_BLEND);CHECKGLERROR
+ }
}
}
}
{
if (gl_state.depthmask != state)
{
- gl_state.depthmask = state;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglDepthMask(gl_state.depthmask);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ CHECKGLERROR
+ qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
}
}
if (gl_state.depthtest != state)
{
gl_state.depthtest = state;
- switch(vid.renderpath)
+ CHECKGLERROR
+ if (gl_state.depthtest)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (gl_state.depthtest)
- {
- qglEnable(GL_DEPTH_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_DEPTH_TEST);CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
}
- }
-}
-
-void GL_DepthFunc(int state)
-{
- if (gl_state.depthfunc != state)
- {
- gl_state.depthfunc = state;
- switch(vid.renderpath)
+ else
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglDepthFunc(gl_state.depthfunc);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglDisable(GL_DEPTH_TEST);CHECKGLERROR
}
}
}
{
gl_state.depthrange[0] = nearfrac;
gl_state.depthrange[1] = farfrac;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DVIEWPORT9 d3dviewport;
- d3dviewport.X = gl_viewport.x;
- d3dviewport.Y = gl_viewport.y;
- d3dviewport.Width = gl_viewport.width;
- d3dviewport.Height = gl_viewport.height;
- d3dviewport.MinZ = gl_state.depthrange[0];
- d3dviewport.MaxZ = gl_state.depthrange[1];
- IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
-}
-
-void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask)
-{
- switch (vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (enable)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- }
- if (vid.support.ati_separate_stencil)
- {
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR
- qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR
- qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR
- }
- else if (vid.support.ext_stencil_two_side)
- {
- qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR
- qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR
- qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR
- qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-}
-
-void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask)
-{
- switch (vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (enable)
- {
- qglEnable(GL_STENCIL_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_STENCIL_TEST);CHECKGLERROR
- }
- if (vid.support.ext_stencil_two_side)
- {
- qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
- }
- qglStencilMask(writemask);CHECKGLERROR
- qglStencilOp(fail, zfail, zpass);CHECKGLERROR
- qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (vid.support.ati_separate_stencil)
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglDepthRange(nearfrac, farfrac);
}
}
{
gl_state.polygonoffset[0] = planeoffset;
gl_state.polygonoffset[1] = depthoffset;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]);
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ qglPolygonOffset(planeoffset, depthoffset);
}
}
void GL_SetMirrorState(qboolean state)
{
- if (v_flipped_state != state)
+ if(!state != !v_flipped_state)
{
- v_flipped_state = state;
- if (gl_state.cullface == GL_BACK)
- gl_state.cullface = GL_FRONT;
- else if (gl_state.cullface == GL_FRONT)
- gl_state.cullface = GL_BACK;
- else
- return;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglCullFace(gl_state.cullface);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ // change cull face mode!
+ if(gl_state.cullface == GL_BACK)
+ qglCullFace((gl_state.cullface = GL_FRONT));
+ else if(gl_state.cullface == GL_FRONT)
+ qglCullFace((gl_state.cullface = GL_BACK));
}
+ v_flipped_state = state;
}
void GL_CullFace(int state)
{
+ CHECKGLERROR
+
if(v_flipped_state)
{
if(state == GL_FRONT)
state = GL_FRONT;
}
- switch(vid.renderpath)
+ if (state != GL_NONE)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
-
- if (state != GL_NONE)
- {
- if (!gl_state.cullfaceenable)
- {
- gl_state.cullfaceenable = true;
- qglEnable(GL_CULL_FACE);CHECKGLERROR
- }
- if (gl_state.cullface != state)
- {
- gl_state.cullface = state;
- qglCullFace(gl_state.cullface);CHECKGLERROR
- }
- }
- else
+ if (!gl_state.cullfaceenable)
{
- if (gl_state.cullfaceenable)
- {
- gl_state.cullfaceenable = false;
- qglDisable(GL_CULL_FACE);CHECKGLERROR
- }
+ gl_state.cullfaceenable = true;
+ qglEnable(GL_CULL_FACE);CHECKGLERROR
}
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
if (gl_state.cullface != state)
{
gl_state.cullface = state;
- switch(gl_state.cullface)
- {
- case GL_NONE:
- gl_state.cullfaceenable = false;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE);
- break;
- case GL_FRONT:
- gl_state.cullfaceenable = true;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW);
- break;
- case GL_BACK:
- gl_state.cullfaceenable = true;
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW);
- break;
- }
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ }
+ }
+ else
+ {
+ if (gl_state.cullfaceenable)
+ {
+ gl_state.cullfaceenable = false;
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
}
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
if (gl_state.alphatest != state)
{
gl_state.alphatest = state;
- switch(vid.renderpath)
+ CHECKGLERROR
+ if (gl_state.alphatest)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (gl_state.alphatest)
- {
- qglEnable(GL_ALPHA_TEST);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_ALPHA_TEST);CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglEnable(GL_ALPHA_TEST);CHECKGLERROR
}
- }
-}
-
-void GL_AlphaFunc(int state, float value)
-{
- if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value)
- {
- gl_state.alphafunc = state;
- gl_state.alphafuncvalue = value;
- switch(vid.renderpath)
+ else
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc));
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglDisable(GL_ALPHA_TEST);CHECKGLERROR
}
}
}
void GL_ColorMask(int r, int g, int b, int a)
{
- // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA
- int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
+ int state = r*8 + g*4 + b*2 + a*1;
if (gl_state.colormask != state)
{
gl_state.colormask = state;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ CHECKGLERROR
+ qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
}
}
gl_state.color4f[1] = cg;
gl_state.color4f[2] = cb;
gl_state.color4f[3] = ca;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // no equivalent in D3D
- break;
- }
- }
-}
-
-void GL_Scissor (int x, int y, int width, int height)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
- qglScissor(x, y,width,height);
+ qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- RECT d3drect;
- d3drect.left = x;
- d3drect.top = y;
- d3drect.right = x + width;
- d3drect.bottom = y + height;
- IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
-void GL_ScissorTest(int state)
+void GL_Scissor (int x, int y, int width, int height)
{
- if (gl_state.scissortest != state)
- {
- gl_state.scissortest = state;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if(gl_state.scissortest)
- qglEnable(GL_SCISSOR_TEST);
- else
- qglDisable(GL_SCISSOR_TEST);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
+ CHECKGLERROR
+ qglScissor(x, y,width,height);
+ CHECKGLERROR
}
-void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
+void GL_ScissorTest(int state)
{
- static const float blackcolor[4] = {0, 0, 0, 0};
- // prevent warnings when trying to clear a buffer that does not exist
- if (!colorvalue)
- colorvalue = blackcolor;
- if (!vid.stencil)
- {
- mask &= ~GL_STENCIL_BUFFER_BIT;
- stencilvalue = 0;
- }
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (mask & GL_COLOR_BUFFER_BIT)
- {
- qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR
- }
- if (mask & GL_DEPTH_BUFFER_BIT)
- {
- qglClearDepth(depthvalue);CHECKGLERROR
- }
- if (mask & GL_STENCIL_BUFFER_BIT)
- {
- qglClearStencil(stencilvalue);CHECKGLERROR
- }
- qglClear(mask);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-}
+ if(gl_state.scissortest == state)
+ return;
-void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- // LordHavoc: we can't directly download the backbuffer because it may be
- // multisampled, and it may not be lockable, so we blit it to a lockable
- // surface of the same dimensions (but without multisample) to resolve the
- // multisample buffer to a normal image, and then lock that...
- IDirect3DSurface9 *stretchsurface = NULL;
- if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL)))
- {
- D3DLOCKED_RECT lockedrect;
- if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT)))
- {
- if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY)))
- {
- int line;
- unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y);
- for (line = 0;line < height;line++, row -= lockedrect.Pitch)
- memcpy(outpixels + line * width * 4, row, width * 4);
- IDirect3DSurface9_UnlockRect(stretchsurface);
- }
- }
- IDirect3DSurface9_Release(stretchsurface);
- }
- // code scraps
- //IDirect3DSurface9 *syssurface = NULL;
- //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL)))
- //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL)))
- //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface);
- //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface)))
- //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY)))
- //IDirect3DSurface9_UnlockRect(syssurface);
- //IDirect3DSurface9_Release(syssurface);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ CHECKGLERROR
+ if((gl_state.scissortest = state))
+ qglEnable(GL_SCISSOR_TEST);
+ else
+ qglDisable(GL_SCISSOR_TEST);
+ CHECKGLERROR
+}
+
+void GL_Clear(int mask)
+{
+ CHECKGLERROR
+ qglClear(mask);CHECKGLERROR
}
// called at beginning of frame
void R_Mesh_Start(void)
{
BACKENDACTIVECHECK
+ CHECKGLERROR
gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset);
return;
}
+ if (gl_state.pointer_vertex_pointer == NULL)
+ {
+ Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n");
+ return;
+ }
if (!gl_mesh_prefer_short_elements.integer)
{
if (element3i)
if (gl_state.draw_dynamicindexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true);
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true);
element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
element3s_bufferoffset = 0;
}
if (gl_state.draw_dynamicindexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
else
- gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false);
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true);
element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
element3i_bufferoffset = 0;
}
bufferoffset3i = element3i_bufferoffset;
bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
bufferoffset3s = element3s_bufferoffset;
+ CHECKGLERROR
r_refdef.stats.meshes++;
r_refdef.stats.meshes_elements += numelements;
if (gl_paranoid.integer)
}
}
}
+ CHECKGLERROR
}
if (r_render.integer || r_refdef.draw2dstage)
{
- switch(vid.renderpath)
+ CHECKGLERROR
+ if (gl_mesh_testmanualfeeding.integer)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- if (gl_mesh_testmanualfeeding.integer)
+ unsigned int i, j, element;
+ const GLfloat *p;
+ qglBegin(GL_TRIANGLES);
+ for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- unsigned int i, j, element;
- const GLfloat *p;
- qglBegin(GL_TRIANGLES);
- for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+ if (element3i)
+ element = element3i[i];
+ else if (element3s)
+ element = element3s[i];
+ else
+ element = firstvertex + i;
+ for (j = 0;j < vid.texarrayunits;j++)
{
- if (element3i)
- element = element3i[i];
- else if (element3s)
- element = element3s[i];
- else
- element = firstvertex + i;
- for (j = 0;j < vid.texarrayunits;j++)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
{
- if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
- {
- p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
- else
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
- }
- else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(p[0], p[1], p[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(p[0], p[1]);
- else
- qglTexCoord1f(p[0]);
- }
- }
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
+ p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
{
- const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
- }
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(s[0], s[1], s[2], s[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(s[0], s[1], s[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(s[0], s[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(s[0]);
- }
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
}
- else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+ else
{
- const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
- if (vid.texarrayunits > 1)
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
- }
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(p[0], p[1]);
else
- {
- if (gl_state.units[j].pointer_texcoord_components == 4)
- qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
- else if (gl_state.units[j].pointer_texcoord_components == 3)
- qglTexCoord3f(sb[0], sb[1], sb[2]);
- else if (gl_state.units[j].pointer_texcoord_components == 2)
- qglTexCoord2f(sb[0], sb[1]);
- else if (gl_state.units[j].pointer_texcoord_components == 1)
- qglTexCoord1f(sb[0]);
- }
+ qglTexCoord1f(p[0]);
}
}
- }
- if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
- {
- if (gl_state.pointer_color_gltype == GL_FLOAT)
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4f(p[0], p[1], p[2], p[3]);
+ const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(s[0]);
+ }
}
- else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
{
- const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
- qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+ }
+ else
+ {
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(sb[0]);
+ }
}
}
- if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+ }
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
+ {
+ if (gl_state.pointer_color_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
{
- p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
- if (gl_state.pointer_vertex_components == 4)
- qglVertex4f(p[0], p[1], p[2], p[3]);
- else if (gl_state.pointer_vertex_components == 3)
- qglVertex3f(p[0], p[1], p[2]);
- else
- qglVertex2f(p[0], p[1]);
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
}
}
- qglEnd();
+ if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+ if (gl_state.pointer_vertex_components == 4)
+ qglVertex4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.pointer_vertex_components == 3)
+ qglVertex3f(p[0], p[1], p[2]);
+ else
+ qglVertex2f(p[0], p[1]);
+ }
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ else if (bufferobject3s)
+ {
+ GL_BindEBO(bufferobject3s);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
CHECKGLERROR
}
- else if (bufferobject3s)
+ else
{
- GL_BindEBO(bufferobject3s);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
- CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
- CHECKGLERROR
- }
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ CHECKGLERROR
}
- else if (bufferobject3i)
+ }
+ else if (bufferobject3i)
+ {
+ GL_BindEBO(bufferobject3i);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- GL_BindEBO(bufferobject3i);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
- CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
- CHECKGLERROR
- }
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
+ CHECKGLERROR
}
- else if (element3s)
+ else
{
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
- CHECKGLERROR
- }
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ CHECKGLERROR
}
- else if (element3i)
+ }
+ else if (element3s)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- GL_BindEBO(0);
- if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
- {
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
- }
- else
- {
- qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
- CHECKGLERROR
- }
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s);
+ CHECKGLERROR
}
else
{
- qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s);
CHECKGLERROR
}
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
+ }
+ else if (element3i)
+ {
+ GL_BindEBO(0);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- if (element3s_indexbuffer)
- {
- IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer);
- IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles);
- }
- else if (element3i_indexbuffer)
- {
- IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer);
- IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles);
- }
- else
- IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
}
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i);
+ CHECKGLERROR
+ }
+ }
+ else
+ {
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ CHECKGLERROR
}
}
}
{
}
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic)
{
+ int bufferobject = 0;
+ void *devicebuffer = NULL;
r_meshbuffer_t *buffer;
if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)))
return NULL;
+ if (isindexbuffer)
+ {
+ r_refdef.stats.indexbufferuploadcount++;
+ r_refdef.stats.indexbufferuploadsize += size;
+ }
+ else
+ {
+ r_refdef.stats.vertexbufferuploadcount++;
+ r_refdef.stats.vertexbufferuploadsize += size;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglGenBuffersARB(1, (GLuint *)&bufferobject);
+ if (isindexbuffer)
+ GL_BindEBO(bufferobject);
+ else
+ GL_BindVBO(bufferobject);
+ qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+ break;
+ }
buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
memset(buffer, 0, sizeof(*buffer));
- buffer->bufferobject = 0;
- buffer->devicebuffer = NULL;
- buffer->size = 0;
+ buffer->bufferobject = bufferobject;
+ buffer->devicebuffer = devicebuffer;
+ buffer->size = size;
buffer->isindexbuffer = isindexbuffer;
buffer->isdynamic = isdynamic;
- buffer->isindex16 = isindex16;
strlcpy(buffer->name, name, sizeof(buffer->name));
- R_Mesh_UpdateMeshBuffer(buffer, data, size);
return buffer;
}
void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
{
- if (!buffer)
+ if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer))
return;
if (buffer->isindexbuffer)
{
case RENDERPATH_GL13:
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- if (!buffer->bufferobject)
- qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject);
if (buffer->isindexbuffer)
GL_BindEBO(buffer->bufferobject);
else
GL_BindVBO(buffer->bufferobject);
qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- int result;
- void *datapointer = NULL;
- if (buffer->isindexbuffer)
- {
- IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
- if (size != buffer->size || !buffer->devicebuffer)
- {
- if (buffer->devicebuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL)))
- Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, result);
- buffer->devicebuffer = (void *)d3d9indexbuffer;
- buffer->size = size;
- }
- if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
- {
- if (data)
- memcpy(datapointer, data, size);
- else
- memset(datapointer, 0, size);
- IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer);
- }
- }
- else
- {
- IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
- if (size != buffer->size || !buffer->devicebuffer)
- {
- if (buffer->devicebuffer)
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
- buffer->devicebuffer = NULL;
- if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL)))
- Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, result);
- buffer->devicebuffer = (void *)d3d9vertexbuffer;
- buffer->size = size;
- }
- if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0)))
- {
- if (data)
- memcpy(datapointer, data, size);
- else
- memset(datapointer, 0, size);
- IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer);
- }
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
case RENDERPATH_CGGL:
qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (buffer->devicebuffer)
- {
- if (buffer->isindexbuffer)
- IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
- else
- IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_TexBind(0, tex);
- GL_ActiveTexture(0);CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- IDirect3DSurface9 *currentsurface = NULL;
- IDirect3DSurface9 *texturesurface = NULL;
- RECT sourcerect;
- RECT destrect;
- sourcerect.left = sx;
- sourcerect.top = sy;
- sourcerect.right = sx + width;
- sourcerect.bottom = sy + height;
- destrect.left = tx;
- destrect.top = ty;
- destrect.right = tx + width;
- destrect.bottom = ty + height;
- if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface)))
- {
- if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface)))
- {
- IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE);
- IDirect3DSurface9_Release(currentsurface);
- }
- IDirect3DSurface9_Release(texturesurface);
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ R_Mesh_TexBind(0, tex);
+ GL_ActiveTexture(0);CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR
}
-#ifdef SUPPORTD3D
-int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15};
-#endif
-
void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
{
gltextureunit_t *unit = gl_state.units + unitnum;
int tex2d, tex3d, texcubemap, texnum;
if (unitnum >= vid.teximageunits)
return;
-// if (unit->texture == tex)
-// return;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
if (!tex)
- {
tex = r_texture_white;
- // not initialized enough yet...
- if (!tex)
- return;
- }
- unit->texture = tex;
texnum = R_GetTexture(tex);
switch(tex->gltexturetypeenum)
{
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
- unit->texture = tex;
tex2d = 0;
tex3d = 0;
texcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
}
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- extern cvar_t gl_texture_anisotropy;
- if (!tex)
- {
- tex = r_texture_white;
- // not initialized enough yet...
- if (!tex)
- return;
- }
- if (unit->texture == tex)
- return;
- unit->texture = tex;
- // upload texture if needed
- if (tex->dirty)
- R_RealGetTexture(tex);
- IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture);
- //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv);
- if (tex->d3daddressw)
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter);
- IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
}
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- switch(vid.renderpath)
+ if (matrix && matrix->m[3][3])
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (matrix && matrix->m[3][3])
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
{
- // texmatrix specified, check if it is different
- if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
- {
- float glmatrix[16];
- unit->texmatrixenabled = true;
- unit->matrix = *matrix;
- CHECKGLERROR
- Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadMatrixf(glmatrix);CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
+ float glmatrix[16];
+ unit->texmatrixenabled = true;
+ unit->matrix = *matrix;
+ CHECKGLERROR
+ Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix);
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadMatrixf(glmatrix);CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
- else
+ }
+ else
+ {
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
{
- // no texmatrix specified, revert to identity
- if (unit->texmatrixenabled)
- {
- unit->texmatrixenabled = false;
- unit->matrix = identitymatrix;
- CHECKGLERROR
- GL_ActiveTexture(unitnum);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- }
+ unit->texmatrixenabled = false;
+ unit->matrix = identitymatrix;
+ CHECKGLERROR
+ GL_ActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
}
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
}
}
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
-#ifdef SUPPORTD3D
-//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ)
-//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
-//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3))
-
-D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] =
-{
- {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] =
-{
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
- {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
- D3DDECL_END()
-};
-
-D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
-{
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
- {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
- D3DDECL_END()
-};
-
-IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl;
-IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl;
-#endif
-
-static void R_Mesh_InitVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
- r_vertexposition_d3d9decl = NULL;
- r_vertexgeneric_d3d9decl = NULL;
- r_vertexmesh_d3d9decl = NULL;
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl);
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl);
- IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-#endif
-}
-
-static void R_Mesh_DestroyVertexDeclarations(void)
-{
-#ifdef SUPPORTD3D
- if (r_vertexposition_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl);
- r_vertexposition_d3d9decl = NULL;
- if (r_vertexgeneric_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl);
- r_vertexgeneric_d3d9decl = NULL;
- if (r_vertexmesh_d3d9decl)
- IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl);
- r_vertexmesh_d3d9decl = NULL;
-#endif
-}
-
r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
{
size_t size;
R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
+ break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
if (vid.texunits >= 3)
R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- return;
+ break;
}
// no quick path for this case, convert to vertex structs
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
return;
}
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
return;
}
if (gl_state.preparevertices_dynamicvertexbuffer)
R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
else
- gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
}
if (vertexbuffer)
R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex));
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
- IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
}
return;
}
void GL_BlendFunc(int blendfunc1, int blendfunc2);
void GL_DepthMask(int state);
void GL_DepthTest(int state);
-void GL_DepthFunc(int state);
void GL_DepthRange(float nearfrac, float farfrac);
-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);
-void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask);
void GL_PolygonOffset(float planeoffset, float depthoffset);
void GL_CullFace(int state);
void GL_AlphaTest(int state);
-void GL_AlphaFunc(int state, float value);
void GL_ColorMask(int r, int g, int b, int a);
void GL_Color(float cr, float cg, float cb, float ca);
void GL_ActiveTexture(unsigned int num);
void GL_ClientActiveTexture(unsigned int num);
void GL_Scissor(int x, int y, int width, int height);
void GL_ScissorTest(int state);
-void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue);
-void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels);
-int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4);
-void R_Mesh_DestroyFramebufferObject(int fbo);
-void R_Mesh_ResetRenderTargets(void);
-void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4);
+void GL_Clear(int mask);
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);
void GL_Backend_FreeProgram(unsigned int prog);
// vertex buffer and index buffer creation/updating/freeing
-r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16);
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic);
void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size);
void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer);
void GL_Mesh_ListVBOs(qboolean printeach);
R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
R_SetViewport(&viewport);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- GL_DepthFunc(GL_LEQUAL);
- GL_PolygonOffset(0,0);
- GL_CullFace(GL_NONE);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
R_EntityMatrix(&identitymatrix);
GL_DepthRange(0, 1);
return;
GL_Color(1,1,1,1);
- switch(vid.renderpath)
+ CHECKGLERROR
+ qglBegin(GL_LINE_LOOP);
+ for (num = 0;num < mesh->num_vertices;num++)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglBegin(GL_LINE_LOOP);
- for (num = 0;num < mesh->num_vertices;num++)
- {
- if (mesh->data_color4f)
- GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
- qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
- }
- qglEnd();
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ if (mesh->data_color4f)
+ GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
+ qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
}
+ qglEnd();
+ CHECKGLERROR
}
//[515]: this is old, delete
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
-
- //qglLineWidth(width);CHECKGLERROR
+ CHECKGLERROR
+ //qglLineWidth(width);CHECKGLERROR
- GL_Color(r,g,b,alpha);
- CHECKGLERROR
- qglBegin(GL_LINES);
- qglVertex2f(x1, y1);
- qglVertex2f(x2, y2);
- qglEnd();
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ GL_Color(r,g,b,alpha);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ qglVertex2f(x1, y1);
+ qglVertex2f(x2, y2);
+ qglEnd();
+ CHECKGLERROR
}
void DrawQ_SetClipArea(float x, float y, float width, float height)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if (vid_usinghwgamma || v_glslgamma.integer)
return;
break;
#include "csprogs.h"
#include "cl_video.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
/// vertex coordinates for a quad that covers the screen exactly
extern const float r_screenvertex3f[12];
-extern const float r_d3dscreenvertex3f[12];
const float r_screenvertex3f[12] =
{
0, 0, 0,
1, 1, 0,
0, 1, 0
};
-const float r_d3dscreenvertex3f[12] =
-{
- 0, 1, 0,
- 1, 1, 0,
- 1, 0, 0,
- 0, 0, 0
-};
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
char *glslshaderstring = NULL;
char *cgshaderstring = NULL;
-char *hlslshaderstring = NULL;
//=======================================================================================================================================================
};
#endif
-#ifdef SUPPORTD3D
-shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
-{
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-#endif
-
struct r_glsl_permutation_s;
typedef struct r_glsl_permutation_s
{
int loc_ModelViewMatrix;
int loc_PixelToScreenTexCoord;
int loc_ModelToReflectCube;
- int loc_ShadowMapMatrix;
- int loc_BloomColorSubtract;
+ int loc_ShadowMapMatrix;
}
r_glsl_permutation_t;
p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
- p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
- p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
+ p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
CGparameter fp_ViewToLight;
CGparameter fp_PixelToScreenTexCoord;
CGparameter fp_ModelToReflectCube;
- CGparameter fp_BloomColorSubtract;
}
r_cg_permutation_t;
p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
- p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
CHECKCGERROR
}
}
#endif
-#ifdef SUPPORTD3D
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-struct r_hlsl_permutation_s;
-typedef struct r_hlsl_permutation_s
-{
- /// hash lookup data
- struct r_hlsl_permutation_s *hashnext;
- unsigned int mode;
- unsigned int permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// NULL if compilation failed
- IDirect3DVertexShader9 *vertexshader;
- IDirect3DPixelShader9 *pixelshader;
-}
-r_hlsl_permutation_t;
-
-typedef enum D3DVSREGISTER_e
-{
- D3DVSREGISTER_TexMatrix = 0, // float4x4
- D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
- D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
- D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
- D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
- D3DVSREGISTER_ModelToLight = 20, // float4x4
- D3DVSREGISTER_EyePosition = 24,
- D3DVSREGISTER_FogPlane = 25,
- D3DVSREGISTER_LightDir = 26,
- D3DVSREGISTER_LightPosition = 27,
-}
-D3DVSREGISTER_t;
-
-typedef enum D3DPSREGISTER_e
-{
- D3DPSREGISTER_Alpha = 0,
- D3DPSREGISTER_BloomBlur_Parameters = 1,
- D3DPSREGISTER_ClientTime = 2,
- D3DPSREGISTER_Color_Ambient = 3,
- D3DPSREGISTER_Color_Diffuse = 4,
- D3DPSREGISTER_Color_Specular = 5,
- D3DPSREGISTER_Color_Glow = 6,
- D3DPSREGISTER_Color_Pants = 7,
- D3DPSREGISTER_Color_Shirt = 8,
- D3DPSREGISTER_DeferredColor_Ambient = 9,
- D3DPSREGISTER_DeferredColor_Diffuse = 10,
- D3DPSREGISTER_DeferredColor_Specular = 11,
- D3DPSREGISTER_DeferredMod_Diffuse = 12,
- D3DPSREGISTER_DeferredMod_Specular = 13,
- D3DPSREGISTER_DistortScaleRefractReflect = 14,
- D3DPSREGISTER_EyePosition = 15, // unused
- D3DPSREGISTER_FogColor = 16,
- D3DPSREGISTER_FogHeightFade = 17,
- D3DPSREGISTER_FogPlane = 18,
- D3DPSREGISTER_FogPlaneViewDist = 19,
- D3DPSREGISTER_FogRangeRecip = 20,
- D3DPSREGISTER_LightColor = 21,
- D3DPSREGISTER_LightDir = 22, // unused
- D3DPSREGISTER_LightPosition = 23,
- D3DPSREGISTER_OffsetMapping_Scale = 24,
- D3DPSREGISTER_PixelSize = 25,
- D3DPSREGISTER_ReflectColor = 26,
- D3DPSREGISTER_ReflectFactor = 27,
- D3DPSREGISTER_ReflectOffset = 28,
- D3DPSREGISTER_RefractColor = 29,
- D3DPSREGISTER_Saturation = 30,
- D3DPSREGISTER_ScreenCenterRefractReflect = 31,
- D3DPSREGISTER_ScreenScaleRefractReflect = 32,
- D3DPSREGISTER_ScreenToDepth = 33,
- D3DPSREGISTER_ShadowMap_Parameters = 34,
- D3DPSREGISTER_ShadowMap_TextureScale = 35,
- D3DPSREGISTER_SpecularPower = 36,
- D3DPSREGISTER_UserVec1 = 37,
- D3DPSREGISTER_UserVec2 = 38,
- D3DPSREGISTER_UserVec3 = 39,
- D3DPSREGISTER_UserVec4 = 40,
- D3DPSREGISTER_ViewTintColor = 41,
- D3DPSREGISTER_PixelToScreenTexCoord = 42,
- D3DPSREGISTER_BloomColorSubtract = 43,
- D3DPSREGISTER_ViewToLight = 44, // float4x4
- D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
- // next at 52
-}
-D3DPSREGISTER_t;
-
-/// information about each possible shader permutation
-r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_hlsl_permutation_t *r_hlsl_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_hlsl_permutationarray;
-
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_hlsl_permutation_t *p;
- for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_hlsl_permutationhash[mode][hashindex];
- r_hlsl_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
- char *shaderstring;
- if (!filename || !filename[0])
- return NULL;
- if (!strcmp(filename, "hlsl/default.hlsl"))
- {
- if (!hlslshaderstring)
- {
- hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (hlslshaderstring)
- Con_DPrintf("Loading shaders from file %s...\n", filename);
- else
- hlslshaderstring = (char *)builtincgshaderstring;
- }
- shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
- memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
- return shaderstring;
- }
- shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (shaderstring)
- {
- if (printfromdisknotice)
- Con_DPrintf("from disk %s... ", filename);
- return shaderstring;
- }
- return shaderstring;
-}
-
-#include <d3dx9.h>
-#include <d3dx9mesh.h>
-#pragma comment(lib, "d3dx9.lib")
-
-static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- DWORD *vsbin = NULL;
- DWORD *psbin = NULL;
- fs_offset_t vsbinsize;
- fs_offset_t psbinsize;
-// IDirect3DVertexShader9 *vs = NULL;
-// IDirect3DPixelShader9 *ps = NULL;
- ID3DXBuffer *vslog = NULL;
- ID3DXBuffer *vsbuffer = NULL;
- ID3DXConstantTable *vsconstanttable = NULL;
- ID3DXBuffer *pslog = NULL;
- ID3DXBuffer *psbuffer = NULL;
- ID3DXConstantTable *psconstanttable = NULL;
- int vsresult = 0;
- int psresult = 0;
- char temp[MAX_INPUTLINE];
- const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
- psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
- if ((!vsbin && vertstring) || (!psbin && fragstring))
- {
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
- if (vertstring && vertstring[0])
- {
- vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
- if (vsbuffer)
- {
- vsbinsize = vsbuffer->GetBufferSize();
- vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
- memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
- vsbuffer->Release();
- }
- if (vslog)
- {
- strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
- Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
- vslog->Release();
- }
- }
- if (fragstring && fragstring[0])
- {
- psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
- if (psbuffer)
- {
- psbinsize = psbuffer->GetBufferSize();
- psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
- memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
- psbuffer->Release();
- }
- if (pslog)
- {
- strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
- Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
- pslog->Release();
- }
- }
- }
- if (vsbin)
- {
- vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
- if (FAILED(vsresult))
- Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
- }
- if (psbin)
- {
- psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
- if (FAILED(psresult))
- Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
- }
- // free the shader data
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
-}
-
-static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
- int vertstrings_count = 0, vertstring_length = 0;
- int geomstrings_count = 0, geomstring_length = 0;
- int fragstrings_count = 0, fragstring_length = 0;
- char *t;
- char *vertexstring, *geometrystring, *fragmentstring;
- char *vertstring, *geomstring, *fragstring;
- const char *vertstrings_list[32+3];
- const char *geomstrings_list[32+3];
- const char *fragstrings_list[32+3];
- char permutationname[256];
- char cachename[256];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vertexshader = NULL;
- p->pixelshader = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
-
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
- strlcat(cachename, "hlsl/", sizeof(cachename));
-
- // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
- vertstrings_list[vertstrings_count++] = "#define HLSL\n";
- geomstrings_list[geomstrings_count++] = "#define HLSL\n";
- fragstrings_list[fragstrings_count++] = "#define HLSL\n";
-
- // the first pretext is which type of shader to compile as
- // (later these will all be bound together as a program object)
- vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
- geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
- fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
- // the second pretext is the mode (for example a light source)
- vertstrings_list[vertstrings_count++] = modeinfo->pretext;
- geomstrings_list[geomstrings_count++] = modeinfo->pretext;
- fragstrings_list[fragstrings_count++] = modeinfo->pretext;
- strlcat(permutationname, modeinfo->name, sizeof(permutationname));
- strlcat(cachename, modeinfo->name, sizeof(cachename));
-
- // now add all the permutation pretexts
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- if (permutation & (1<<i))
- {
- vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
- geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
- fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
- strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
- strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
- }
- else
- {
- // keep line numbers correct
- vertstrings_list[vertstrings_count++] = "\n";
- geomstrings_list[geomstrings_count++] = "\n";
- fragstrings_list[fragstrings_count++] = "\n";
- }
- }
-
- // replace spaces in the cachename with _ characters
- for (i = 0;cachename[i];i++)
- if (cachename[i] == ' ')
- cachename[i] = '_';
-
- // now append the shader text itself
- vertstrings_list[vertstrings_count++] = vertexstring;
- geomstrings_list[geomstrings_count++] = geometrystring;
- fragstrings_list[fragstrings_count++] = fragmentstring;
-
- // if any sources were NULL, clear the respective list
- if (!vertexstring)
- vertstrings_count = 0;
- if (!geometrystring)
- geomstrings_count = 0;
- if (!fragmentstring)
- fragstrings_count = 0;
-
- vertstring_length = 0;
- for (i = 0;i < vertstrings_count;i++)
- vertstring_length += strlen(vertstrings_list[i]);
- vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
- for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
- memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
- geomstring_length = 0;
- for (i = 0;i < geomstrings_count;i++)
- geomstring_length += strlen(geomstrings_list[i]);
- geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
- for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
- memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
- fragstring_length = 0;
- for (i = 0;i < fragstrings_count;i++)
- fragstring_length += strlen(fragstrings_list[i]);
- fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
- for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
- memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
- // try to load the cached shader, or generate one
- R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
-
- if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
- Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
-
- // free the strings
- if (vertstring)
- Mem_Free(vertstring);
- if (geomstring)
- Mem_Free(geomstring);
- if (fragstring)
- Mem_Free(fragstring);
- if (vertexstring)
- Mem_Free(vertexstring);
- if (geometrystring)
- Mem_Free(geometrystring);
- if (fragmentstring)
- Mem_Free(fragmentstring);
-}
-
-static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
-{
- r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
- if (r_hlsl_permutation != perm)
- {
- r_hlsl_permutation = perm;
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- // remove features until we find a valid permutation
- int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- // reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
- IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
- }
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
- hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
-}
-#endif
-
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
if (cgshaderstring && cgshaderstring != builtincgshaderstring)
Mem_Free(cgshaderstring);
cgshaderstring = NULL;
- if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
- Mem_Free(hlslshaderstring);
- hlslshaderstring = NULL;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- r_hlsl_permutation_t *p;
- r_hlsl_permutation = NULL;
-// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
- for (i = 0;i < limit;i++)
- {
- if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
- {
- if (p->vertexshader)
- IDirect3DVertexShader9_Release(p->vertexshader);
- if (p->pixelshader)
- IDirect3DPixelShader9_Release(p->pixelshader);
- Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
- }
- }
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
{
r_glsl_permutation_t *p;
else
Con_Printf("failed to write to cg/default.cg\n");
#endif
-
-#ifdef SUPPORTD3D
- file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
- if (file)
- {
- FS_Print(file, "/* The engine may define the following macros:\n");
- FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++)
- FS_Print(file, hlslshadermodeinfo[i].pretext);
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- FS_Print(file, "*/\n");
- FS_Print(file, builtincgshaderstring);
- FS_Close(file);
- Con_Printf("hlsl/default.hlsl written\n");
- }
- else
- Con_Printf("failed to write to hlsl/default.hlsl\n");
-#endif
}
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
texturemode = GL_MODULATE;
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
+ if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
+ if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
break;
case RENDERPATH_CGGL:
#ifdef SUPPORTCG
{
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
break;
{
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
- R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
break;
extern rtexture_t *r_shadow_shadowmaprectangletexture;
extern rtexture_t *r_shadow_shadowmap2dtexture;
extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
extern matrix4x4_t r_shadow_shadowmapmatrix;
extern int r_shadow_shadowmaplod; // changes for each light based on distance
return false;
}
}
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
static float dummy_colormod[3] = {1, 1, 1};
float *colormod = rsurface.colormod;
float m16f[16];
- r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
if (rsurfacepass == RSURFPASS_BACKGROUND)
{
// distorted background
colormod = dummy_colormod;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- }
- else
- {
- if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
- }
- }
- Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
-
- // additive passes are only darkened by fog, not tinted
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
- }
- else
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
- }
- // additive passes are only darkened by fog, not tinted
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
- hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
- hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
- hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (rsurface.texture->pantstexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
- if (rsurface.texture->shirttexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
- hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
- hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
- hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
if (gl_mesh_separatearrays.integer)
{
if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
-// if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
+ if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
- if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
- }
- else
- {
- if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
- }
+ if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
- hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
- if (r_shadow_usingshadowmapcube)
- R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
cgshaderstring = NULL;
-#endif
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
- hlslshaderstring = NULL;
#endif
memset(&r_svbsp, 0, sizeof (r_svbsp));
R_Main_FreeViewCache();
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (r_maxqueries)
- qglDeleteQueriesARB(r_maxqueries, r_queries);
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ if (r_maxqueries)
+ qglDeleteQueriesARB(r_maxqueries, r_queries);
r_numqueries = 0;
r_maxqueries = 0;
//r_texture_fogintensity = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
memset(&r_waterstate, 0, sizeof(r_waterstate));
+ r_glsl_permutation = NULL;
+ memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+ glslshaderstring = NULL;
+#ifdef SUPPORTCG
+ r_cg_permutation = NULL;
+ memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+ cgshaderstring = NULL;
+#endif
R_GLSL_Restart_f();
}
Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
// clear to black (loading plaque will be seen over this)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ CHECKGLERROR
+ qglClearColor(0,0,0,1);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
- break;
case RENDERPATH_GL20:
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(false);
- GL_DepthFunc(GL_LEQUAL);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(0, 0);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
- GL_CullFace(GL_NONE);
+ qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
}
void R_ResetViewRendering3D(void)
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_DepthTest(true);
- GL_DepthFunc(GL_LEQUAL);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
+ qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(r_refdef.view.cullface_back);
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
if (!p->texture_refraction)
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_refraction)
goto error;
}
else if (p->materialflags & MATERIALFLAG_CAMERA)
{
if (!p->texture_camera)
- p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+ p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
if (!p->texture_camera)
goto error;
}
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
if (!p->texture_reflection)
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_reflection)
goto error;
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
r_bloomstate.screentexturewidth = screentexturewidth;
r_bloomstate.screentextureheight = screentextureheight;
if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
+ r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
}
if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
{
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
// when doing a reduced render (HDR) we want to use a smaller area
r_bloomstate.bloomtexcoord2f[6] = 0;
r_bloomstate.bloomtexcoord2f[7] = 0;
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- {
- int i;
- for (i = 0;i < 4;i++)
- {
- r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
- r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
- }
- }
- break;
- }
-
if (r_hdr.integer || r_bloom.integer)
{
r_bloomstate.enabled = true;
R_SetViewport(&r_bloomstate.viewport);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- }
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
// TODO: do boxfilter scale-down in shader?
R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
}
+
+ // apply subtract last
+ // (just like it would be in a GLSL shader)
+ if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+
+ // copy the darkened bloom view to a texture
+ R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
+ r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+ }
}
void R_HDR_RenderBloomTexture(void)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(1, 1, 1, cl.motionbluralpha);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- }
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
R_ResetViewRendering2D();
GL_Color(1, 1, 1, 1);
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
GL_BlendFunc(GL_ONE, GL_ZERO);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
break;
case RENDERPATH_CGGL:
#ifdef SUPPORTCG
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
- if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
#endif
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
- R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
- R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
- hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
default:
break;
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if(v_glslgamma.integer && !vid_gammatables_trivial)
{
if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
if (r_refdef.view.isoverlay)
{
// TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ GL_Clear( GL_DEPTH_BUFFER_BIT );
R_TimeReport("depthclear");
r_refdef.view.showdebug = false;
R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
}
+static void RSurf_BindLightmapForBatch(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ R_Mesh_TexBind(0, rsurface.lightmaptexture);
+ break;
+ }
+}
+
static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
{
// pick the closest matching water plane
return bestplaneindex;
}
+static void RSurf_BindReflectionForBatch(int planeindex)
+{
+ // pick the closest matching water plane and bind textures
+ r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
+ else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
+ if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
+ else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ }
+}
+
static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
{
int i;
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, rsurface.lightmaptexture);
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
{
// render screenspace normalmap to texture
GL_DepthMask(true);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch();
return;
}
{
// render water or distortion background
GL_DepthMask(true);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
+ RSurf_BindReflectionForBatch(startplaneindex);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
// blend surface on top
GL_DepthMask(false);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
RSurf_DrawBatch();
}
else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
{
// render surface with reflection texture as input
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+ RSurf_BindReflectionForBatch(startplaneindex);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
}
// render surface batch normally
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
else
{
GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
GL_DepthMask(layer->depthmask && writedepth);
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
}
+ CHECKGLERROR
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
}
else
{
GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
GL_DepthMask(layer->depthmask && writedepth);
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
}
+ CHECKGLERROR
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
dp_model_t *model = ent->model;
vec3_t v;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- }
-
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
R_Mesh_ResetTextureState();
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
#include "quakedef.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
#include "image.h"
#include "jpeg.h"
#include "image_png.h"
int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
int gl_filter_mag = GL_LINEAR;
-#ifdef SUPPORTD3D
-int d3d_filter_flatmin = D3DTEXF_LINEAR;
-int d3d_filter_flatmag = D3DTEXF_LINEAR;
-int d3d_filter_flatmix = D3DTEXF_POINT;
-int d3d_filter_mipmin = D3DTEXF_LINEAR;
-int d3d_filter_mipmag = D3DTEXF_LINEAR;
-int d3d_filter_mipmix = D3DTEXF_LINEAR;
-int d3d_filter_nomip = false;
-#endif
-
static mempool_t *texturemempool;
static memexpandablearray_t texturearray;
int texnum; // GL texture slot number
qboolean dirty; // indicates that R_RealGetTexture should be called
int gltexturetypeenum; // used by R_Mesh_TexBind
- // d3d stuff the backend needs
- void *d3dtexture;
-#ifdef SUPPORTD3D
- int d3dformat;
- int d3dusage;
- int d3dpool;
- int d3daddressu;
- int d3daddressv;
- int d3daddressw;
- int d3dmagfilter;
- int d3dminfilter;
- int d3dmipfilter;
- int d3dmaxmiplevelfilter;
- int d3dmipmaplodbias;
- int d3dmaxmiplevel;
-#endif
// dynamic texture stuff [11/22/2007 Black]
updatecallback_t updatecallback;
int tilewidth, tileheight, tiledepth;
// 1 or 6 depending on texturetype
int sides;
- // how many mipmap levels in this texture
- int miplevels;
// bytes per pixel
int bytesperpixel;
// GL_RGB or GL_RGBA or GL_DEPTH_COMPONENT
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
-#ifdef SUPPORTD3D
-typedef struct d3dmode_s
-{
- char *name;
- int m1, m2;
-}
-d3dmode_t;
-
-static d3dmode_t d3dmodes[6] =
-{
- {"GL_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT},
- {"GL_LINEAR", D3DTEXF_LINEAR, D3DTEXF_POINT},
- {"GL_NEAREST_MIPMAP_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT},
- {"GL_LINEAR_MIPMAP_NEAREST", D3DTEXF_LINEAR, D3DTEXF_POINT},
- {"GL_NEAREST_MIPMAP_LINEAR", D3DTEXF_POINT, D3DTEXF_LINEAR},
- {"GL_LINEAR_MIPMAP_LINEAR", D3DTEXF_LINEAR, D3DTEXF_LINEAR}
-};
-#endif
-
static void GL_TextureMode_f (void)
{
int i;
gl_filter_mag = modes[i].magnification;
gl_filter_force = ((Cmd_Argc() > 2) && !strcasecmp(Cmd_Argv(2), "force"));
- switch(vid.renderpath)
+ // change all the existing mipmap texture objects
+ // FIXME: force renderer(/client/something?) restart instead?
+ CHECKGLERROR
+ GL_ActiveTexture(0);
+ for (pool = gltexturepoolchain;pool;pool = pool->next)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- // change all the existing mipmap texture objects
- // FIXME: force renderer(/client/something?) restart instead?
- CHECKGLERROR
- GL_ActiveTexture(0);
- for (pool = gltexturepoolchain;pool;pool = pool->next)
+ for (glt = pool->gltchain;glt;glt = glt->chain)
{
- for (glt = pool->gltchain;glt;glt = glt->chain)
+ // only update already uploaded images
+ if (glt->texnum && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR))))
{
- // only update already uploaded images
- if (glt->texnum && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR))))
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
+ qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
- qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
- {
- qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_min);CHECKGLERROR
- }
- else
- {
- qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_mag);CHECKGLERROR
- }
- qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR
- qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
+ qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_min);CHECKGLERROR
}
- }
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- d3d_filter_flatmin = d3dmodes[i].m1;
- d3d_filter_flatmag = d3dmodes[i].m1;
- d3d_filter_flatmix = D3DTEXF_POINT;
- d3d_filter_mipmin = d3dmodes[i].m1;
- d3d_filter_mipmag = d3dmodes[i].m1;
- d3d_filter_mipmix = d3dmodes[i].m2;
- d3d_filter_nomip = i < 2;
- if (gl_texture_anisotropy.integer > 1 && i == 5)
- d3d_filter_mipmin = d3d_filter_mipmag = D3DTEXF_ANISOTROPIC;
- for (pool = gltexturepoolchain;pool;pool = pool->next)
- {
- for (glt = pool->gltchain;glt;glt = glt->chain)
- {
- // only update already uploaded images
- if (glt->d3dtexture && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR))))
+ else
{
- if (glt->flags & TEXF_MIPMAP)
- {
- glt->d3dminfilter = d3d_filter_mipmin;
- glt->d3dmagfilter = d3d_filter_mipmag;
- glt->d3dmipfilter = d3d_filter_mipmix;
- glt->d3dmaxmiplevelfilter = 0;
- }
- else
- {
- glt->d3dminfilter = d3d_filter_flatmin;
- glt->d3dmagfilter = d3d_filter_flatmag;
- glt->d3dmipfilter = d3d_filter_flatmix;
- glt->d3dmaxmiplevelfilter = 0;
- }
+ qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_mag);CHECKGLERROR
}
+ qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR
+ qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
}
}
-#endif
- break;
}
}
-static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, int inwidth, int inheight, int indepth, int *outwidth, int *outheight, int *outdepth, int *outmiplevels)
+static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, int inwidth, int inheight, int indepth, int *outwidth, int *outheight, int *outdepth)
{
- int picmip = 0, maxsize = 0, width2 = 1, height2 = 1, depth2 = 1, miplevels = 1;
+ int picmip = 0, maxsize = 0, width2 = 1, height2 = 1, depth2 = 1;
switch (texturetype)
{
}
*outdepth = max(1, depth2);
}
-
- miplevels = 1;
- if (flags & TEXF_MIPMAP)
- {
- int extent = max(width2, max(height2, depth2));
- while(extent >>= 1)
- miplevels++;
- }
- if (outmiplevels)
- *outmiplevels = miplevels;
}
{
int width2, height2, depth2, size;
- GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &width2, &height2, &depth2, NULL);
+ GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &width2, &height2, &depth2);
size = width2 * height2 * depth2;
static void r_textures_start(void)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- // LordHavoc: allow any alignment
- CHECKGLERROR
- qglPixelStorei(GL_UNPACK_ALIGNMENT, 1);CHECKGLERROR
- qglPixelStorei(GL_PACK_ALIGNMENT, 1);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ // LordHavoc: allow any alignment
+ CHECKGLERROR
+ qglPixelStorei(GL_UNPACK_ALIGNMENT, 1);CHECKGLERROR
+ qglPixelStorei(GL_PACK_ALIGNMENT, 1);CHECKGLERROR
texturemempool = Mem_AllocPool("texture management", 0, NULL);
Mem_ExpandableArray_NewArray(&texturearray, texturemempool, sizeof(gltexture_t), 512);
{
}
-static void r_textures_devicelost(void)
-{
- int i, endindex;
- gltexture_t *glt;
- endindex = Mem_ExpandableArray_IndexRange(&texturearray);
- for (i = 0;i < endindex;i++)
- {
- glt = (gltexture_t *) Mem_ExpandableArray_RecordAtIndex(&texturearray, i);
- if (!glt || !(glt->flags & TEXF_RENDERTARGET))
- continue;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (glt->tiledepth > 1)
- IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture);
- else if (glt->sides == 6)
- IDirect3DCubeTexture9_Release((IDirect3DCubeTexture9 *)glt->d3dtexture);
- else
- IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture);
- glt->d3dtexture = NULL;
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
-}
-
-static void r_textures_devicerestored(void)
-{
- int i, endindex;
- gltexture_t *glt;
- endindex = Mem_ExpandableArray_IndexRange(&texturearray);
- for (i = 0;i < endindex;i++)
- {
- glt = (gltexture_t *) Mem_ExpandableArray_RecordAtIndex(&texturearray, i);
- if (!glt || !(glt->flags & TEXF_RENDERTARGET))
- continue;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- HRESULT d3dresult;
- if (glt->tiledepth > 1)
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!");
- }
- else if (glt->sides == 6)
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!");
- }
- else
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateTexture failed!");
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
-}
-
-
void R_Textures_Init (void)
{
Cmd_AddCommand("gl_texturemode", &GL_TextureMode_f, "set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate");
Cvar_RegisterVariable (&gl_nopartialtextureupdates);
Cvar_RegisterVariable (&r_texture_dds_load_alphamode);
- R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap, r_textures_devicelost, r_textures_devicerestored);
+ R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap, NULL, NULL);
}
void R_Textures_Frame (void)
Cvar_SetValueQuick(&gl_texture_anisotropy, old_aniso);
- switch(vid.renderpath)
+ CHECKGLERROR
+ GL_ActiveTexture(0);
+ for (pool = gltexturepoolchain;pool;pool = pool->next)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- GL_ActiveTexture(0);
- for (pool = gltexturepoolchain;pool;pool = pool->next)
+ for (glt = pool->gltchain;glt;glt = glt->chain)
{
- for (glt = pool->gltchain;glt;glt = glt->chain)
+ // only update already uploaded images
+ if (glt->texnum && (glt->flags & TEXF_MIPMAP) == TEXF_MIPMAP)
{
- // only update already uploaded images
- if (glt->texnum && (glt->flags & TEXF_MIPMAP) == TEXF_MIPMAP)
- {
- oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
- qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
- qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR
+ qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
+ qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR
- qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
- }
+ qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
}
}
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
}
}
}
const unsigned char *prevbuffer;
prevbuffer = data;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
+ CHECKGLERROR
- // we need to restore the texture binding after finishing the upload
- GL_ActiveTexture(0);
- oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
- qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
+ // we need to restore the texture binding after finishing the upload
+ GL_ActiveTexture(0);
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
+ qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
// these are rounded up versions of the size to do better resampling
if (vid.support.arb_texture_non_power_of_two || glt->texturetype == GLTEXTURETYPE_RECTANGLE)
if ((glt->flags & (TEXF_MIPMAP | TEXF_PICMIP)) == 0 && glt->inputwidth == glt->tilewidth && glt->inputheight == glt->tileheight && glt->inputdepth == glt->tiledepth && (fragx != 0 || fragy != 0 || fragwidth != glt->tilewidth || fragheight != glt->tileheight))
{
// update a portion of the image
- if (glt->texturetype != GLTEXTURETYPE_2D)
- Sys_Error("R_Upload: partial update of type other than 2D");
- switch(vid.renderpath)
+ switch(glt->texturetype)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case GLTEXTURETYPE_2D:
qglTexSubImage2D(GL_TEXTURE_2D, 0, fragx, fragy, fragwidth, fragheight, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- RECT d3drect;
- D3DLOCKED_RECT d3dlockedrect;
- int y;
- memset(&d3drect, 0, sizeof(d3drect));
- d3drect.left = fragx;
- d3drect.top = fragy;
- d3drect.right = fragx+fragwidth;
- d3drect.bottom = fragy+fragheight;
- if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, 0, &d3dlockedrect, &d3drect, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- for (y = 0;y < fragheight;y++)
- memcpy((unsigned char *)d3dlockedrect.pBits + d3dlockedrect.Pitch * y, (unsigned char *)prevbuffer + fragwidth*glt->bytesperpixel * y, fragwidth*glt->bytesperpixel);
- IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, 0);
- }
- }
-#endif
+ case GLTEXTURETYPE_3D:
+ qglTexSubImage3D(GL_TEXTURE_3D, 0, fragx, fragy, fragz, fragwidth, fragheight, fragdepth, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ default:
+ Host_Error("R_Upload: partial update of type other than 2D");
break;
}
}
}
}
mip = 0;
- switch(vid.renderpath)
+ if (qglGetCompressedTexImageARB)
+ {
+ if (gl_texturecompression.integer >= 2)
+ qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
+ else
+ qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
+ CHECKGLERROR
+ }
+ switch(glt->texturetype)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (qglGetCompressedTexImageARB)
+ case GLTEXTURETYPE_2D:
+ qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- if (gl_texturecompression.integer >= 2)
- qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
- else
- qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
- CHECKGLERROR
+ while (width > 1 || height > 1 || depth > 1)
+ {
+ Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
+ prevbuffer = resizebuffer;
+ qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+ }
}
- switch(glt->texturetype)
+ break;
+ case GLTEXTURETYPE_3D:
+ qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- case GLTEXTURETYPE_2D:
- qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
+ while (width > 1 || height > 1 || depth > 1)
{
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- }
+ Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
+ prevbuffer = resizebuffer;
+ qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
}
- break;
- case GLTEXTURETYPE_3D:
- qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
+ }
+ break;
+ case GLTEXTURETYPE_CUBEMAP:
+ // convert and upload each side in turn,
+ // from a continuous block of input texels
+ texturebuffer = (unsigned char *)prevbuffer;
+ for (i = 0;i < 6;i++)
+ {
+ prevbuffer = texturebuffer;
+ texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel;
+ if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth)
{
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- }
+ Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer);
+ prevbuffer = resizebuffer;
}
- break;
- case GLTEXTURETYPE_CUBEMAP:
- // convert and upload each side in turn,
- // from a continuous block of input texels
- texturebuffer = (unsigned char *)prevbuffer;
- for (i = 0;i < 6;i++)
+ // picmip/max_size
+ while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth)
{
- prevbuffer = texturebuffer;
- texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel;
- if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth)
- {
- Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer);
- prevbuffer = resizebuffer;
- }
- // picmip/max_size
- while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth);
- prevbuffer = resizebuffer;
- }
- mip = 0;
- qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- if (glt->flags & TEXF_MIPMAP)
- {
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
- }
- }
+ Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth);
+ prevbuffer = resizebuffer;
}
- break;
- case GLTEXTURETYPE_RECTANGLE:
- qglTexImage2D(GL_TEXTURE_RECTANGLE_ARB, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, NULL);CHECKGLERROR
- break;
- }
- GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
- qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- if (!(glt->flags & TEXF_RENDERTARGET))
- {
- D3DLOCKED_RECT d3dlockedrect;
- D3DLOCKED_BOX d3dlockedbox;
- switch(glt->texturetype)
+ mip = 0;
+ qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
+ if (glt->flags & TEXF_MIPMAP)
{
- case GLTEXTURETYPE_2D:
- if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- if (prevbuffer)
- memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel);
- else
- memset(d3dlockedrect.pBits, 255, width*height*glt->bytesperpixel);
- IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip);
- }
- mip++;
- if ((glt->flags & TEXF_MIPMAP) && prevbuffer)
- {
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel);
- IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip);
- }
- mip++;
- }
- }
- break;
- case GLTEXTURETYPE_3D:
- if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits)
- {
- // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes
- memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel);
- IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip);
- }
- mip++;
- if (glt->flags & TEXF_MIPMAP)
- {
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits)
- {
- // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes
- memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel);
- IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip);
- }
- mip++;
- }
- }
- break;
- case GLTEXTURETYPE_CUBEMAP:
- // convert and upload each side in turn,
- // from a continuous block of input texels
- texturebuffer = (unsigned char *)prevbuffer;
- for (i = 0;i < 6;i++)
+ while (width > 1 || height > 1 || depth > 1)
{
- prevbuffer = texturebuffer;
- texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel;
- if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth)
- {
- Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer);
- prevbuffer = resizebuffer;
- }
- // picmip/max_size
- while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth);
- prevbuffer = resizebuffer;
- }
- mip = 0;
- if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel);
- IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip);
- }
- mip++;
- if (glt->flags & TEXF_MIPMAP)
- {
- while (width > 1 || height > 1 || depth > 1)
- {
- Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
- prevbuffer = resizebuffer;
- if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel);
- IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip);
- }
- mip++;
- }
- }
+ Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1);
+ prevbuffer = resizebuffer;
+ qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR
}
- break;
- case GLTEXTURETYPE_RECTANGLE:
- Sys_Error("Direct3D does not have RECTANGLE textures\n");
- break;
}
}
- glt->d3daddressw = 0;
- if (glt->flags & TEXF_CLAMP)
- {
- glt->d3daddressu = D3DTADDRESS_CLAMP;
- glt->d3daddressv = D3DTADDRESS_CLAMP;
- if (glt->tiledepth > 1)
- glt->d3daddressw = D3DTADDRESS_CLAMP;
- }
- else
- {
- glt->d3daddressu = D3DTADDRESS_WRAP;
- glt->d3daddressv = D3DTADDRESS_WRAP;
- if (glt->tiledepth > 1)
- glt->d3daddressw = D3DTADDRESS_WRAP;
- }
- glt->d3dmipmaplodbias = 0;
- glt->d3dmaxmiplevel = 0;
- glt->d3dmaxmiplevelfilter = d3d_filter_nomip ? 0 : glt->d3dmaxmiplevel;
- if (glt->flags & TEXF_FORCELINEAR)
- {
- glt->d3dminfilter = D3DTEXF_LINEAR;
- glt->d3dmagfilter = D3DTEXF_LINEAR;
- glt->d3dmipfilter = D3DTEXF_POINT;
- }
- else if (glt->flags & TEXF_FORCENEAREST)
- {
- glt->d3dminfilter = D3DTEXF_POINT;
- glt->d3dmagfilter = D3DTEXF_POINT;
- glt->d3dmipfilter = D3DTEXF_POINT;
- }
- else if (glt->flags & TEXF_MIPMAP)
- {
- glt->d3dminfilter = d3d_filter_mipmin;
- glt->d3dmagfilter = d3d_filter_mipmag;
- glt->d3dmipfilter = d3d_filter_mipmix;
- }
- else
- {
- glt->d3dminfilter = d3d_filter_flatmin;
- glt->d3dmagfilter = d3d_filter_flatmag;
- glt->d3dmipfilter = d3d_filter_flatmix;
- }
-#endif
break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ case GLTEXTURETYPE_RECTANGLE:
+ qglTexImage2D(GL_TEXTURE_RECTANGLE_ARB, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, NULL);CHECKGLERROR
break;
}
+ GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
}
+ qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
}
static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, int sides, int flags, int miplevel, textype_t textype, int texturetype, const unsigned char *data, const unsigned int *palette)
gltexture_t *glt;
gltexturepool_t *pool = (gltexturepool_t *)rtexturepool;
textypeinfo_t *texinfo, *texinfo2;
- unsigned char *temppixels = NULL;
if (cls.state == ca_dedicated)
return NULL;
return NULL;
}
- if (textype == TEXTYPE_RGBA)
- {
- // swap bytes
- static int rgbaswapindices[4] = {2, 1, 0, 3};
- textype = TEXTYPE_BGRA;
- texinfo = R_GetTexTypeInfo(textype, flags);
- temppixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * depth * sides * 4);
- Image_CopyMux(temppixels, data, width, height*depth*sides, false, false, false, 4, 4, rgbaswapindices);
- data = temppixels;
- }
-
// clear the alpha flag if the texture has no transparent pixels
switch(textype)
{
flags |= TEXF_ALPHA;
break;
default:
- Sys_Error("R_LoadTexture: unknown texture type");
+ Host_Error("R_LoadTexture: unknown texture type");
}
texinfo2 = R_GetTexTypeInfo(textype, flags);
glt->updatecallback = NULL;
glt->updatacallback_data = NULL;
- GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth, &glt->miplevels);
+ GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth);
// upload the texture
// data may be NULL (blank texture for dynamic rendering)
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DFORMAT d3dformat;
- D3DPOOL d3dpool;
- DWORD d3dusage;
- HRESULT d3dresult;
- d3dusage = 0;
- d3dpool = D3DPOOL_MANAGED;
- if (flags & TEXF_RENDERTARGET)
- {
- d3dusage |= D3DUSAGE_RENDERTARGET;
- d3dpool = D3DPOOL_DEFAULT;
- }
- switch(textype)
- {
- case TEXTYPE_PALETTE: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break;
- case TEXTYPE_RGBA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8B8G8R8 : D3DFMT_X8B8G8R8;break;
- case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break;
- case TEXTYPE_COLORBUFFER: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break;
- case TEXTYPE_SHADOWMAP: d3dformat = D3DFMT_D16;d3dusage = D3DUSAGE_DEPTHSTENCIL;break; // note: can not use D3DUSAGE_RENDERTARGET here
- case TEXTYPE_ALPHA: d3dformat = D3DFMT_A8;break;
- default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTexture: unsupported texture type %i when picking D3DFMT", (int)textype);break;
- }
- glt->d3dformat = d3dformat;
- glt->d3dusage = d3dusage;
- glt->d3dpool = d3dpool;
- if (glt->tiledepth > 1)
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!");
- }
- else if (glt->sides == 6)
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!");
- }
- else
- {
- if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL)))
- Sys_Error("IDirect3DDevice9_CreateTexture failed!");
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
+ CHECKGLERROR
+ qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
R_Upload(glt, data, 0, 0, 0, glt->inputwidth, glt->inputheight, glt->inputdepth);
if ((glt->flags & TEXF_ALLOWUPDATES) && gl_nopartialtextureupdates.integer)
glt->bufferpixels = (unsigned char *)Mem_Alloc(texturemempool, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->sides*glt->bytesperpixel);
- // free any temporary processing buffer we allocated...
- if (temppixels)
- Mem_Free(temppixels);
-
// texture converting and uploading can take a while, so make sure we're sending keepalives
- // FIXME: this causes rendering during R_Shadow_DrawLights
-// CL_KeepaliveMessage(false);
+ CL_KeepaliveMessage(false);
return (rtexture_t *)glt;
}
static int R_ShadowMapTextureFlags(int precision, qboolean filter)
{
- int flags = TEXF_RENDERTARGET | TEXF_CLAMP;
+ int flags = TEXF_CLAMP;
if (filter)
flags |= TEXF_FORCELINEAR | TEXF_COMPARE;
else
glt->tilewidth = mipwidth;
glt->tileheight = mipheight;
glt->tiledepth = 1;
- glt->miplevels = dds_miplevels;
// texture uploading can take a while, so make sure we're sending keepalives
CL_KeepaliveMessage(false);
- // create the texture object
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- GL_ActiveTexture(0);
- oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
- qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
- qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DFORMAT d3dformat;
- D3DPOOL d3dpool;
- DWORD d3dusage;
- switch(textype)
- {
- case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break;
- case TEXTYPE_DXT1: case TEXTYPE_DXT1A: d3dformat = D3DFMT_DXT1;break;
- case TEXTYPE_DXT3: d3dformat = D3DFMT_DXT3;break;
- case TEXTYPE_DXT5: d3dformat = D3DFMT_DXT5;break;
- default: d3dformat = D3DFMT_A8R8G8B8;Host_Error("R_LoadTextureDDSFile: unsupported texture type %i when picking D3DFMT", (int)textype);break;
- }
- d3dusage = 0;
- d3dpool = D3DPOOL_MANAGED;
- IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, d3dusage, d3dformat, d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL);
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
-
// upload the texture
// we need to restore the texture binding after finishing the upload
+ CHECKGLERROR
+ GL_ActiveTexture(0);
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]);
+ qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
+ qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
mipcomplete = false;
for (mip = 0;mip <= dds_miplevels;mip++) // <= to include the not-counted "largest" miplevel
mipsize = bytesperblock ? ((mipwidth+3)/4)*((mipheight+3)/4)*bytesperblock : mipwidth*mipheight*bytesperpixel;
if (mippixels + mipsize > dds + ddssize)
break;
- switch(vid.renderpath)
+ if (bytesperblock)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (bytesperblock)
- {
- qglCompressedTexImage2DARB(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, mipsize, mippixels);CHECKGLERROR
- }
- else
- {
- qglTexImage2D(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, glt->glformat, glt->gltype, mippixels);CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- D3DLOCKED_RECT d3dlockedrect;
- if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits)
- {
- memcpy(d3dlockedrect.pBits, mippixels, mipsize);
- IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip);
- }
- break;
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ qglCompressedTexImage2DARB(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, mipsize, mippixels);CHECKGLERROR
+ }
+ else
+ {
+ qglTexImage2D(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, glt->glformat, glt->gltype, mippixels);CHECKGLERROR
}
mippixels += mipsize;
if (mipwidth <= 1 && mipheight <= 1)
if (mipheight > 1)
mipheight >>= 1;
}
-
- // after upload we have to set some parameters...
- switch(vid.renderpath)
+ if (dds_miplevels >= 1 && !mipcomplete)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (dds_miplevels >= 1 && !mipcomplete)
- {
- // need to set GL_TEXTURE_MAX_LEVEL
- qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_LEVEL, dds_miplevels - 1);CHECKGLERROR
- }
- GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
- qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- glt->d3daddressw = 0;
- if (glt->flags & TEXF_CLAMP)
- {
- glt->d3daddressu = D3DTADDRESS_CLAMP;
- glt->d3daddressv = D3DTADDRESS_CLAMP;
- if (glt->tiledepth > 1)
- glt->d3daddressw = D3DTADDRESS_CLAMP;
- }
- else
- {
- glt->d3daddressu = D3DTADDRESS_WRAP;
- glt->d3daddressv = D3DTADDRESS_WRAP;
- if (glt->tiledepth > 1)
- glt->d3daddressw = D3DTADDRESS_WRAP;
- }
- glt->d3dmipmaplodbias = 0;
- glt->d3dmaxmiplevel = 0;
- glt->d3dmaxmiplevelfilter = 0;
- if (glt->flags & TEXF_MIPMAP)
- {
- glt->d3dminfilter = d3d_filter_mipmin;
- glt->d3dmagfilter = d3d_filter_mipmag;
- glt->d3dmipfilter = d3d_filter_mipmix;
- }
- else
- {
- glt->d3dminfilter = d3d_filter_flatmin;
- glt->d3dmagfilter = d3d_filter_flatmag;
- glt->d3dmipfilter = d3d_filter_flatmix;
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ // need to set GL_TEXTURE_MAX_LEVEL
+ qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_LEVEL, dds_miplevels - 1);CHECKGLERROR
}
+ GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype);
+ qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR
Mem_Free(dds);
return (rtexture_t *)glt;
Host_Error("R_UpdateTexture: no data supplied");
if (glt == NULL)
Host_Error("R_UpdateTexture: no texture supplied");
- if (!glt->texnum && !glt->d3dtexture)
- {
- Con_Printf("R_UpdateTexture: texture %p \"%s\" in pool %p has not been uploaded yet", glt, glt->identifier, glt->pool);
- return;
- }
+ if (!glt->texnum)
+ Host_Error("R_UpdateTexture: texture has not been uploaded yet");
// update part of the texture
if (glt->bufferpixels)
{
// upload r_vertexmesh_t array as a buffer
if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
- mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
+ mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false);
// upload r_vertexposition_t array as a buffer
if (mesh->vertexposition && !mesh->vertexpositionbuffer)
- mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
+ mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false);
// upload short indices as a buffer
if (mesh->element3s && !mesh->element3s_indexbuffer)
- mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
+ mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false);
// upload int indices as a buffer
if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
- mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
+ mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false);
// vertex buffer is several arrays and we put them in the same buffer
//
if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
- mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
+ mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false);
Mem_Free(mem);
}
}
// upload r_vertexmesh_t array as a buffer
if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
- loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
+ loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false);
// upload r_vertexposition_t array as a buffer
if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
- loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
+ loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false);
// upload short indices as a buffer
if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
- loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
+ loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false);
// upload int indices as a buffer
if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
- loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
+ loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false);
// only build a vbo if one has not already been created (this is important for brush models which load specially)
// vertex buffer is several arrays and we put them in the same buffer
if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
- loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
+ loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false);
Mem_Free(mem);
}
}
size_t size;
qboolean isindexbuffer;
qboolean isdynamic;
- qboolean isindex16;
char name[MAX_QPATH];
}
r_meshbuffer_t;
#include "portals.h"
#include "image.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
extern void R_Shadow_EditLights_Init(void);
typedef enum r_shadow_rendermode_e
rtexture_t *r_shadow_shadowmaprectangletexture;
rtexture_t *r_shadow_shadowmap2dtexture;
rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
-rtexture_t *r_shadow_shadowmap2dcolortexture;
rtexture_t *r_shadow_shadowmapvsdcttexture;
int r_shadow_shadowmapsize; // changes for each light based on distance
int r_shadow_shadowmaplod; // changes for each light based on distance
r_shadow_shadowmapsampler = false;
r_shadow_shadowmappcf = 0;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
- if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+ switch(vid.renderpath)
{
- switch(vid.renderpath)
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
{
- case RENDERPATH_GL20:
if(r_shadow_shadowmapfilterquality < 0)
{
if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
r_shadow_shadowmapsampler = false;
r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
}
- break;
- case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- r_shadow_shadowmapsampler = false;
- r_shadow_shadowmappcf = 1;
- r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
- break;
- case RENDERPATH_GL13:
- break;
- case RENDERPATH_GL11:
- break;
}
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
}
R_Shadow_SetShadowMode();
- R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
+ if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
+ return;
- R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
- for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
- R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
+ CHECKGLERROR
+ if (r_shadow_fborectangle)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
r_shadow_fborectangle = 0;
+
+ if (r_shadow_fbo2d)
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
r_shadow_fbo2d = 0;
+ for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+ if (r_shadow_fbocubeside[i])
+ qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
if (r_shadow_shadowmaprectangletexture)
R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- if (r_shadow_shadowmap2dcolortexture)
- R_FreeTexture(r_shadow_shadowmap2dcolortexture);
- r_shadow_shadowmap2dcolortexture = NULL;
-
if (r_shadow_shadowmapvsdcttexture)
R_FreeTexture(r_shadow_shadowmapvsdcttexture);
r_shadow_shadowmapvsdcttexture = NULL;
+
+ CHECKGLERROR
}
void r_shadow_start(void)
r_shadow_shadowmaprectangletexture = NULL;
r_shadow_shadowmap2dtexture = NULL;
memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
- r_shadow_shadowmap2dcolortexture = NULL;
r_shadow_shadowmapvsdcttexture = NULL;
r_shadow_shadowmapmaxsize = 0;
r_shadow_shadowmapsize = 0;
tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
r_refdef.stats.lights_dynamicshadowtriangles += tris;
r_refdef.stats.lights_shadowtriangles += tris;
+ CHECKGLERROR
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+ CHECKGLERROR
}
}
Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
}
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
+static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
void R_Shadow_RenderMode_Begin(void)
{
CHECKGLERROR
R_Mesh_ResetTextureState();
-// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
+ R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
break;
case RENDERPATH_GL13:
void R_Shadow_RenderMode_Reset(void)
{
- R_Mesh_ResetRenderTargets();
+ CHECKGLERROR
+ if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
+ {
+ qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ }
+ if (vid.support.ext_framebuffer_object)
+ {
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+ }
+#if 0
+ qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
+ qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+#endif
R_SetViewport(&r_refdef.view.viewport);
GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
R_Mesh_ResetTextureState();
-// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
+ R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(false);
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
r_refdef.view.cullface_front = r_shadow_cullface_front;
r_refdef.view.cullface_back = r_shadow_cullface_back;
GL_CullFace(r_refdef.view.cullface_back);
r_shadow_usingshadowmapcube = false;
r_shadow_usingshadowmap2d = false;
r_shadow_usingshadowmaportho = false;
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+ CHECKGLERROR
}
void R_Shadow_ClearStencil(void)
{
- GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+ CHECKGLERROR
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
r_refdef.stats.lights_clears++;
}
r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
if (r_shadow_rendermode == mode)
return;
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
- GL_DepthFunc(GL_LESS);
GL_ColorMask(0, 0, 0, 0);
GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
- GL_CullFace(GL_NONE);
R_SetupShader_DepthOrShadow();
+ qglDepthFunc(GL_LESS);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
r_shadow_rendermode = mode;
switch(mode)
{
default:
break;
- case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
- R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
+ GL_CullFace(GL_NONE);
+ qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
break;
- case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
- R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
+ GL_CullFace(GL_NONE);
+ qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+ GL_CullFace(GL_NONE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+ break;
+ case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
+ GL_CullFace(GL_NONE);
+ qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+ qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
break;
}
}
static void R_Shadow_MakeShadowMap(int side, int size)
{
+ int status;
switch (r_shadow_shadowmode)
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
if (r_shadow_shadowmap2dtexture) return;
r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- r_shadow_shadowmap2dcolortexture = NULL;
- switch(vid.renderpath)
- {
-#ifdef SUPPORTD3D
- case RENDERPATH_D3D9:
- r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
- r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
- break;
-#endif
- default:
- r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
- break;
- }
+ qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
if (r_shadow_shadowmaprectangletexture) return;
r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
+ qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
break;
case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
- // special trick to get an empty fbo we configure ourselves...
- r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
- if (qglFramebufferTexture2DEXT)
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
break;
default:
return;
}
-
// render depth into the fbo, do not render color at all
- // validate the fbo now
- if (qglDrawBuffer)
- {
- int status;
- qglDrawBuffer(GL_NONE);CHECKGLERROR
- qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
- {
- Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- }
+ qglDrawBuffer(GL_NONE);CHECKGLERROR
+ qglReadBuffer(GL_NONE);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+ {
+ Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
}
}
-static float testcolor[4] = {0,1,0,1};
void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
{
float nearclip, farclip, bias;
r_viewport_t viewport;
int flipped;
GLuint fbo = 0;
+ CHECKGLERROR
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmap2dtexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ CHECKGLERROR
if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
R_Shadow_MakeVSDCT();
if (!r_shadow_shadowmaprectangletexture)
R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+ CHECKGLERROR
if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
r_shadow_shadowmap_texturescale[0] = 1.0f;
r_shadow_shadowmap_texturescale[1] = 1.0f;
// simple cube approach
if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
R_Shadow_MakeShadowMap(side, size);
+ CHECKGLERROR
if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
r_shadow_shadowmap_texturescale[0] = 0.0f;
r_shadow_shadowmap_texturescale[1] = 0.0f;
R_Shadow_RenderMode_Reset();
if (fbo)
{
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
R_SetupShader_DepthOrShadow();
}
else
+ {
R_SetupShader_ShowDepth();
+ qglClearColor(1,1,1,1);CHECKGLERROR
+ }
+ CHECKGLERROR
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
+ qglClearDepth(1);
+ CHECKGLERROR
init_done:
R_SetViewport(&viewport);
flipped = (side & 1) ^ (side >> 2);
r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
- switch(vid.renderpath)
+ GL_CullFace(r_refdef.view.cullface_back);
+ if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- GL_CullFace(r_refdef.view.cullface_back);
- // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
- if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
- {
- // get tightest scissor rectangle that encloses all viewports in the clear mask
- int x1 = clear & 0x15 ? 0 : size;
- int x2 = clear & 0x2A ? 2 * size : size;
- int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
- int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
- GL_Scissor(x1, y1, x2 - x1, y2 - y1);
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- }
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- break;
- case RENDERPATH_D3D9:
- // completely different meaning than in OpenGL path
- r_shadow_shadowmap_parameters[1] = 0;
- r_shadow_shadowmap_parameters[3] = -bias;
- // we invert the cull mode because we flip the projection matrix
- // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
- GL_CullFace(r_refdef.view.cullface_front);
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- if (r_shadow_shadowmapsampler)
- {
- GL_ColorMask(0,0,0,0);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- else
- {
- GL_ColorMask(1,1,1,1);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
- }
- break;
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // D3D considers it an error to use a scissor larger than the viewport... clear just this view
- GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
- GL_ColorMask(0,0,0,0);
- if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
- break;
+ // get tightest scissor rectangle that encloses all viewports in the clear mask
+ int x1 = clear & 0x15 ? 0 : size;
+ int x2 = clear & 0x2A ? 2 * size : size;
+ int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+ int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+ GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
}
+ GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
break;
case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
- if (qglFramebufferTexture2DEXT)
- qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
break;
default:
break;
}
+ CHECKGLERROR
}
void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
}
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
if (!transparent)
- GL_DepthFunc(GL_EQUAL);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ if (stenciltest)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
+ r_shadow_rendermode = r_shadow_lightingrendermode;
// do global setup needed for the chosen lighting mode
if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+ {
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
+ CHECKGLERROR
+ }
if (shadowmapping)
{
switch (r_shadow_shadowmode)
break;
}
}
- r_shadow_rendermode = r_shadow_lightingrendermode;
- // only draw light where this geometry was already rendered AND the
- // stencil is 128 (values other than this mean shadow)
- if (stenciltest)
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- else
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+ //R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+ CHECKGLERROR
}
static const unsigned short bboxelements[36] =
int i;
float vertex3f[8*3];
const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
-// do global setup needed for the chosen lighting mode
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
r_shadow_rendermode = r_shadow_lightingrendermode;
- R_EntityMatrix(&identitymatrix);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- // only draw light where this geometry was already rendered AND the
- // stencil is 128 (values other than this mean shadow)
- R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-
- if (shadowmapping)
+ // do global setup needed for the chosen lighting mode
{
- switch (r_shadow_shadowmode)
+ R_EntityMatrix(&identitymatrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ if (stenciltest)
{
- case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
- r_shadow_usingshadowmap2d = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- r_shadow_usingshadowmaprect = true;
- break;
- case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
- r_shadow_usingshadowmapcube = true;
- break;
- default:
- break;
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ // only draw light where this geometry was already rendered AND the
+ // stencil is 128 (values other than this mean shadow)
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ if (shadowmapping)
+ {
+ switch (r_shadow_shadowmode)
+ {
+ case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+ r_shadow_usingshadowmap2d = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+ r_shadow_usingshadowmaprect = true;
+ break;
+ case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+ r_shadow_usingshadowmapcube = true;
+ break;
+ default:
+ break;
+ }
}
- }
- // render the lighting
- R_SetupShader_DeferredLight(rsurface.rtlight);
- for (i = 0;i < 8;i++)
- Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
- GL_ColorMask(1,1,1,1);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(true);
- GL_DepthFunc(GL_GREATER);
- GL_CullFace(r_refdef.view.cullface_back);
- R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
- R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
+ // render the lighting
+ R_SetupShader_DeferredLight(rsurface.rtlight);
+ for (i = 0;i < 8;i++)
+ Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+ CHECKGLERROR
+ GL_ColorMask(1,1,1,1);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ qglDepthFunc(GL_GREATER);CHECKGLERROR
+ GL_CullFace(r_refdef.view.cullface_back);
+ R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
+ R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
+ }
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthRange(0, 1);
GL_DepthTest(r_showlighting.integer < 2);
GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
if (!transparent)
- GL_DepthFunc(GL_EQUAL);
- R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ if (stenciltest)
+ {
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+ }
r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
}
void R_Shadow_RenderMode_End(void)
{
+ CHECKGLERROR
R_Shadow_RenderMode_Reset();
R_Shadow_RenderMode_ActiveLight(NULL);
GL_DepthMask(true);
r_shadow_lightscissor[2] = ix2 - ix1;
r_shadow_lightscissor[3] = iy2 - iy1;
- // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
- break;
- }
-
r_refdef.stats.lights_scissored++;
return false;
}
static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
- R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_EQUAL);
+ {
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
RSurf_DrawBatch();
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_DepthFunc(GL_LEQUAL);
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ }
}
static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
if(negated)
{
VectorNegate(lightcolor, lightcolor);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
}
RSurf_SetupDepthAndCulling();
switch (r_shadow_rendermode)
break;
}
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
}
void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
// increment stencil if frontface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// decrement stencil if backface is infront of depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
}
else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
{
// decrement stencil if backface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_front);
- R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
// increment stencil if frontface is behind depthbuffer
GL_CullFace(r_refdef.view.cullface_back);
- R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+ qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
}
R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
}
static void R_Shadow_FreeDeferred(void)
{
- R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
+ if (r_shadow_prepassgeometryfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
r_shadow_prepassgeometryfbo = 0;
- R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
+ if (r_shadow_prepasslightingfbo)
+ qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
r_shadow_prepasslightingfbo = 0;
if (r_shadow_prepassgeometrydepthtexture)
dlight_t *light;
size_t range;
entity_render_t *ent;
- float clearcolor[4];
GL_AlphaTest(false);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
- Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
- if (r_timereport_active)
- R_TimeReport("prepasscleargeom");
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
GL_ColorMask(1,1,1,1);
GL_Color(1,1,1,1);
GL_DepthTest(true);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- Vector4Set(clearcolor, 0, 0, 0, 0);
- GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
- if (r_timereport_active)
- R_TimeReport("prepassclearlit");
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
+ GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+ if (r_refdef.fogenabled)
+ qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
R_Shadow_RenderMode_Begin();
for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
- R_Mesh_ResetRenderTargets();
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+ if (r_refdef.fogenabled)
+ qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
R_Shadow_RenderMode_End();
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
{
r_shadow_usingdeferredprepass = false;
r_shadow_prepass_width = vid.width;
r_shadow_prepass_height = vid.height;
r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
- r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
- r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+ r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
// set up the geometry pass fbo (depth + normalmap)
- r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+ qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
// render depth into one texture and normalmap into the other
if (qglDrawBuffersARB)
{
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
- }
+ }
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
}
// set up the lighting pass fbo (diffuse + specular)
- r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
- R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+ qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+ qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
// render diffuse into one texture and specular into another,
// with depth and normalmap bound as textures,
// with depth bound as attachment as well
{
qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
qglReadBuffer(GL_NONE);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
- {
- Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
- Cvar_SetValueQuick(&r_shadow_deferred, 0);
- r_shadow_usingdeferredprepass = false;
- }
+ }
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ {
+ Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+ Cvar_SetValueQuick(&r_shadow_deferred, 0);
+ r_shadow_usingdeferredprepass = false;
}
}
break;
matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
r_viewport_t viewport;
GLuint fbo = 0;
- float clearcolor[4];
if (!r_refdef.scene.numentities)
return;
return;
}
+ CHECKGLERROR
R_ResetViewRendering3D();
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(NULL);
VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
#if 0
- R_Mesh_ResetRenderTargets();
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
R_SetupShader_ShowDepth();
#else
- R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
R_SetupShader_DepthOrShadow();
#endif
+ CHECKGLERROR
GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
GL_DepthMask(true);
GL_DepthTest(true);
R_SetViewport(&viewport);
GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
- Vector4Set(clearcolor, 1,1,1,1);
+ qglClearDepth(1);
#if 0
- GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ qglClearColor(1,1,1,1);
+ GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#else
- GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT);
#endif
GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+ CHECKGLERROR
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
+ CHECKGLERROR
R_ResetViewRendering3D();
//GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
//GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
//GL_PolygonOffset(0, 0);CHECKGLERROR
GL_Color(0, 0, 0, r_shadows_darken.value);
//GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- //GL_DepthFunc(GL_ALWAYS);
- R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
+ //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+ qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
// apply the blend to the shadowed areas
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
// we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
- GL_DepthFunc(GL_ALWAYS);
- R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- GL_DepthFunc(GL_LEQUAL);
- qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
- R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
- R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ CHECKGLERROR
+ // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+ qglDepthFunc(GL_ALWAYS);
+ R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ qglDepthFunc(GL_LEQUAL);
+ qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+ R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+ R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ CHECKGLERROR
}
rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
}
// now we have to check the query result
if (rtlight->corona_queryindex_visiblepixels)
{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- case RENDERPATH_CGGL:
- CHECKGLERROR
- qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
- qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
- CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ CHECKGLERROR
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+ qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+ CHECKGLERROR
//Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
if (visiblepixels < 1 || allpixels < 1)
return;
if(negated)
{
VectorNegate(color, color);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
}
R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
if(negated)
- {
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglBlendEquationEXT(GL_FUNC_ADD_EXT);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
- }
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
}
}
void R_Shadow_DrawCoronas(void)
{
int i, flag;
- qboolean usequery = false;
+ qboolean usequery;
size_t lightindex;
dlight_t *light;
rtlight_t *rtlight;
// use GL_ARB_occlusion_query if available
// otherwise use raytraces
r_numqueries = 0;
- switch (vid.renderpath)
+ usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+ if (usequery)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
- if (usequery)
+ GL_ColorMask(0,0,0,0);
+ if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+ if (r_maxqueries < MAX_OCCLUSION_QUERIES)
{
- GL_ColorMask(0,0,0,0);
- if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
- if (r_maxqueries < MAX_OCCLUSION_QUERIES)
- {
- i = r_maxqueries;
- r_maxqueries = (range + r_refdef.scene.numlights) * 4;
- r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
- CHECKGLERROR
- qglGenQueriesARB(r_maxqueries - i, r_queries + i);
- CHECKGLERROR
- }
- RSurf_ActiveWorldEntity();
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_CullFace(GL_NONE);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_PolygonOffset(0, 0);
- GL_DepthTest(true);
- R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ i = r_maxqueries;
+ r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+ r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+ CHECKGLERROR
+ qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+ CHECKGLERROR
}
- break;
- case RENDERPATH_D3D9:
- usequery = false;
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
+ RSurf_ActiveWorldEntity();
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_CullFace(GL_NONE);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
+ GL_DepthTest(true);
+ R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
}
for (lightindex = 0;lightindex < range;lightindex++)
{
#define TEXF_ISWORLD 0x00004000
// indicates texture should be affected by gl_picmip_sprites and r_picmipsprites (maybe others in the future) instead of gl_picmip_other
#define TEXF_ISSPRITE 0x00008000
-// indicates the texture will be used as a render target (D3D hint)
-#define TEXF_RENDERTARGET 0x0010000
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION)
typedef enum textype_e
{
}
textype_t;
-/*
-#ifdef WIN32
-#define SUPPORTD3D
-#define SUPPORTDIRECTX
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-#endif
-#endif
-*/
-
// contents of this structure are mostly private to gl_textures.c
typedef struct rtexture_s
{
int texnum;
qboolean dirty;
int gltexturetypeenum; // exposed for use in R_Mesh_TexBind
- // d3d stuff the backend needs
- void *d3dtexture;
-#ifdef SUPPORTD3D
- int d3dformat;
- int d3dusage;
- int d3dpool;
- int d3daddressu;
- int d3daddressv;
- int d3daddressw;
- int d3dmagfilter;
- int d3dminfilter;
- int d3dmipfilter;
- int d3dmaxmiplevelfilter;
- int d3dmipmaplodbias;
- int d3dmaxmiplevel;
-#endif
}
rtexture_t;
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale);
void R_SetupShader_DepthOrShadow(void);
void R_SetupShader_ShowDepth(void);
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane);
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist);
void R_SetupShader_DeferredLight(const rtlight_t *rtlight);
typedef struct r_waterstate_waterplane_s
RENDERPATH_GL13,
RENDERPATH_GL20,
RENDERPATH_CGGL,
- RENDERPATH_D3D9,
- RENDERPATH_D3D10,
- RENDERPATH_D3D11,
}
renderpath_t;
void GL_Init (void);
-void VID_ClearExtensions(void);
void VID_CheckExtensions(void);
void VID_Init (void);
{NULL, NULL}
};
-void VID_ClearExtensions(void)
+void VID_CheckExtensions(void)
{
- // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
- Cvar_SetQuick(&gl_info_extensions, "");
-
// clear the extension flags
memset(&vid.support, 0, sizeof(vid.support));
- vid.renderpath = RENDERPATH_GL11;
- vid.forcevbo = false;
- vid.maxtexturesize_2d = 0;
- vid.maxtexturesize_3d = 0;
- vid.maxtexturesize_cubemap = 0;
- vid.texunits = 1;
- vid.teximageunits = 1;
- vid.texarrayunits = 1;
- vid.max_anisotropy = 1;
- vid.maxdrawbuffers = 1;
-
- // this is a complete list of all functions that are directly checked in the renderer
- qglDrawRangeElements = NULL;
- qglDrawBuffer = NULL;
- qglPolygonStipple = NULL;
- qglFlush = NULL;
- qglActiveTexture = NULL;
- qglGetCompressedTexImageARB = NULL;
- qglFramebufferTexture2DEXT = NULL;
- qglDrawBuffersARB = NULL;
-}
-void VID_CheckExtensions(void)
-{
+ // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension
+ Cvar_SetQuick(&gl_info_extensions, "");
if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false))
Sys_Error("OpenGL 1.1.0 functions not found");
Con_DPrint("Checking OpenGL extensions...\n");
+ vid.forcevbo = false;
vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false);
vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false);
vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false);
// COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering)
// COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
+ vid.maxtexturesize_2d = 0;
+ vid.maxtexturesize_3d = 0;
+ vid.maxtexturesize_cubemap = 0;
+ vid.texunits = 1;
+ vid.teximageunits = 1;
+ vid.texarrayunits = 1;
+ vid.max_anisotropy = 1;
+ vid.maxdrawbuffers = 1;
+
if (vid.support.arb_draw_buffers)
qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers);
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if (v_glslgamma.integer)
wantgamma = 0;
break;
mode.stereobuffer = stereobuffer != 0;
mode.samples = samples;
cl_ignoremousemoves = 2;
- VID_ClearExtensions();
if (VID_InitMode(&mode))
{
// accept the (possibly modified) mode
#include <dinput.h>
#endif
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-#pragma comment(lib, "d3d9.lib")
-
-cvar_t vid_dx9 = {CVAR_SAVE, "vid_dx9", "0", "use Microsoft Direct3D9(r) for rendering"};
-cvar_t vid_dx9_hal = {CVAR_SAVE, "vid_dx9_hal", "1", "enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it)"};
-cvar_t vid_dx9_softvertex = {CVAR_SAVE, "vid_dx9_softvertex", "0", "enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off"};
-cvar_t vid_dx9_triplebuffer = {CVAR_SAVE, "vid_dx9_triplebuffer", "0", "enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it"};
-//cvar_t vid_dx10 = {CVAR_SAVE, "vid_dx10", "1", "use Microsoft Direct3D10(r) for rendering"};
-//cvar_t vid_dx11 = {CVAR_SAVE, "vid_dx11", "1", "use Microsoft Direct3D11(r) for rendering"};
-
-D3DPRESENT_PARAMETERS vid_d3dpresentparameters;
-#endif
-
extern HINSTANCE global_hInstance;
-static HINSTANCE gldll;
-
-#ifdef SUPPORTD3D
-LPDIRECT3D9 vid_d3d9;
-LPDIRECT3DDEVICE9 vid_d3d9dev;
-D3DCAPS9 vid_d3d9caps;
-qboolean vid_d3ddevicelost;
-#endif
#ifndef WM_MOUSEWHEEL
#define WM_MOUSEWHEEL 0x020A
//====================================
-qboolean vid_reallyhidden = true;
-#ifdef SUPPORTD3D
-qboolean vid_begunscene = false;
-#endif
void VID_Finish (void)
{
-#ifdef SUPPORTD3D
- if (vid_d3d9dev)
- {
- DWORD d;
- if (vid_begunscene)
- {
- IDirect3DDevice9_EndScene(vid_d3d9dev);
- vid_begunscene = false;
- }
- if (vid_reallyhidden)
- return;
- d = IDirect3DDevice9_TestCooperativeLevel(vid_d3d9dev);
- switch(d)
- {
- case D3DERR_DEVICELOST:
- vid_d3ddevicelost = true;
- vid_hidden = true;
- Sleep(100);
- break;
- case D3DERR_DEVICENOTRESET:
- vid_d3ddevicelost = false;
- vid_hidden = vid_reallyhidden;
- R_Modules_DeviceLost();
- IDirect3DDevice9_Reset(vid_d3d9dev, &vid_d3dpresentparameters);
- R_Modules_DeviceRestored();
- break;
- case D3D_OK:
- vid_hidden = vid_reallyhidden;
- IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
- break;
- }
- if (!vid_begunscene && !vid_hidden)
- {
- IDirect3DDevice9_BeginScene(vid_d3d9dev);
- vid_begunscene = true;
- }
- return;
- }
-#endif
-
- vid_hidden = vid_reallyhidden;
-
vid_usevsync = vid_vsync.integer && !cls.timedemo && qwglSwapIntervalEXT;
if (vid_usingvsync != vid_usevsync)
{
static qboolean sound_active = false; // initially blocked by Sys_InitConsole()
vid_activewindow = fActive != FALSE;
- vid_reallyhidden = minimize != FALSE;
+ vid_hidden = minimize != FALSE;
// enable/disable sound on focus gain/loss
- if ((!vid_reallyhidden && vid_activewindow) || !snd_mutewhenidle.integer)
+ if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer)
{
if (!sound_active)
{
if (vid_wassuspended)
{
vid_wassuspended = false;
- if (gldll)
- {
- ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN);
- ShowWindow(mainwindow, SW_SHOWNORMAL);
- }
+ ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN);
+ ShowWindow(mainwindow, SW_SHOWNORMAL);
}
// LordHavoc: from dabb, fix for alt-tab bug in NVidia drivers
- if (gldll)
- MoveWindow(mainwindow,0,0,gdevmode.dmPelsWidth,gdevmode.dmPelsHeight,false);
+ MoveWindow(mainwindow,0,0,gdevmode.dmPelsWidth,gdevmode.dmPelsHeight,false);
}
}
VID_SetMouse(false, false, false);
if (vid_isfullscreen)
{
- if (gldll)
- ChangeDisplaySettings (NULL, 0);
+ ChangeDisplaySettings (NULL, 0);
vid_wassuspended = true;
}
VID_RestoreSystemGamma();
int VID_SetGamma(unsigned short *ramps, int rampsize)
{
- if (qwglMakeCurrent)
- {
- HDC hdc = GetDC (NULL);
- int i = SetDeviceGammaRamp(hdc, ramps);
- ReleaseDC (NULL, hdc);
- return i; // return success or failure
- }
- else
- return 0;
+ HDC hdc = GetDC (NULL);
+ int i = SetDeviceGammaRamp(hdc, ramps);
+ ReleaseDC (NULL, hdc);
+ return i; // return success or failure
}
int VID_GetGamma(unsigned short *ramps, int rampsize)
{
- if (qwglMakeCurrent)
- {
- HDC hdc = GetDC (NULL);
- int i = GetDeviceGammaRamp(hdc, ramps);
- ReleaseDC (NULL, hdc);
- return i; // return success or failure
- }
- else
- return 0;
+ HDC hdc = GetDC (NULL);
+ int i = GetDeviceGammaRamp(hdc, ramps);
+ ReleaseDC (NULL, hdc);
+ return i; // return success or failure
}
+static HINSTANCE gldll;
+
static void GL_CloseLibrary(void)
{
- if (gldll)
- {
- FreeLibrary(gldll);
- gldll = 0;
- gl_driver[0] = 0;
- qwglGetProcAddress = NULL;
- gl_extensions = "";
- gl_platform = "";
- gl_platformextensions = "";
- }
+ FreeLibrary(gldll);
+ gldll = 0;
+ gl_driver[0] = 0;
+ qwglGetProcAddress = NULL;
+ gl_extensions = "";
+ gl_platform = "";
+ gl_platformextensions = "";
}
static int GL_OpenLibrary(const char *name)
void *GL_GetProcAddress(const char *name)
{
- if (gldll)
- {
- void *p = NULL;
- if (qwglGetProcAddress != NULL)
- p = (void *) qwglGetProcAddress(name);
- if (p == NULL)
- p = (void *) GetProcAddress(gldll, name);
- return p;
- }
- else
- return NULL;
+ void *p = NULL;
+ if (qwglGetProcAddress != NULL)
+ p = (void *) qwglGetProcAddress(name);
+ if (p == NULL)
+ p = (void *) GetProcAddress(gldll, name);
+ return p;
}
#ifndef WGL_ARB_pixel_format
{
WNDCLASS wc;
-#ifdef SUPPORTD3D
- Cvar_RegisterVariable(&vid_dx9);
- Cvar_RegisterVariable(&vid_dx9_hal);
- Cvar_RegisterVariable(&vid_dx9_softvertex);
- Cvar_RegisterVariable(&vid_dx9_triplebuffer);
-// Cvar_RegisterVariable(&vid_dx10);
-// Cvar_RegisterVariable(&vid_dx11);
-#endif
-
InitCommonControls();
hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
IN_Init();
}
-qboolean VID_InitModeGL(viddef_mode_t *mode)
+qboolean VID_InitMode(viddef_mode_t *mode)
{
int i;
HDC hdc;
vid_usingmouse = false;
vid_usinghidecursor = false;
vid_usingvsync = false;
- vid_reallyhidden = vid_hidden = false;
+ vid_hidden = false;
vid_initialized = true;
IN_StartupMouse ();
return true;
}
-#ifdef SUPPORTD3D
-static D3DADAPTER_IDENTIFIER9 d3d9adapteridentifier;
-
-extern cvar_t gl_info_extensions;
-extern cvar_t gl_info_vendor;
-extern cvar_t gl_info_renderer;
-extern cvar_t gl_info_version;
-extern cvar_t gl_info_platform;
-extern cvar_t gl_info_driver;
-qboolean VID_InitModeDX(viddef_mode_t *mode, int version)
-{
- int deviceindex;
- RECT rect;
- MSG msg;
- int pixelformat, newpixelformat;
- DWORD WindowStyle, ExWindowStyle;
- int CenterX, CenterY;
- int bpp = mode->bitsperpixel;
- int width = mode->width;
- int height = mode->height;
- int refreshrate = (int)floor(mode->refreshrate+0.5);
-// int stereobuffer = mode->stereobuffer;
- int samples = mode->samples;
- int fullscreen = mode->fullscreen;
- int numdevices;
-
- if (vid_initialized)
- Sys_Error("VID_InitMode called when video is already initialised");
-
- vid_isfullscreen = fullscreen != 0;
- if (fullscreen)
- {
- WindowStyle = WS_POPUP;
- ExWindowStyle = WS_EX_TOPMOST;
- }
- else
- {
- WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
- ExWindowStyle = 0;
- }
-
- rect.top = 0;
- rect.left = 0;
- rect.right = width;
- rect.bottom = height;
- AdjustWindowRectEx(&rect, WindowStyle, false, 0);
-
- if (fullscreen)
- {
- CenterX = 0;
- CenterY = 0;
- }
- else
- {
- CenterX = (GetSystemMetrics(SM_CXSCREEN) - (rect.right - rect.left)) / 2;
- CenterY = (GetSystemMetrics(SM_CYSCREEN) - (rect.bottom - rect.top)) / 2;
- }
- CenterX = max(0, CenterX);
- CenterY = max(0, CenterY);
-
- // x and y may be changed by WM_MOVE messages
- window_x = CenterX;
- window_y = CenterY;
- rect.left += CenterX;
- rect.right += CenterX;
- rect.top += CenterY;
- rect.bottom += CenterY;
-
- pixelformat = 0;
- newpixelformat = 0;
- gl_extensions = "";
- gl_platformextensions = "";
-
- mainwindow = CreateWindowEx (ExWindowStyle, "DarkPlacesWindowClass", gamename, WindowStyle, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, global_hInstance, NULL);
- if (!mainwindow)
- {
- Con_Printf("CreateWindowEx(%d, %s, %s, %d, %d, %d, %d, %d, %p, %p, %p, %p) failed\n", (int)ExWindowStyle, "DarkPlacesWindowClass", gamename, (int)WindowStyle, (int)(rect.left), (int)(rect.top), (int)(rect.right - rect.left), (int)(rect.bottom - rect.top), NULL, NULL, global_hInstance, NULL);
- VID_Shutdown();
- return false;
- }
-
- baseDC = GetDC(mainwindow);
-
- vid_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
- if (!vid_d3d9)
- Sys_Error("VID_InitMode: Direct3DCreate9 failed");
-
- numdevices = IDirect3D9_GetAdapterCount(vid_d3d9);
- vid_d3d9dev = NULL;
- memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier));
- for (deviceindex = 0;deviceindex < numdevices && !vid_d3d9dev;deviceindex++)
- {
- memset(&vid_d3dpresentparameters, 0, sizeof(vid_d3dpresentparameters));
- vid_d3dpresentparameters.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
- vid_d3dpresentparameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
- vid_d3dpresentparameters.hDeviceWindow = mainwindow;
- vid_d3dpresentparameters.BackBufferWidth = width;
- vid_d3dpresentparameters.BackBufferHeight = height;
- vid_d3dpresentparameters.MultiSampleType = samples > 1 ? (D3DMULTISAMPLE_TYPE)samples : D3DMULTISAMPLE_NONE;
- vid_d3dpresentparameters.BackBufferCount = fullscreen ? (vid_dx9_triplebuffer.integer ? 3 : 2) : 1;
- vid_d3dpresentparameters.FullScreen_RefreshRateInHz = fullscreen ? refreshrate : 0;
- vid_d3dpresentparameters.Windowed = !fullscreen;
- vid_d3dpresentparameters.EnableAutoDepthStencil = true;
- vid_d3dpresentparameters.AutoDepthStencilFormat = bpp > 16 ? D3DFMT_D24S8 : D3DFMT_D16;
- vid_d3dpresentparameters.BackBufferFormat = fullscreen?D3DFMT_X8R8G8B8:D3DFMT_UNKNOWN;
- vid_d3dpresentparameters.PresentationInterval = vid_vsync.integer ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
-
- memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier));
- IDirect3D9_GetAdapterIdentifier(vid_d3d9, deviceindex, 0, &d3d9adapteridentifier);
-
- IDirect3D9_CreateDevice(vid_d3d9, deviceindex, vid_dx9_hal.integer ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, mainwindow, vid_dx9_softvertex.integer ? D3DCREATE_SOFTWARE_VERTEXPROCESSING : D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid_d3dpresentparameters, &vid_d3d9dev);
- }
-
- if (!vid_d3d9dev)
- {
- VID_Shutdown();
- return false;
- }
-
- IDirect3DDevice9_GetDeviceCaps(vid_d3d9dev, &vid_d3d9caps);
-
- Con_Printf("Using D3D9 device: %s\n", d3d9adapteridentifier.Description);
- gl_extensions = "";
- gl_platform = "D3D9";
- gl_platformextensions = "";
-
- ShowWindow (mainwindow, SW_SHOWDEFAULT);
- UpdateWindow (mainwindow);
-
- // now we try to make sure we get the focus on the mode switch, because
- // sometimes in some systems we don't. We grab the foreground, then
- // finish setting up, pump all our messages, and sleep for a little while
- // to let messages finish bouncing around the system, then we put
- // ourselves at the top of the z order, then grab the foreground again,
- // Who knows if it helps, but it probably doesn't hurt
- SetForegroundWindow (mainwindow);
-
- while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
- {
- TranslateMessage (&msg);
- DispatchMessage (&msg);
- }
-
- Sleep (100);
-
- SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS);
-
- SetForegroundWindow (mainwindow);
-
- // fix the leftover Alt from any Alt-Tab or the like that switched us away
- ClearAllStates ();
-
- gl_renderer = d3d9adapteridentifier.Description;
- gl_vendor = d3d9adapteridentifier.Driver;
- gl_version = "";
- gl_extensions = "";
-
- Con_Printf("D3D9 adapter info:\n");
- Con_Printf("Description: %s\n", d3d9adapteridentifier.Description);
- Con_Printf("DeviceId: %x\n", d3d9adapteridentifier.DeviceId);
- Con_Printf("DeviceName: %x\n", d3d9adapteridentifier.DeviceName);
- Con_Printf("Driver: %s\n", d3d9adapteridentifier.Driver);
- Con_Printf("DriverVersion: %x\n", d3d9adapteridentifier.DriverVersion);
- Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
- Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
-
- // clear the extension flags
- memset(&vid.support, 0, sizeof(vid.support));
- Cvar_SetQuick(&gl_info_extensions, "");
-
- CHECKGLERROR
-
- vid.forcevbo = true;
- vid.support.arb_depth_texture = true;
- vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1;
- vid.support.arb_occlusion_query = true; // can't find a cap for this
- vid.support.arb_shadow = true;
- vid.support.arb_texture_compression = true;
- vid.support.arb_texture_cube_map = true;
- vid.support.arb_texture_non_power_of_two = (vid_d3d9caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
- vid.support.arb_vertex_buffer_object = true;
- vid.support.ext_blend_subtract = true;
- vid.support.ext_draw_range_elements = true;
- vid.support.ext_framebuffer_object = true;
- vid.support.ext_texture_3d = true;
- vid.support.ext_texture_compression_s3tc = true;
- vid.support.ext_texture_filter_anisotropic = true;
- vid.support.ati_separate_stencil = (vid_d3d9caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0;
-
- vid.maxtexturesize_2d = min(vid_d3d9caps.MaxTextureWidth, vid_d3d9caps.MaxTextureHeight);
- vid.maxtexturesize_3d = vid_d3d9caps.MaxVolumeExtent;
- vid.maxtexturesize_cubemap = vid.maxtexturesize_2d;
- vid.texunits = 4;
- vid.teximageunits = vid_d3d9caps.MaxSimultaneousTextures;
- vid.texarrayunits = 8; // can't find a caps field for this?
- vid.max_anisotropy = vid_d3d9caps.MaxAnisotropy;
- vid.maxdrawbuffers = vid_d3d9caps.NumSimultaneousRTs;
-
- vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS);
- vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS);
- vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS);
- Con_DPrintf("Using D3D9.0 rendering path - %i texture matrix, %i texture images, %i texcoords, shadowmapping supported%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.maxdrawbuffers > 1 ? ", MRT detected (allows prepass deferred lighting)" : "");
- vid.renderpath = RENDERPATH_D3D9;
-
- Cvar_SetQuick(&gl_info_vendor, gl_vendor);
- Cvar_SetQuick(&gl_info_renderer, gl_renderer);
- Cvar_SetQuick(&gl_info_version, gl_version);
- Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : "");
- Cvar_SetQuick(&gl_info_driver, gl_driver);
-
- // LordHavoc: report supported extensions
- Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
-
- // clear to black (loading plaque will be seen over this)
- IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
- IDirect3DDevice9_BeginScene(vid_d3d9dev);
- IDirect3DDevice9_EndScene(vid_d3d9dev);
- IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
- // because the only time we end/begin scene is in VID_Finish, we'd better start a scene now...
- IDirect3DDevice9_BeginScene(vid_d3d9dev);
- vid_begunscene = true;
-
- //vid_menudrawfn = VID_MenuDraw;
- //vid_menukeyfn = VID_MenuKey;
- vid_usingmouse = false;
- vid_usinghidecursor = false;
- vid_usingvsync = false;
- vid_hidden = vid_reallyhidden = false;
- vid_initialized = true;
-
- IN_StartupMouse ();
- IN_StartupJoystick ();
-
- return true;
-}
-#endif
-
-qboolean VID_InitMode(viddef_mode_t *mode)
-{
-#ifdef SUPPORTD3D
-// if (vid_dx11.integer)
-// return VID_InitModeDX(mode, 11);
-// if (vid_dx10.integer)
-// return VID_InitModeDX(mode, 10);
- if (vid_dx9.integer)
- return VID_InitModeDX(mode, 9);
-#endif
- return VID_InitModeGL(mode);
-}
-
-
static void IN_Shutdown(void);
void VID_Shutdown (void)
{
- qboolean isgl;
if(vid_initialized == false)
return;
VID_RestoreSystemGamma();
vid_initialized = false;
- isgl = gldll != NULL;
IN_Shutdown();
- gl_driver[0] = 0;
- gl_extensions = "";
- gl_platform = "";
- gl_platformextensions = "";
-#ifdef SUPPORTD3D
- if (vid_d3d9dev)
- {
- if (vid_begunscene)
- IDirect3DDevice9_EndScene(vid_d3d9dev);
- vid_begunscene = false;
-// Cmd_ExecuteString("r_texturestats", src_command);
-// Cmd_ExecuteString("memlist", src_command);
- IDirect3DDevice9_Release(vid_d3d9dev);
- }
- vid_d3d9dev = NULL;
- if (vid_d3d9)
- IDirect3D9_Release(vid_d3d9);
- vid_d3d9 = NULL;
-#endif
if (qwglMakeCurrent)
qwglMakeCurrent(NULL, NULL);
- qwglMakeCurrent = NULL;
if (baseRC && qwglDeleteContext)
qwglDeleteContext(baseRC);
- qwglDeleteContext = NULL;
// close the library before we get rid of the window
GL_CloseLibrary();
if (baseDC && mainwindow)
if (mainwindow)
DestroyWindow(mainwindow);
mainwindow = 0;
- if (vid_isfullscreen && isgl)
+ if (vid_isfullscreen)
ChangeDisplaySettings (NULL, 0);
vid_isfullscreen = false;
}
*/
void IN_Move (void)
{
- if (vid_activewindow && !vid_reallyhidden)
+ if (vid_activewindow && !vid_hidden)
{
IN_MouseMove ();
IN_JoyMove ();