#include "cl_collision.h"
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
-cvar_t gl_mesh_prefer_short_elements = {0, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+cvar_t gl_mesh_prefer_short_elements = {CVAR_SAVE, "gl_mesh_prefer_short_elements", "1", "use GL_UNSIGNED_SHORT element arrays instead of GL_UNSIGNED_INT"};
+cvar_t gl_mesh_separatearrays = {0, "gl_mesh_separatearrays", "1", "use several separate vertex arrays rather than one combined stream"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"};
+cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
+cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"};
cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"};
cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
void SCR_ScreenShot_f (void);
-typedef struct gl_bufferobjectinfo_s
-{
- int target;
- int object;
- size_t size;
- char name[MAX_QPATH];
-}
-gl_bufferobjectinfo_t;
-
typedef struct gltextureunit_s
{
- const void *pointer_texcoord;
+ int pointer_texcoord_components;
+ int pointer_texcoord_gltype;
+ size_t pointer_texcoord_stride;
+ const void *pointer_texcoord_pointer;
+ const r_meshbuffer_t *pointer_texcoord_vertexbuffer;
size_t pointer_texcoord_offset;
- int pointer_texcoord_buffer;
+
int t2d, t3d, tcubemap, trectangle;
int arrayenabled;
- unsigned int arraycomponents;
int rgbscale, alphascale;
int combine;
int combinergb, combinealpha;
int vertexbufferobject;
int elementbufferobject;
qboolean pointer_color_enabled;
- const void *pointer_vertex;
- const void *pointer_color;
+
+ int pointer_vertex_components;
+ int pointer_vertex_gltype;
+ size_t pointer_vertex_stride;
+ const void *pointer_vertex_pointer;
+ const r_meshbuffer_t *pointer_vertex_vertexbuffer;
size_t pointer_vertex_offset;
+
+ int pointer_color_components;
+ int pointer_color_gltype;
+ size_t pointer_color_stride;
+ const void *pointer_color_pointer;
+ const r_meshbuffer_t *pointer_color_vertexbuffer;
size_t pointer_color_offset;
- int pointer_vertex_buffer;
- int pointer_color_buffer;
- memexpandablearray_t bufferobjectinfoarray;
+ void *preparevertices_tempdata;
+ size_t preparevertices_tempdatamaxsize;
+ r_meshbuffer_t *preparevertices_dynamicvertexbuffer;
+ r_vertexposition_t *preparevertices_vertexposition;
+ r_vertexgeneric_t *preparevertices_vertexgeneric;
+ r_vertexmesh_t *preparevertices_vertexmesh;
+ int preparevertices_numvertices;
+
+ r_meshbuffer_t *draw_dynamicindexbuffer;
+
+ qboolean usevbo_staticvertex;
+ qboolean usevbo_staticindex;
+ qboolean usevbo_dynamicvertex;
+ qboolean usevbo_dynamicindex;
+
+ memexpandablearray_t meshbufferarray;
qboolean active;
}
{
memset(&gl_state, 0, sizeof(gl_state));
- Mem_ExpandableArray_NewArray(&gl_state.bufferobjectinfoarray, r_main_mempool, sizeof(gl_bufferobjectinfo_t), 128);
+ gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+ gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
+ gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+ Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
Con_DPrintf("OpenGL backend started.\n");
{
Con_DPrint("OpenGL Backend shutting down\n");
- Mem_ExpandableArray_FreeArray(&gl_state.bufferobjectinfoarray);
+ if (gl_state.preparevertices_tempdata)
+ Mem_Free(gl_state.preparevertices_tempdata);
+ if (gl_state.preparevertices_dynamicvertexbuffer)
+ R_Mesh_DestroyMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer);
+
+ Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray);
memset(&gl_state, 0, sizeof(gl_state));
}
Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_vbo);
+ Cvar_RegisterVariable(&gl_vbo_dynamicvertex);
+ Cvar_RegisterVariable(&gl_vbo_dynamicindex);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
- Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
Cvar_RegisterVariable(&gl_mesh_prefer_short_elements);
+ Cvar_RegisterVariable(&gl_mesh_separatearrays);
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");
gl_state.unit = MAX_TEXTUREUNITS;
gl_state.clientunit = MAX_TEXTUREUNITS;
- for (i = 0;i < vid.teximageunits;i++)
+ switch(vid.renderpath)
{
- GL_ActiveTexture(i);
- qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
- {
- qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
- }
- if (vid.support.arb_texture_rectangle)
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ for (i = 0;i < vid.teximageunits;i++)
{
- qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
}
- }
- for (i = 0;i < vid.texarrayunits;i++)
- {
- GL_ClientActiveTexture(i);
- GL_BindVBO(0);
- qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
- }
-
- for (i = 0;i < vid.texunits;i++)
- {
- GL_ActiveTexture(i);
- qglDisable(GL_TEXTURE_2D);CHECKGLERROR
- if (vid.support.ext_texture_3d)
- {
- qglDisable(GL_TEXTURE_3D);CHECKGLERROR
- }
- if (vid.support.arb_texture_cube_map)
+ for (i = 0;i < vid.texarrayunits;i++)
{
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ GL_ClientActiveTexture(i);
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
- if (vid.support.arb_texture_rectangle)
+ CHECKGLERROR
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ for (i = 0;i < vid.texunits;i++)
{
- qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_rectangle)
+ {
+ qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+ }
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
}
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
- qglLoadIdentity();CHECKGLERROR
- qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
CHECKGLERROR
+ break;
}
- CHECKGLERROR
}
void GL_ActiveTexture(unsigned int num)
{
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;
+ gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
if (gl_printcheckerror.integer && !gl_paranoid.integer)
{
Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
// renders triangles using vertices from the active arrays
int paranoidblah = 0;
-void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int bufferobject3i, int bufferobject3s)
+void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, size_t element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, size_t element3s_bufferoffset)
{
unsigned int numelements = numtriangles * 3;
+ int bufferobject3i;
+ size_t bufferoffset3i;
+ int bufferobject3s;
+ size_t bufferoffset3s;
if (numvertices < 3 || numtriangles < 1)
{
if (numvertices < 0 || numtriangles < 0 || developer_extra.integer)
- Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %i, %i);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3s, bufferobject3i, bufferobject3s);
+ 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)
element3s = NULL;
- if (bufferobject3i)
- bufferobject3s = 0;
+ if (element3i_indexbuffer)
+ element3i_indexbuffer = NULL;
}
+ // adjust the pointers for firsttriangle
if (element3i)
element3i += firsttriangle * 3;
+ if (element3i_indexbuffer)
+ element3i_bufferoffset += firsttriangle * 3 * sizeof(*element3i);
if (element3s)
element3s += firsttriangle * 3;
- switch (gl_vbo.integer)
+ if (element3s_indexbuffer)
+ element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
+ // check if the user specified to ignore static index buffers
+ if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
{
- default:
- case 0:
- case 2:
- bufferobject3i = bufferobject3s = 0;
- break;
- case 1:
- break;
- case 3:
- if (firsttriangle)
- bufferobject3i = bufferobject3s = 0;
- break;
+ element3i_indexbuffer = NULL;
+ element3s_indexbuffer = NULL;
}
+ // upload a dynamic index buffer if needed
+ if (element3s)
+ {
+ if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex)
+ {
+ if (gl_state.draw_dynamicindexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s));
+ else
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true);
+ element3s_indexbuffer = gl_state.draw_dynamicindexbuffer;
+ element3s_bufferoffset = 0;
+ }
+ }
+ else if (element3i)
+ {
+ if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex)
+ {
+ if (gl_state.draw_dynamicindexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i));
+ else
+ gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true);
+ element3i_indexbuffer = gl_state.draw_dynamicindexbuffer;
+ element3i_bufferoffset = 0;
+ }
+ }
+ bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0;
+ bufferoffset3i = element3i_bufferoffset;
+ bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0;
+ bufferoffset3s = element3s_bufferoffset;
CHECKGLERROR
r_refdef.stats.meshes++;
r_refdef.stats.meshes_elements += numelements;
if (gl_paranoid.integer)
{
- unsigned int i, j, size;
+ unsigned int i;
+ // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array
+#if 0
+ unsigned int j, size;
const int *p;
// note: there's no validation done here on buffer objects because it
// is somewhat difficult to get at the data, and gl_paranoid can be
if (!qglIsEnabled(GL_VERTEX_ARRAY))
Con_Print("R_Mesh_Draw: vertex array not enabled\n");
CHECKGLERROR
- if (gl_state.pointer_vertex)
+ if (gl_state.pointer_vertex_pointer)
for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++)
paranoidblah += *p;
if (gl_state.pointer_color_enabled)
paranoidblah += *p;
}
}
+#endif
if (element3i)
{
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
qglBegin(GL_TRIANGLES);
for (i = 0;i < (unsigned int) numtriangles * 3;i++)
{
- element = element3i ? element3i[i] : element3s[i];
+ if (element3i)
+ element = element3i[i];
+ else if (element3s)
+ element = element3s[i];
+ else
+ element = firstvertex + i;
for (j = 0;j < vid.texarrayunits;j++)
{
- if (gl_state.units[j].pointer_texcoord && gl_state.units[j].arrayenabled)
+ if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
{
- if (vid.texarrayunits > 1)
+ if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
{
- if (gl_state.units[j].arraycomponents == 4)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
- qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
- }
- else if (gl_state.units[j].arraycomponents == 3)
+ 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)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
- qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
- }
- else if (gl_state.units[j].arraycomponents == 2)
- {
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
- qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[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
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
- qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(p[0], p[1], p[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(p[0], p[1]);
+ else
+ qglTexCoord1f(p[0]);
}
}
- else
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
{
- if (gl_state.units[j].arraycomponents == 4)
+ 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)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 4;
- qglTexCoord4f(p[0], p[1], p[2], p[3]);
+ if (gl_state.units[j].pointer_texcoord_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].arraycomponents == 3)
+ else
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 3;
- qglTexCoord3f(p[0], p[1], p[2]);
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(s[0], s[1], s[2], s[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(s[0], s[1], s[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(s[0], s[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(s[0]);
}
- else if (gl_state.units[j].arraycomponents == 2)
+ }
+ else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+ {
+ const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+ if (vid.texarrayunits > 1)
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 2;
- qglTexCoord2f(p[0], p[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
{
- p = ((const GLfloat *)(gl_state.units[j].pointer_texcoord)) + element * 1;
- qglTexCoord1f(p[0]);
+ if (gl_state.units[j].pointer_texcoord_components == 4)
+ qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+ else if (gl_state.units[j].pointer_texcoord_components == 3)
+ qglTexCoord3f(sb[0], sb[1], sb[2]);
+ else if (gl_state.units[j].pointer_texcoord_components == 2)
+ qglTexCoord2f(sb[0], sb[1]);
+ else if (gl_state.units[j].pointer_texcoord_components == 1)
+ qglTexCoord1f(sb[0]);
}
}
}
}
- if (gl_state.pointer_color && gl_state.pointer_color_enabled)
+ if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
{
- p = ((const GLfloat *)(gl_state.pointer_color)) + element * 4;
- qglColor4f(p[0], p[1], p[2], p[3]);
+ if (gl_state.pointer_color_gltype == GL_FLOAT)
+ {
+ p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4f(p[0], p[1], p[2], p[3]);
+ }
+ else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+ {
+ const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+ qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+ }
+ }
+ 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]);
}
- p = ((const GLfloat *)(gl_state.pointer_vertex)) + element * 3;
- qglVertex3f(p[0], p[1], p[2]);
- }
- qglEnd();
- CHECKGLERROR
- }
- else if (gl_mesh_testarrayelement.integer)
- {
- int i;
- qglBegin(GL_TRIANGLES);
- if (element3i)
- {
- for (i = 0;i < numtriangles * 3;i++)
- qglArrayElement(element3i[i]);
- }
- else if (element3s)
- {
- for (i = 0;i < numtriangles * 3;i++)
- qglArrayElement(element3s[i]);
}
qglEnd();
CHECKGLERROR
GL_BindEBO(bufferobject3s);
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3])));
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);
CHECKGLERROR
}
else
GL_BindEBO(bufferobject3i);
if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
{
- qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3])));
+ qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);
CHECKGLERROR
}
else
CHECKGLERROR
}
}
+ else
+ {
+ qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);
+ CHECKGLERROR
+ }
}
}
{
}
-int R_Mesh_CreateStaticBufferObject(unsigned int target, void *data, size_t size, const char *name)
+r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic)
{
- gl_bufferobjectinfo_t *info;
- GLuint bufferobject;
-
- if (!gl_vbo.integer)
- return 0;
-
- qglGenBuffersARB(1, &bufferobject);
- switch(target)
+ 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)
{
- case GL_ELEMENT_ARRAY_BUFFER_ARB: GL_BindEBO(bufferobject);break;
- case GL_ARRAY_BUFFER_ARB: GL_BindVBO(bufferobject);break;
- default: Sys_Error("R_Mesh_CreateStaticBufferObject: unknown target type %i\n", target);return 0;
+ r_refdef.stats.indexbufferuploadcount++;
+ r_refdef.stats.indexbufferuploadsize += size;
}
- qglBufferDataARB(target, size, data, GL_STATIC_DRAW_ARB);
-
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_AllocRecord(&gl_state.bufferobjectinfoarray);
- memset(info, 0, sizeof(*info));
- info->target = target;
- info->object = bufferobject;
- info->size = size;
- strlcpy(info->name, name, sizeof(info->name));
-
- return (int)bufferobject;
+ else
+ {
+ r_refdef.stats.vertexbufferuploadcount++;
+ r_refdef.stats.vertexbufferuploadsize += size;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglGenBuffersARB(1, (GLuint *)&bufferobject);
+ if (isindexbuffer)
+ GL_BindEBO(bufferobject);
+ else
+ GL_BindVBO(bufferobject);
+ qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
+ break;
+ }
+ buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray);
+ memset(buffer, 0, sizeof(*buffer));
+ buffer->bufferobject = bufferobject;
+ buffer->devicebuffer = devicebuffer;
+ buffer->size = size;
+ buffer->isindexbuffer = isindexbuffer;
+ buffer->isdynamic = isdynamic;
+ strlcpy(buffer->name, name, sizeof(buffer->name));
+ return buffer;
}
-void R_Mesh_DestroyBufferObject(int bufferobject)
+void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size)
{
- int i, endindex;
- gl_bufferobjectinfo_t *info;
-
- qglDeleteBuffersARB(1, (GLuint *)&bufferobject);
+ if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer))
+ return;
+ if (buffer->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:
+ 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;
+ }
+}
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
- for (i = 0;i < endindex;i++)
+void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
+{
+ if (!buffer)
+ return;
+ switch(vid.renderpath)
{
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
- if (!info)
- continue;
- if (info->object == bufferobject)
- {
- Mem_ExpandableArray_FreeRecord(&gl_state.bufferobjectinfoarray, (void *)info);
- break;
- }
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject);
+ break;
}
+ Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer);
}
void GL_Mesh_ListVBOs(qboolean printeach)
int i, endindex;
size_t ebocount = 0, ebomemory = 0;
size_t vbocount = 0, vbomemory = 0;
- gl_bufferobjectinfo_t *info;
- endindex = Mem_ExpandableArray_IndexRange(&gl_state.bufferobjectinfoarray);
+ r_meshbuffer_t *buffer;
+ endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
for (i = 0;i < endindex;i++)
{
- info = (gl_bufferobjectinfo_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.bufferobjectinfoarray, i);
- if (!info)
+ buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i);
+ if (!buffer)
continue;
- switch(info->target)
- {
- case GL_ELEMENT_ARRAY_BUFFER_ARB: ebocount++;ebomemory += info->size;if (printeach) Con_Printf("EBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
- case GL_ARRAY_BUFFER_ARB: vbocount++;vbomemory += info->size;if (printeach) Con_Printf("VBO #%i %s = %i bytes\n", info->object, info->name, (int)info->size);break;
- default: Con_Printf("gl_vbostats: unknown target type %i\n", info->target);break;
- }
+ if (buffer->isindexbuffer) {ebocount++;ebomemory += buffer->size;if (printeach) Con_Printf("indexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
+ else {vbocount++;vbomemory += buffer->size;if (printeach) Con_Printf("vertexbuffer #%i %s = %i bytes%s\n", i, buffer->name, (int)buffer->size, buffer->isdynamic ? " (dynamic)" : " (static)");}
}
- Con_Printf("vertex buffers: %i element buffers totalling %i bytes (%.3f MB), %i vertex buffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
+ Con_Printf("vertex buffers: %i indexbuffers totalling %i bytes (%.3f MB), %i vertexbuffers totalling %i bytes (%.3f MB), combined %i bytes (%.3fMB)\n", (int)ebocount, (int)ebomemory, ebomemory / 1048576.0, (int)vbocount, (int)vbomemory, vbomemory / 1048576.0, (int)(ebomemory + vbomemory), (ebomemory + vbomemory) / 1048576.0);
}
-void R_Mesh_VertexPointer(const float *vertex3f, int bufferobject, size_t bufferoffset)
+
+
+void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
- if (gl_state.pointer_vertex != vertex3f || gl_state.pointer_vertex_buffer != bufferobject || gl_state.pointer_vertex_offset != bufferoffset)
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
+ if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
{
- gl_state.pointer_vertex = vertex3f;
- gl_state.pointer_vertex_buffer = bufferobject;
+ gl_state.pointer_vertex_components = components;
+ gl_state.pointer_vertex_gltype = gltype;
+ gl_state.pointer_vertex_stride = stride;
+ gl_state.pointer_vertex_pointer = pointer;
+ gl_state.pointer_vertex_vertexbuffer = vertexbuffer;
gl_state.pointer_vertex_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), bufferobject ? (void *)bufferoffset : vertex3f);CHECKGLERROR
+ qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
-void R_Mesh_ColorPointer(const float *color4f, int bufferobject, size_t bufferoffset)
+void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
- // note: this can not rely on bufferobject to decide whether a color array
- // is supplied, because surfmesh_t shares one vbo for all arrays, which
- // means that a valid vbo may be supplied even if there is no color array.
- if (color4f)
+ // note: vertexbuffer may be non-NULL even if pointer is NULL, so check
+ // the pointer only.
+ if (pointer)
{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
// caller wants color array enabled
if (!gl_state.pointer_color_enabled)
{
CHECKGLERROR
qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
}
- if (gl_state.pointer_color != color4f || gl_state.pointer_color_buffer != bufferobject || gl_state.pointer_color_offset != bufferoffset)
+ if (gl_state.pointer_color_components != components || gl_state.pointer_color_gltype != gltype || gl_state.pointer_color_stride != stride || gl_state.pointer_color_pointer != pointer || gl_state.pointer_color_vertexbuffer != vertexbuffer || gl_state.pointer_color_offset != bufferoffset)
{
- gl_state.pointer_color = color4f;
- gl_state.pointer_color_buffer = bufferobject;
+ gl_state.pointer_color_components = components;
+ gl_state.pointer_color_gltype = gltype;
+ gl_state.pointer_color_stride = stride;
+ gl_state.pointer_color_pointer = pointer;
+ gl_state.pointer_color_vertexbuffer = vertexbuffer;
gl_state.pointer_color_offset = bufferoffset;
CHECKGLERROR
GL_BindVBO(bufferobject);
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), bufferobject ? (void *)bufferoffset : color4f);CHECKGLERROR
+ qglColorPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
}
}
-void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord, int bufferobject, size_t bufferoffset)
+void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset)
{
gltextureunit_t *unit = gl_state.units + unitnum;
// update array settings
CHECKGLERROR
// note: there is no need to check bufferobject here because all cases
// that involve a valid bufferobject also supply a texcoord array
- if (texcoord)
+ if (pointer)
{
- if (!gl_vbo.integer || gl_mesh_testarrayelement.integer)
- bufferobject = 0;
+ int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
// texture array unit is enabled, enable the array
if (!unit->arrayenabled)
{
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
}
// texcoord array
- if (unit->pointer_texcoord != texcoord || unit->pointer_texcoord_buffer != bufferobject || unit->pointer_texcoord_offset != bufferoffset || unit->arraycomponents != numcomponents)
+ if (unit->pointer_texcoord_components != components || unit->pointer_texcoord_gltype != gltype || unit->pointer_texcoord_stride != stride || unit->pointer_texcoord_pointer != pointer || unit->pointer_texcoord_vertexbuffer != vertexbuffer || unit->pointer_texcoord_offset != bufferoffset)
{
- unit->pointer_texcoord = texcoord;
- unit->pointer_texcoord_buffer = bufferobject;
+ unit->pointer_texcoord_components = components;
+ unit->pointer_texcoord_gltype = gltype;
+ unit->pointer_texcoord_stride = stride;
+ unit->pointer_texcoord_pointer = pointer;
+ unit->pointer_texcoord_vertexbuffer = vertexbuffer;
unit->pointer_texcoord_offset = bufferoffset;
- unit->arraycomponents = numcomponents;
GL_ClientActiveTexture(unitnum);
GL_BindVBO(bufferobject);
- qglTexCoordPointer(unit->arraycomponents, GL_FLOAT, sizeof(float) * unit->arraycomponents, bufferobject ? (void *)bufferoffset : texcoord);CHECKGLERROR
+ qglTexCoordPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
}
}
else
}
}
-static const float gl_identitymatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};
-
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
break;
}
}
+
+
+
+r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices)
+{
+ size_t size;
+ size = sizeof(r_vertexposition_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
+ {
+ gl_state.preparevertices_tempdatamaxsize = size;
+ gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ }
+ gl_state.preparevertices_vertexposition = (r_vertexposition_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexposition;
+}
+
+qboolean R_Mesh_PrepareVertices_Position_Unlock(void)
+{
+ R_Mesh_PrepareVertices_Position(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexposition, NULL);
+ gl_state.preparevertices_vertexposition = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
+}
+
+void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex3f)
+{
+ int i;
+ r_vertexposition_t *vertex;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ if (vid.texunits >= 2)
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ if (vid.texunits >= 3)
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ break;
+ }
+
+ // no quick path for this case, convert to vertex structs
+ vertex = R_Mesh_PrepareVertices_Position_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ R_Mesh_PrepareVertices_Position_Unlock();
+ R_Mesh_PrepareVertices_Position(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+ // upload temporary vertexbuffer for this rendering
+ if (!gl_state.usevbo_staticvertex)
+ vertexbuffer = NULL;
+ if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+ {
+ if (gl_state.preparevertices_dynamicvertexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+ else
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+ }
+ if (vertexbuffer)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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);
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ break;
+ }
+ return;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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);
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ break;
+ }
+}
+
+
+
+r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
+{
+ size_t size;
+ size = sizeof(r_vertexgeneric_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
+ {
+ gl_state.preparevertices_tempdatamaxsize = size;
+ gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ }
+ gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexgeneric;
+}
+
+qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
+{
+ R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL);
+ gl_state.preparevertices_vertexgeneric = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
+}
+
+void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
+{
+ int i;
+ r_vertexgeneric_t *vertex;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (gl_mesh_separatearrays.integer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ return;
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ if (gl_mesh_separatearrays.integer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
+ if (vid.texunits >= 2)
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ if (vid.texunits >= 3)
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ return;
+ }
+ break;
+ }
+
+ // no quick path for this case, convert to vertex structs
+ vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ if (color4f)
+ {
+ for (i = 0;i < numvertices;i++)
+ Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ }
+ else
+ {
+ float tempcolor4f[4];
+ unsigned char tempcolor4ub[4];
+ Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
+ tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
+ tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
+ tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
+ tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ }
+ if (texcoord2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
+ R_Mesh_PrepareVertices_Generic_Unlock();
+ R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+ // upload temporary vertexbuffer for this rendering
+ if (!gl_state.usevbo_staticvertex)
+ vertexbuffer = NULL;
+ if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+ {
+ if (gl_state.preparevertices_dynamicvertexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+ else
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+ }
+ if (vertexbuffer)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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);
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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;
+ }
+ return;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ 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);
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
+ break;
+ }
+}
+
+
+
+r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
+{
+ size_t size;
+ size = sizeof(r_vertexmesh_t) * numvertices;
+ if (gl_state.preparevertices_tempdatamaxsize < size)
+ {
+ gl_state.preparevertices_tempdatamaxsize = size;
+ gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ }
+ gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
+ gl_state.preparevertices_numvertices = numvertices;
+ return gl_state.preparevertices_vertexmesh;
+}
+
+qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
+{
+ R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL);
+ gl_state.preparevertices_vertexmesh = NULL;
+ gl_state.preparevertices_numvertices = 0;
+ return true;
+}
+
+void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
+{
+ int i;
+ r_vertexmesh_t *vertex;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ if (gl_mesh_separatearrays.integer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ return;
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ if (gl_mesh_separatearrays.integer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+ if (vid.texunits >= 2)
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ if (vid.texunits >= 3)
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ return;
+ }
+ break;
+ }
+
+ vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
+ if (svector3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(svector3f + 3*i, vertex[i].svector3f);
+ if (tvector3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
+ if (normal3f)
+ for (i = 0;i < numvertices;i++)
+ VectorCopy(normal3f + 3*i, vertex[i].normal3f);
+ if (color4f)
+ {
+ for (i = 0;i < numvertices;i++)
+ Vector4Scale(color4f + 4*i, 255.0f, vertex[i].color4ub);
+ }
+ else
+ {
+ float tempcolor4f[4];
+ unsigned char tempcolor4ub[4];
+ Vector4Scale(gl_state.color4f, 255.0f, tempcolor4f);
+ tempcolor4ub[0] = (unsigned char)bound(0.0f, tempcolor4f[0], 255.0f);
+ tempcolor4ub[1] = (unsigned char)bound(0.0f, tempcolor4f[1], 255.0f);
+ tempcolor4ub[2] = (unsigned char)bound(0.0f, tempcolor4f[2], 255.0f);
+ tempcolor4ub[3] = (unsigned char)bound(0.0f, tempcolor4f[3], 255.0f);
+ for (i = 0;i < numvertices;i++)
+ Vector4Copy(tempcolor4ub, vertex[i].color4ub);
+ }
+ if (texcoordtexture2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
+ if (texcoordlightmap2f)
+ for (i = 0;i < numvertices;i++)
+ Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
+ R_Mesh_PrepareVertices_Mesh_Unlock();
+ R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL);
+}
+
+void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer)
+{
+ // upload temporary vertexbuffer for this rendering
+ if (!gl_state.usevbo_staticvertex)
+ vertexbuffer = NULL;
+ if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
+ {
+ if (gl_state.preparevertices_dynamicvertexbuffer)
+ R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex));
+ else
+ gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true);
+ vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
+ }
+ if (vertexbuffer)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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));
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+ break;
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
+ 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;
+ }
+ return;
+ }
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
+ R_Mesh_TexCoordPointer(3, 4, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+ break;
+ case RENDERPATH_GL13:
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+ case RENDERPATH_GL11:
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
+ R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+ break;
+ }
+}