]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
collision brush generation in q3bsp is now *MUCH* faster and uses a lot less memory...
[xonotic/darkplaces.git] / gl_draw.c
index d36af9c4dc414fda4920790b781ada934e46dc26..775a150bd2e094a4d2d9f26f185eb707ca489f0f 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -21,8 +21,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "image.h"
 
-cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
-
 static rtexture_t *char_texture;
 
 //=============================================================================
@@ -369,20 +367,18 @@ static void gl_draw_newmap(void)
 
 void GL_Draw_Init (void)
 {
-       Cvar_RegisterVariable (&scr_conalpha);
-
        numcachepics = 0;
        memset(cachepichash, 0, sizeof(cachepichash));
 
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
 int quadelements[768];
-float textverts[128*4*4];
-float texttexcoords[128*4*4];
 void R_DrawQueue(void)
 {
-       int pos, num, chartexnum, overbright, texnum, additive, batch;
+       int pos, num, chartexnum, texnum, batch;
        float x, y, w, h, s, t, u, v, *av, *at, c[4];
        cachepic_t *pic;
        drawqueue_t *dq;
@@ -418,32 +414,35 @@ void R_DrawQueue(void)
 
        memset(&m, 0, sizeof(m));
        m.tex[0] = 0;
-       R_Mesh_TextureState(&m);
+       R_Mesh_State_Texture(&m);
 
        currentpic = "";
        pic = NULL;
        texnum = 0;
        color = 0;
 
-       overbright = v_overbrightbits.integer;
        batch = false;
        batchcount = 0;
        for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
        {
                dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
-               additive = (dq->flags & DRAWFLAG_ADDITIVE) != 0;
                color = dq->color;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               if (additive)
-                       m.blendfunc2 = GL_ONE;
+               
+               if(dq->flags == DRAWFLAG_ADDITIVE)
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               else if(dq->flags == DRAWFLAG_MODULATE)
+                       GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               else if(dq->flags == DRAWFLAG_2XMODULATE)
+                       GL_BlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
                else
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               m.depthdisable = true;
-               R_Mesh_MainState(&m);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-               c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
-               c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
-               c[2] = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+               GL_DepthMask(true);
+               GL_DepthTest(false);
+
+               c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f);
+               c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f);
+               c[2] = (float) ((color >>  8) & 0xFF) * (1.0f / 255.0f);
                c[3] = (float) ( color        & 0xFF) * (1.0f / 255.0f);
                x = dq->x;
                y = dq->y;
@@ -452,51 +451,20 @@ void R_DrawQueue(void)
 
                switch(dq->command)
                {
-               case DRAWQUEUE_PIC:
-                       str = (char *)(dq + 1);
-                       if (strcmp(str, currentpic))
-                       {
-                               currentpic = str;
-                               if (*str)
-                               {
-                                       pic = Draw_CachePic(str);
-                                       m.tex[0] = R_GetTexture(pic->tex);
-                               }
-                               else
-                                       m.tex[0] = 0;
-                               R_Mesh_TextureState(&m);
-                       }
-                       if (*str)
-                       {
-                               if (w == 0)
-                                       w = pic->width;
-                               if (h == 0)
-                                       h = pic->height;
-                       }
-                       GL_Color(c[0], c[1], c[2], c[3]);
-                       R_Mesh_GetSpace(4);
-                       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
-                       varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
-                       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
-                       varray_texcoord[0][12] = 0;varray_texcoord[0][13] = 1;
-                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 10;
-                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 10;
-                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
-                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
-                       R_Mesh_Draw(4, 2, quadelements);
-                       break;
                case DRAWQUEUE_STRING:
+                       GL_Color(c[0], c[1], c[2], c[3]);
                        str = (char *)(dq + 1);
                        if (strcmp("gfx/conchars", currentpic))
                        {
                                currentpic = "gfx/conchars";
                                m.tex[0] = chartexnum;
-                               R_Mesh_TextureState(&m);
                        }
                        batchcount = 0;
-                       at = texttexcoords;
-                       av = textverts;
-                       GL_Color(c[0], c[1], c[2], c[3]);
+                       GL_VertexPointer(varray_vertex3f);
+                       m.pointer_texcoord[0] = varray_texcoord2f[0];
+                       R_Mesh_State_Texture(&m);
+                       at = varray_texcoord2f[0];
+                       av = varray_vertex3f;
                        while ((num = *str++) && x < vid.conwidth)
                        {
                                if (num != ' ')
@@ -506,47 +474,37 @@ void R_DrawQueue(void)
                                        u = 0.0625f - (1.0f / 256.0f);
                                        v = 0.0625f - (1.0f / 256.0f);
                                        at[ 0] = s  ;at[ 1] = t  ;
-                                       at[ 4] = s+u;at[ 5] = t  ;
-                                       at[ 8] = s+u;at[ 9] = t+v;
-                                       at[12] = s  ;at[13] = t+v;
+                                       at[ 2] = s+u;at[ 3] = t  ;
+                                       at[ 4] = s+u;at[ 5] = t+v;
+                                       at[ 6] = s  ;at[ 7] = t+v;
                                        av[ 0] = x  ;av[ 1] = y  ;av[ 2] = 10;
-                                       av[ 4] = x+w;av[ 5] = y  ;av[ 6] = 10;
-                                       av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
-                                       av[12] = x  ;av[13] = y+h;av[14] = 10;
-                                       at += 16;
-                                       av += 16;
+                                       av[ 3] = x+w;av[ 4] = y  ;av[ 5] = 10;
+                                       av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+                                       av[ 9] = x  ;av[10] = y+h;av[11] = 10;
+                                       at += 8;
+                                       av += 12;
                                        batchcount++;
                                        if (batchcount >= 128)
                                        {
-                                               R_Mesh_GetSpace(batchcount * 4);
-                                               memcpy(varray_vertex, textverts, sizeof(float[16]) * batchcount);
-                                               memcpy(varray_texcoord[0], texttexcoords, sizeof(float[16]) * batchcount);
                                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
                                                batchcount = 0;
-                                               at = texttexcoords;
-                                               av = textverts;
+                                               at = varray_texcoord2f[0];
+                                               av = varray_vertex3f;
                                        }
                                }
                                x += w;
                        }
                        if (batchcount > 0)
-                       {
-                               R_Mesh_GetSpace(batchcount * 4);
-                               memcpy(varray_vertex, textverts, sizeof(float[16]) * batchcount);
-                               memcpy(varray_texcoord[0], texttexcoords, sizeof(float[16]) * batchcount);
                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
-                       }
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
+                       GL_VertexPointer(mesh->data_vertex3f);
+                       GL_ColorPointer(mesh->data_color4f);
                        m.tex[0] = R_GetTexture(mesh->texture);
-                       R_Mesh_TextureState(&m);
-                       GL_UseColorArray();
-                       R_Mesh_GetSpace(mesh->numvertices);
-                       memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
-                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                        currentpic = "\0";
                        break;
                }
@@ -556,7 +514,9 @@ void R_DrawQueue(void)
        {
                // all the blends ignore depth
                memset(&m, 0, sizeof(m));
-               m.depthdisable = true;
+               R_Mesh_State_Texture(&m);
+               GL_DepthMask(true);
+               GL_DepthTest(false);
                if (v_color_enable.integer)
                {
                        c[0] = v_color_white_r.value;
@@ -565,22 +525,13 @@ void R_DrawQueue(void)
                }
                else
                        c[0] = c[1] = c[2] = v_contrast.value;
-               VectorScale(c, (float) (1 << v_overbrightbits.integer), c);
                if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                {
-                       m.blendfunc1 = GL_DST_COLOR;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
                        while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                        {
                                GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
-                               R_Mesh_GetSpace(3);
-                               varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
-                               varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
-                               varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
-                               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
-                               varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
-                               varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
                                R_Mesh_Draw(3, 1, polygonelements);
                                VectorScale(c, 0.5, c);
                        }
@@ -595,17 +546,9 @@ void R_DrawQueue(void)
                        c[0] = c[1] = c[2] = v_brightness.value;
                if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
                {
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ONE;
-                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_VertexPointer(blendvertex3f);
                        GL_Color(c[0], c[1], c[2], 1);
-                       R_Mesh_GetSpace(3);
-                       varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
-                       varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
-                       varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
-                       varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
-                       varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
-                       varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
                        R_Mesh_Draw(3, 1, polygonelements);
                }
        }