transpoly_t *transpoly;
unsigned short *transpolyindex;
wallvert_t *wallvert;
+wallvertcolor_t *wallvertcolor;
wallpoly_t *wallpoly;
skyvert_t *skyvert;
skypoly_t *skypoly;
-unsigned short currenttranspoly;
-unsigned short currenttransvert;
-unsigned short currentwallpoly;
-unsigned short currentwallvert;
-unsigned short currentskypoly;
-unsigned short currentskyvert;
+int currenttranspoly;
+int currenttransvert;
+int currentwallpoly;
+int currentwallvert;
+int currentskypoly;
+int currentskyvert;
cvar_t gl_multitexture = {"gl_multitexture", "1"};
-cvar_t gl_vertexarrays = {"gl_vertexarrays", "1"};
typedef struct translistitem_s
{
float transreciptable[256];
-void glpoly_init()
+void gl_poly_start(void)
{
int i;
- Cvar_RegisterVariable (&gl_multitexture);
- Cvar_RegisterVariable (&gl_vertexarrays);
- transvert = malloc(MAX_TRANSVERTS * sizeof(transvert_t));
- transpoly = malloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
- transpolyindex = malloc(MAX_TRANSPOLYS * sizeof(unsigned short));
- wallvert = malloc(MAX_WALLVERTS * sizeof(wallvert_t));
- wallpoly = malloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
- skyvert = malloc(MAX_SKYVERTS * sizeof(skyvert_t));
- skypoly = malloc(MAX_SKYPOLYS * sizeof(skypoly_t));
+ transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
+ transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
+ transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(unsigned short));
+ wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
+ wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
+ wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
+ skyvert = qmalloc(MAX_SKYVERTS * sizeof(skyvert_t));
+ skypoly = qmalloc(MAX_SKYPOLYS * sizeof(skypoly_t));
transreciptable[0] = 0.0f;
for (i = 1;i < 256;i++)
transreciptable[i] = 1.0f / i;
}
-void transpolyclear()
+void gl_poly_shutdown(void)
+{
+ qfree(transvert);
+ qfree(transpoly);
+ qfree(transpolyindex);
+ qfree(wallvert);
+ qfree(wallvertcolor);
+ qfree(wallpoly);
+ qfree(skyvert);
+ qfree(skypoly);
+}
+
+void gl_poly_newmap(void)
+{
+}
+
+void GL_Poly_Init(void)
+{
+ Cvar_RegisterVariable (&gl_multitexture);
+ R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
+}
+
+void transpolyclear(void)
{
currenttranspoly = currenttransvert = 0;
currenttranslist = translist;
memset(translisthash, 0, sizeof(translisthash));
- transviewdist = DotProduct(r_refdef.vieworg, vpn);
+ transviewdist = DotProduct(r_origin, vpn);
}
+// turned into a #define
+/*
void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
{
if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
transpoly[currenttranspoly].verts = 0;
// transpoly[currenttranspoly].ndist = 0; // clear the normal
}
+*/
// turned into a #define
/*
}
*/
-void transpolyend()
+void transpolyend(void)
{
float center, d, maxdist;
int i;
}
int transpolyindices;
-extern qboolean isG200;
-
-/*
-void transpolyrenderminmax()
-{
- int i, j, k, lastvert;
- vec_t d, min, max, viewdist, s, average;
- //vec_t ndist;
- //vec3_t v1, v2, n;
- transpolyindices = 0;
- viewdist = DotProduct(r_refdef.vieworg, vpn);
- for (i = 0;i < currenttranspoly;i++)
- {
- if (transpoly[i].verts < 3) // only process valid polygons
- continue;
- min = 1000000;max = -1000000;
- s = 1.0f / transpoly[i].verts;
- lastvert = transpoly[i].firstvert + transpoly[i].verts;
- average = 0;
- for (j = transpoly[i].firstvert;j < lastvert;j++)
- {
- d = DotProduct(transvert[j].v, vpn)-viewdist;
- if (d < min) min = d;
- if (d > max) max = d;
- average += d * s;
- }
- if (max < 4) // free to check here, so skip polys behind the view
- continue;
- transpoly[i].distance = average;
-*/
- /*
- transpoly[i].mindistance = min;
- transpoly[i].maxdistance = max;
- // calculate normal (eek)
- VectorSubtract(transvert[transpoly[i].firstvert ].v, transvert[transpoly[i].firstvert+1].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert+2].v, transvert[transpoly[i].firstvert+1].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (transpoly[i].verts > 3 && fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // colinear edges, find a better triple
- {
- VectorSubtract(transvert[transpoly[i].firstvert + transpoly[i].verts - 1].v, transvert[transpoly[i].firstvert].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert + 1].v, transvert[transpoly[i].firstvert].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
- goto foundtriple;
- for (k = transpoly[i].firstvert + 2;k < (transpoly[i].firstvert + transpoly[i].verts - 1);k++)
- {
- VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
- VectorSubtract(transvert[k+1].v, transvert[k].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) < (1.0f - (1.0f / 256.0f))) // found a good triple
- goto foundtriple;
- }
- VectorSubtract(transvert[k-1].v, transvert[k].v, v1);
- VectorSubtract(transvert[transpoly[i].firstvert].v, transvert[k].v, v2);
- VectorNormalize(v1);
- VectorNormalize(v2);
- if (fabs(DotProduct(v1, v2)) >= (1.0f - (1.0f / 256.0f))) // no good triples; the polygon is a line, skip it
- continue;
- }
-foundtriple:
- CrossProduct(v1, v2, n);
- VectorNormalize(n);
- ndist = DotProduct(transvert[transpoly[i].firstvert+1].v, n);
- // sorted insert
- for (j = 0;j < transpolyindices;j++)
- {
- // easy cases
- if (transpoly[transpolyindex[j]].mindistance > max)
- continue;
- if (transpoly[transpolyindex[j]].maxdistance < min)
- break;
- // hard case, check side
- for (k = transpoly[transpolyindex[j]].firstvert;k < (transpoly[transpolyindex[j]].firstvert + transpoly[transpolyindex[j]].verts);k++)
- if (DotProduct(transvert[k].v, n) < ndist)
- goto skip;
- break;
-skip:
- ;
- }
- */
-/*
- // sorted insert
- for (j = 0;j < transpolyindices;j++)
- if (transpoly[transpolyindex[j]].distance < average)
- break;
- for (k = transpolyindices;k > j;k--)
- transpolyindex[k] = transpolyindex[k-1];
- transpolyindices++;
- transpolyindex[j] = i;
- }
-}
-*/
-/*
-// LordHavoc: qsort compare function
-int transpolyqsort(const void *ia, const void *ib)
-{
- transpoly_t *a, *b;
- int i, j;
- a = &transpoly[*((unsigned short *)ia)];
- b = &transpoly[*((unsigned short *)ib)];
- // easy cases
- if (a->mindistance > b->mindistance && a->maxdistance > b->maxdistance)
- return -1; // behind
- if (a->mindistance < b->mindistance && a->maxdistance < b->maxdistance)
- return 1; // infront
- // hard case
- if (!a->ndist)
- {
- // calculate normal (eek)
- vec3_t v1, v2;
- VectorSubtract(transvert[a->firstvert ].v, transvert[a->firstvert+1].v, v1);
- VectorSubtract(transvert[a->firstvert+2].v, transvert[a->firstvert+1].v, v2);
- CrossProduct(v1, v2, a->n);
- VectorNormalize(a->n);
- a->ndist = DotProduct(transvert[a->firstvert ].v, a->n);
- }
- // check side
- for (i = b->firstvert, j = 0;i < (b->firstvert + b->verts);i++)
- j += DotProduct(transvert[i].v, a->n) < a->ndist; // (1) b is infront of a
- if (j == 0)
- return -1; // (-1) a is behind b
- return j == b->verts; // (1) a is infront of b (0) a and b intersect
-// return (transpoly[*((unsigned short *)ib)].mindistance + transpoly[*((unsigned short *)ib)].maxdistance) - (transpoly[*((unsigned short *)ia)].mindistance + transpoly[*((unsigned short *)ia)].maxdistance);
- */
-/*
- return ((transpoly_t*)ia)->distance - ((transpoly_t*)ib)->distance;
-}
-*/
-
-/*
-int transpolyqsort(const void *ia, const void *ib)
-{
- return (transpoly[*((unsigned short *)ib)].distance - transpoly[*((unsigned short *)ia)].distance);
-}
-*/
-
-/*
-void transpolyrenderminmax()
-{
- int i, j, lastvert;
- vec_t d, max, viewdist, average;
- transpolyindices = 0;
- viewdist = DotProduct(r_refdef.vieworg, vpn);
- for (i = 0;i < currenttranspoly;i++)
- {
- if (transpoly[i].verts < 3) // only process valid polygons
- continue;
- max = -1000000;
- lastvert = transpoly[i].firstvert + transpoly[i].verts;
- average = 0;
- for (j = transpoly[i].firstvert;j < lastvert;j++)
- {
- d = DotProduct(transvert[j].v, vpn)-viewdist;
- average += d;
- if (d > max)
- max = d;
- }
- if (max < 4) // free to check here, so skip polys behind the view
- continue;
- transpoly[i].distance = average / transpoly[i].verts;
- transpolyindex[transpolyindices++] = i;
- }
- qsort(&transpolyindex[0], transpolyindices, sizeof(unsigned short), transpolyqsort);
-}
-*/
-/*
- int i, j, a;
- a = true;
- while(a)
- {
- a = false;
- for (i = 1;i < transpolyindices;i++)
- {
- // easy cases
- if (transpoly[transpolyindex[i - 1]].mindistance > transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance > transpoly[transpolyindex[i]].maxdistance)
- continue; // previous is behind (no swap)
- if (transpoly[transpolyindex[i - 1]].mindistance < transpoly[transpolyindex[i]].mindistance && transpoly[transpolyindex[i - 1]].maxdistance < transpoly[transpolyindex[i]].maxdistance)
- goto swap; // previous is infront (swap)
- // hard case
-*/
- /*
- if (!transpoly[transpolyindex[i - 1]].ndist)
- {
- // calculate normal (eek)
- vec3_t v1, v2;
- VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert ].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v1);
- VectorSubtract(transvert[transpoly[transpolyindex[i - 1]].firstvert+2].v, transvert[transpoly[transpolyindex[i - 1]].firstvert+1].v, v2);
- CrossProduct(v1, v2, transpoly[transpolyindex[i - 1]].n);
- VectorNormalize(transpoly[transpolyindex[i - 1]].n);
- transpoly[transpolyindex[i - 1]].ndist = DotProduct(transvert[transpoly[transpolyindex[i - 1]].firstvert ].v, transpoly[transpolyindex[i - 1]].n);
- }
- if (DotProduct(transpoly[transpolyindex[i - 1]].n, vpn) >= 0.0f) // backface
- continue;
- */
-/*
- // check side
- for (i = transpoly[transpolyindex[i]].firstvert;i < (transpoly[transpolyindex[i]].firstvert + transpoly[transpolyindex[i]].verts);i++)
- if (DotProduct(transvert[i].v, transpoly[transpolyindex[i - 1]].n) >= transpoly[transpolyindex[i - 1]].ndist)
- goto noswap; // previous is behind or they intersect
-swap:
- // previous is infront (swap)
- j = transpolyindex[i];
- transpolyindex[i] = transpolyindex[i - 1];
- transpolyindex[i - 1] = j;
- a = true;
-noswap:
- ;
- }
- }
-}
-*/
-void transpolyrender()
+void transpolyrender(void)
{
int i, j, tpolytype, texnum;
transpoly_t *p;
+ if (!r_render.value)
+ return;
if (currenttranspoly < 1)
return;
// transpolyrenderminmax();
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glDepthMask(0); // disable zbuffer updates
- if (isG200) // Matrox G200 cards can't handle per pixel alpha
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- // later note: wasn't working on my TNT drivers... strangely... used a cheaper hack in transpolyvert
- //// offset by 16 depth units so decal sprites appear infront of walls
- //glPolygonOffset(1, -16);
- //glEnable(GL_POLYGON_OFFSET_FILL);
+ glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
tpolytype = TPOLYTYPE_ALPHA;
texnum = -1;
if (gl_vertexarrays.value)
{
// set up the vertex array
- qglInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
+ glInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
for (i = 0;i < transpolyindices;i++)
{
p = &transpoly[transpolyindex[i]];
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
if (p->glowtexnum)
{
texnum = p->glowtexnum; // highly unlikely to match next poly, but...
glBindTexture(GL_TEXTURE_2D, texnum);
tpolytype = TPOLYTYPE_ADD; // might match next poly
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- qglDrawArrays(GL_TRIANGLE_FAN, p->firstvert, p->verts);
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
}
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnd();
if (isG200)
{
- if (p->fogtexnum) // alpha
+ // LordHavoc: Matrox G200 cards can't handle per pixel alpha
+ if (p->fogtexnum)
glEnable(GL_ALPHA_TEST);
else
glDisable(GL_ALPHA_TEST);
glBegin(GL_QUADS);
break;
default:
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
points = -1; // to force a reinit on the next poly
break;
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
points = -1;
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
glColor4ub(255,255,255,vert->a);
texnum = p->fogtexnum;
glBindTexture(GL_TEXTURE_2D, texnum);
}
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
- VectorSubtract(vert->v, r_refdef.vieworg,diff);
+ VectorSubtract(vert->v, r_origin, diff);
glTexCoord2f(vert->s, vert->t);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
glVertex3fv(vert->v);
else
{
glDisable(GL_TEXTURE_2D);
- glBegin(GL_TRIANGLE_FAN);
+ glBegin(GL_POLYGON);
for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
{
- VectorSubtract(vert->v, r_refdef.vieworg,diff);
+ VectorSubtract(vert->v, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
glVertex3fv(vert->v);
}
glEnd();
}
- //glDisable(GL_POLYGON_OFFSET_FILL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1); // enable zbuffer updates
glDisable(GL_ALPHA_TEST);
}
-/*
-void lightpolybegin(int texnum)
-{
- if (currentlightpoly >= MAX_LIGHTPOLYS || currentlightvert >= MAX_LIGHTVERTS)
- return;
- lightpoly[currentlightpoly].texnum = (unsigned short) texnum;
- lightpoly[currentlightpoly].firstvert = currentlightvert;
- lightpoly[currentlightpoly].verts = 0;
-}
-
-// lightpolyvert is a #define
-
-void lightpolyend()
-{
- if (currentlightpoly >= MAX_LIGHTPOLYS)
- return;
- if (lightpoly[currentlightpoly].verts < 3) // skip invalid polygons
- {
- currentlightvert = lightpoly[currentlightpoly].firstvert; // reset vert pointer
- return;
- }
- if (currentlightvert >= MAX_LIGHTVERTS)
- return;
- currentlightpoly++;
-}
-*/
-
-extern qboolean isG200;
-
-void wallpolyclear()
+void wallpolyclear(void)
{
currentwallpoly = currentwallvert = 0;
}
-extern qboolean lighthalf;
-void wallpolyrender()
+void wallpolyrender(void)
{
int i, j, texnum, lighttexnum;
wallpoly_t *p;
wallvert_t *vert;
+ wallvertcolor_t *vertcolor;
+ if (!r_render.value)
+ return;
if (currentwallpoly < 1)
return;
c_brush_polys += currentwallpoly;
glShadeModel(GL_FLAT);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glDepthMask(1);
glColor3f(1,1,1);
if (r_fullbright.value) // LordHavoc: easy to do fullbright...
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
glEnd ();
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- qglMTexCoord2f(gl_mtex_enum, vert->s, vert->t); // texture
- qglMTexCoord2f((gl_mtex_enum+1), vert->u, vert->v); // lightmap
+ qglMTexCoord2f(gl_mtex_enum, vert->vert[3], vert->vert[4]); // texture
+ qglMTexCoord2f((gl_mtex_enum+1), vert->vert[5], vert->vert[6]); // lightmap
glVertex3fv (vert->vert);
}
glEnd ();
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
glEnd ();
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->u, vert->v);
+ glTexCoord2f (vert->vert[5], vert->vert[6]);
glVertex3fv (vert->vert);
}
glEnd ();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glShadeModel(GL_SMOOTH);
// render vertex lit overlays ontop
texnum = -1;
{
if (!p->lit)
continue;
- for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
- if (vert->r || vert->g || vert->b)
+ for (j = 0,vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vertcolor++)
+ if (vertcolor->r || vertcolor->g || vertcolor->b)
goto lit;
continue;
lit:
glBindTexture(GL_TEXTURE_2D, texnum);
}
glBegin(GL_POLYGON);
- for (j = 0,vert = &wallvert[p->firstvert];j < p->numverts;j++, vert++)
+ for (j = 0,vert = &wallvert[p->firstvert], vertcolor = &wallvertcolor[p->firstvert];j < p->numverts;j++, vert++, vertcolor++)
{
// would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
- glTexCoord2f(vert->s, vert->t);
+ glTexCoord2f(vert->vert[3], vert->vert[4]);
// again, vector version isn't supported I think
- glColor3ub(vert->r, vert->g, vert->b);
+ glColor3ub(vertcolor->r, vertcolor->g, vertcolor->b);
glVertex3fv(vert->vert);
}
glEnd();
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- glTexCoord2f (vert->s, vert->t);
+ glTexCoord2f (vert->vert[3], vert->vert[4]);
glVertex3fv (vert->vert);
}
glEnd();
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
- VectorSubtract(vert->vert, r_refdef.vieworg,diff);
+ VectorSubtract(vert->vert, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
glVertex3fv (vert->vert);
}
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glShadeModel(GL_SMOOTH);
glDisable(GL_BLEND);
glDepthMask(1);
}
-void skypolyclear()
+void skypolyclear(void)
{
currentskypoly = currentskyvert = 0;
}
-extern qboolean isATI;
-
-extern char skyname[];
-extern int solidskytexture, alphaskytexture;
-void skypolyrender()
+void skypolyrender(void)
{
int i, j;
skypoly_t *p;
skyvert_t *vert;
float length, speedscale;
vec3_t dir;
+ if (!r_render.value)
+ return;
if (currentskypoly < 1)
return;
// testing
// Con_DPrintf("skypolyrender: %i polys %i vertices\n", currentskypoly, currentskyvert);
- glDisable(GL_ALPHA_TEST);
+// glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
glDepthMask(1);
if (!fogenabled && !skyname[0]) // normal quake sky
{
- glColor3f(0.5f, 0.5f, 0.5f);
+ glInterleavedArrays(GL_T2F_V3F, 0, skyvert);
+// glTexCoordPointer(2, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].tex[0]);
+// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+// glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+// glEnableClientState(GL_VERTEX_ARRAY);
+ if(lighthalf)
+ glColor3f(0.5f, 0.5f, 0.5f);
+ else
+ glColor3f(1.0f,1.0f,1.0f);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
- speedscale = realtime*8;
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(solidskytexture)); // upper clouds
+ speedscale = cl.time*8;
speedscale -= (int)speedscale & ~127 ;
- for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
{
- vert = &skyvert[p->firstvert];
- glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ vert = skyvert + p->firstvert;
+ for (j = 0;j < p->verts;j++, vert++)
{
VectorSubtract (vert->v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = sqrt (length);
length = 6*63/length;
- glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
- glVertex3fv (vert->v);
+ vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+ vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
}
- glEnd ();
}
+ GL_LockArray(0, currentskyvert);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ GL_UnlockArray();
glEnable(GL_BLEND);
glDepthMask(0);
- glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
- speedscale = realtime*16;
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(alphaskytexture)); // lower clouds
+ speedscale = cl.time*16;
speedscale -= (int)speedscale & ~127 ;
- for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
{
- vert = &skyvert[p->firstvert];
- glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
+ vert = skyvert + p->firstvert;
+ for (j = 0;j < p->verts;j++, vert++)
{
VectorSubtract (vert->v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = sqrt (length);
length = 6*63/length;
- glTexCoord2f ((speedscale + dir[0] * length) * (1.0/128), (speedscale + dir[1] * length) * (1.0/128));
- glVertex3fv (vert->v);
+ vert->tex[0] = (speedscale + dir[0] * length) * (1.0/128);
+ vert->tex[1] = (speedscale + dir[1] * length) * (1.0/128);
}
- glEnd ();
}
+ GL_LockArray(0, currentskyvert);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ GL_UnlockArray();
glDisable(GL_BLEND);
glColor3f(1,1,1);
glDepthMask(1);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
}
else
{
+ glVertexPointer(3, GL_FLOAT, sizeof(skyvert_t), &skyvert[0].v[0]);
+ glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3fv(fogcolor); // note: gets rendered over by skybox if fog is not enabled
- for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
- {
- vert = &skyvert[p->firstvert];
- glBegin(GL_POLYGON);
- for (j=0 ; j<p->verts ; j++, vert++)
- glVertex3fv (vert->v);
- glEnd ();
- }
+ GL_LockArray(0, currentskyvert);
+ for (i = 0, p = &skypoly[0];i < currentskypoly;i++, p++)
+ glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
+ GL_UnlockArray();
glColor3f(1,1,1);
glEnable(GL_TEXTURE_2D);
+ glDisableClientState(GL_VERTEX_ARRAY);
}
}