From 77c4f0d4e081e5a2d84f054667af6f834b307d32 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 4 Apr 2007 15:22:02 +0000 Subject: [PATCH] implemented vbo rendering of map, models, and compiled shadow volumes git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7046 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 162 +++++++++++++++++++++++++++----- gl_rsurf.c | 19 +++- model_shared.c | 32 +++---- r_shadow.c | 244 +++++++++++++++++++++++++++++++++++++------------ r_shadow.h | 2 +- render.h | 22 +++++ 6 files changed, 378 insertions(+), 103 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 12be21aa..3837e8e8 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2879,14 +2879,32 @@ void R_Mesh_ResizeArrays(int newvertices) } float *rsurface_modelvertex3f; +int rsurface_modelvertex3f_bufferobject; +size_t rsurface_modelvertex3f_bufferoffset; float *rsurface_modelsvector3f; +int rsurface_modelsvector3f_bufferobject; +size_t rsurface_modelsvector3f_bufferoffset; float *rsurface_modeltvector3f; +int rsurface_modeltvector3f_bufferobject; +size_t rsurface_modeltvector3f_bufferoffset; float *rsurface_modelnormal3f; +int rsurface_modelnormal3f_bufferobject; +size_t rsurface_modelnormal3f_bufferoffset; float *rsurface_vertex3f; +int rsurface_vertex3f_bufferobject; +size_t rsurface_vertex3f_bufferoffset; float *rsurface_svector3f; +int rsurface_svector3f_bufferobject; +size_t rsurface_svector3f_bufferoffset; float *rsurface_tvector3f; +int rsurface_tvector3f_bufferobject; +size_t rsurface_tvector3f_bufferoffset; float *rsurface_normal3f; +int rsurface_normal3f_bufferobject; +size_t rsurface_normal3f_bufferoffset; float *rsurface_lightmapcolor4f; +int rsurface_lightmapcolor4f_bufferobject; +size_t rsurface_lightmapcolor4f_bufferoffset; vec3_t rsurface_modelorg; qboolean rsurface_generatedvertex; const entity_render_t *rsurface_entity; @@ -2919,14 +2937,30 @@ void RSurf_ActiveWorldEntity(void) R_Mesh_Matrix(&identitymatrix); VectorCopy(r_view.origin, rsurface_modelorg); rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; rsurface_generatedvertex = false; rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) @@ -2964,20 +2998,44 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface_modelnormal3f = NULL; Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); } + rsurface_modelvertex3f_bufferobject = 0; + rsurface_modelvertex3f_bufferoffset = 0; + rsurface_modelsvector3f_bufferobject = 0; + rsurface_modelsvector3f_bufferoffset = 0; + rsurface_modeltvector3f_bufferobject = 0; + rsurface_modeltvector3f_bufferoffset = 0; + rsurface_modelnormal3f_bufferobject = 0; + rsurface_modelnormal3f_bufferoffset = 0; rsurface_generatedvertex = true; } else { rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; + rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f; rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; + rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f; rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; + rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f; rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; + rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f; rsurface_generatedvertex = false; } rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; rsurface_tvector3f = rsurface_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; } void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) @@ -2992,12 +3050,18 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta if (generatenormals && !rsurface_modelnormal3f) { rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0; Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer); } if (generatetangents && !rsurface_modelsvector3f) { rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0; rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0; Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer); } } @@ -3045,18 +3109,34 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer); } rsurface_vertex3f = rsurface_array_deformedvertex3f; + rsurface_vertex3f_bufferobject = 0; + rsurface_vertex3f_bufferoffset = 0; rsurface_svector3f = rsurface_array_deformedsvector3f; + rsurface_svector3f_bufferobject = 0; + rsurface_svector3f_bufferoffset = 0; rsurface_tvector3f = rsurface_array_deformedtvector3f; + rsurface_tvector3f_bufferobject = 0; + rsurface_tvector3f_bufferoffset = 0; rsurface_normal3f = rsurface_array_deformednormal3f; + rsurface_normal3f_bufferobject = 0; + rsurface_normal3f_bufferoffset = 0; } else { - rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f = rsurface_modelvertex3f; + rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject; + rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset; rsurface_svector3f = rsurface_modelsvector3f; + rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject; + rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset; rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_normal3f = rsurface_modelnormal3f; + rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject; + rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset; + rsurface_normal3f = rsurface_modelnormal3f; + rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject; + rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset; } - R_Mesh_VertexPointer(rsurface_vertex3f, 0, 0); + R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset); } void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) @@ -3072,7 +3152,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel if (texturenumsurfaces == 1) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } else if (r_batchmode.integer == 2) { @@ -3085,7 +3165,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); continue; } memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); @@ -3119,7 +3199,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); - R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } else @@ -3128,7 +3208,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel { surface = texturesurfacelist[i]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3150,7 +3230,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } else if (r_batchmode.integer == 2) { @@ -3166,7 +3246,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); continue; } memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); @@ -3219,7 +3299,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); - R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } #if 0 Con_Printf("\n"); @@ -3234,7 +3314,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3252,7 +3332,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te { float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale; GL_Color(f, f, f, 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle))); } } } @@ -3264,7 +3344,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te int k = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } } @@ -3307,6 +3387,8 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t } } rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a) @@ -3328,15 +3410,19 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t * } } rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); } @@ -3346,9 +3432,11 @@ static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **text // TODO: optimize applyfog && applycolor case // just apply fog if necessary, and tint the fog color array if necessary rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -3398,12 +3486,18 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t } } rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } else + { rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; + rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo; + rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f; + } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -3452,6 +3546,8 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t a = 1; applycolor = false; rsurface_lightmapcolor4f = rsurface_array_color4f; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } else { @@ -3459,10 +3555,12 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t g = ambientcolor[1]; b = ambientcolor[2]; rsurface_lightmapcolor4f = NULL; + rsurface_lightmapcolor4f_bufferobject = 0; + rsurface_lightmapcolor4f_bufferoffset = 0; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0); + R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -3553,11 +3651,11 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist); else RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0); - R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, 0, 0); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -3578,7 +3676,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, 0, 0); + R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f); } if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) @@ -3643,10 +3741,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); @@ -3661,6 +3763,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; @@ -3672,6 +3776,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; } R_Mesh_TextureState(&m); // generate a color array for the fog pass @@ -3742,6 +3848,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -3756,6 +3864,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); } @@ -3766,6 +3876,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); if (rsurface_lightmode == 2) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); @@ -3779,6 +3891,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); break; @@ -3791,6 +3905,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; R_Mesh_TextureState(&m); } else diff --git a/gl_rsurf.c b/gl_rsurf.c index 8aa32558..91042d0a 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -969,7 +969,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co if (t != surface->texture) break; RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3); + R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle)); } } R_Shadow_RenderMode_End(); @@ -982,6 +982,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface model_t *model = ent->model; msurface_t *surface; int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex; + qboolean usebufferobject; const int *element3i; msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES]; int batchelements[BATCHSIZE*3]; @@ -1034,6 +1035,8 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface } else { + // use the bufferobject if all triangles are accepted + usebufferobject = true; batchnumtriangles = 0; // note: this only accepts consecutive surfaces because // non-consecutive surfaces often have extreme vertex @@ -1050,12 +1053,18 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface if (trispvs) { if (!CHECKPVSBIT(trispvs, m)) + { + usebufferobject = false; continue; + } } else { if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3)) + { + usebufferobject = false; continue; + } } } batchelements[batchnumtriangles*3+0] = element3i[m*3+0]; @@ -1066,8 +1075,9 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface if (batchnumtriangles >= BATCHSIZE) { Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements); + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0); batchnumtriangles = 0; + usebufferobject = false; } } r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles; @@ -1075,7 +1085,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface if (batchnumtriangles > 0) { Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex); - R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements); + if (usebufferobject) + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle); + else + R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0); } } } diff --git a/model_shared.c b/model_shared.c index 4e9b1a26..de529503 100644 --- a/model_shared.c +++ b/model_shared.c @@ -930,19 +930,19 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) if (mesh->numverts) { size_t size; - unsigned char *data, *mem; + unsigned char *mem; size = 0; mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]); mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]); mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]); mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]); mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]); - data = mem = (unsigned char *)Mem_Alloc(tempmempool, size); - if (mesh->vertex3f ) {memcpy(data, mesh->vertex3f , mesh->numverts * sizeof(float[3]));data += mesh->numverts * sizeof(float[3]);} - if (mesh->svector3f ) {memcpy(data, mesh->svector3f , mesh->numverts * sizeof(float[3]));data += mesh->numverts * sizeof(float[3]);} - if (mesh->tvector3f ) {memcpy(data, mesh->tvector3f , mesh->numverts * sizeof(float[3]));data += mesh->numverts * sizeof(float[3]);} - if (mesh->normal3f ) {memcpy(data, mesh->normal3f , mesh->numverts * sizeof(float[3]));data += mesh->numverts * sizeof(float[3]);} - if (mesh->texcoord2f ) {memcpy(data, mesh->texcoord2f , mesh->numverts * sizeof(float[2]));data += mesh->numverts * sizeof(float[2]);} + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3])); + if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3])); + 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 = R_Mesh_CreateStaticVBO(mem, size); Mem_Free(mem); } @@ -1446,7 +1446,7 @@ static void Mod_BuildVBOs(void) if (loadmodel->surfmesh.num_vertices) { size_t size; - unsigned char *data, *mem; + unsigned char *mem; size = 0; loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); @@ -1455,14 +1455,14 @@ static void Mod_BuildVBOs(void) loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]); - data = mem = (unsigned char *)Mem_Alloc(tempmempool, size); - if (loadmodel->surfmesh.data_vertex3f ) {memcpy(data, loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);} - if (loadmodel->surfmesh.data_svector3f ) {memcpy(data, loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);} - if (loadmodel->surfmesh.data_tvector3f ) {memcpy(data, loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);} - if (loadmodel->surfmesh.data_normal3f ) {memcpy(data, loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);} - if (loadmodel->surfmesh.data_texcoordtexture2f ) {memcpy(data, loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);} - if (loadmodel->surfmesh.data_texcoordlightmap2f) {memcpy(data, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);} - if (loadmodel->surfmesh.data_lightmapcolor4f ) {memcpy(data, loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));data += loadmodel->surfmesh.num_vertices * sizeof(float[4]);} + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + 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 = R_Mesh_CreateStaticVBO(mem, size); Mem_Free(mem); } diff --git a/r_shadow.c b/r_shadow.c index 77026205..cc4e6a13 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1464,35 +1464,35 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu } } -static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); } -static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0); + R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f); + R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_EQUAL);CHECKGLERROR } - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR } } -static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, float r, float g, float b) +static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, float r, float g, float b) { // shared final code for all the dot3 layers int renders; @@ -1500,11 +1500,11 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); } } -static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1521,12 +1521,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[1] = rsurface_texture->currenttexmatrix; m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytolight; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1536,9 +1542,13 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(basetexture); m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[1] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1548,17 +1558,25 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[2] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset; m.texmatrix[3] = r_shadow_entitytolight; } GL_BlendFunc(GL_ONE, GL_ONE); @@ -1569,12 +1587,18 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; m.tex[2] = R_GetTexture(basetexture); m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[2] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[2] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[2] = rsurface_texture->currenttexmatrix; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -1584,34 +1608,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_AmbientPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale) { rmeshstate_t m; // colorscale accounts for how much we multiply the brightness @@ -1631,27 +1663,37 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1662,34 +1704,44 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1701,22 +1753,30 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1727,30 +1787,42 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; m.texmatrix[2] = r_shadow_entitytoattenuationxyz; m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[3] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[3] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[3] = rsurface_vertex3f_bufferoffset; m.texmatrix[3] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1761,47 +1833,59 @@ static void R_Shadow_RenderLighting_Light_Dot3_DiffusePass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.texcombinergb[0] = GL_REPLACE; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(basetexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) +static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale) { float glossexponent; rmeshstate_t m; @@ -1817,41 +1901,51 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // fourth pass memset(&m, 0, sizeof(m)); m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); @@ -1862,30 +1956,38 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationxyz; GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } @@ -1895,54 +1997,66 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(normalmaptexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube); m.texcombinergb[1] = GL_DOT3_RGBA_ARB; m.pointer_texcoord3f[1] = rsurface_array_texcoord3f; + m.pointer_texcoord_bufferobject[1] = 0; + m.pointer_texcoord_bufferoffset[1] = 0; R_Mesh_TextureState(&m); GL_ColorMask(0,0,0,1); // this squares the result GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // second and third pass R_Mesh_ResetTextureState(); // square alpha in framebuffer a few times to make it shiny GL_BlendFunc(GL_ZERO, GL_DST_ALPHA); for (glossexponent = 2;glossexponent * 2 <= r_shadow_glossexponent.value;glossexponent *= 2) - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // fourth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[0] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[0] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface_vertex3f_bufferoffset; m.texmatrix[0] = r_shadow_entitytoattenuationxyz; m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytoattenuationz; R_Mesh_TextureState(&m); GL_BlendFunc(GL_DST_ALPHA, GL_ZERO); - R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, 0, 0); + R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); // fifth pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(glosstexture); m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; m.texmatrix[0] = rsurface_texture->currenttexmatrix; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) { m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap); m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; m.texmatrix[1] = r_shadow_entitytolight; } GL_BlendFunc(GL_DST_ALPHA, GL_ONE); } // this final code is shared R_Mesh_TextureState(&m); - R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); + R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) qboolean doambient = ambientscale > 0; @@ -1952,28 +2066,28 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, return; R_Mesh_ColorPointer(NULL, 0, 0); if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale); } if (dospecular) - R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); } -void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) +void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2) { int renders; int i; @@ -1984,7 +2098,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve int *newe; const int *e; float *c; - int newelements[3072]; + int newelements[4096*3]; R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2); for (renders = 0;renders < 64;renders++) { @@ -2021,7 +2135,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve newe[2] = e[2]; newnumtriangles++; newe += 3; - if (newnumtriangles >= 1024) + if (newnumtriangles >= (int)(sizeof(newelements)/sizeof(float[3]))) { R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); newnumtriangles = 0; @@ -2032,7 +2146,11 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve } if (newnumtriangles >= 1) { - R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); + // if all triangles are included, use the original array to take advantage of the bufferobject if possible + if (newnumtriangles == numtriangles) + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); + else + R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, newnumtriangles, newelements, 0, 0); stop = false; } // if we couldn't find any lit triangles, exit early @@ -2061,7 +2179,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve } } -static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; @@ -2081,36 +2199,42 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice m.tex[0] = R_GetTexture(basetexture); m.texmatrix[0] = rsurface_texture->currenttexmatrix; m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo; + m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f; if (r_textureunits.integer >= 2) { // voodoo2 or TNT m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[1] = r_shadow_entitytoattenuationxyz; m.pointer_texcoord3f[1] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[1] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface_vertex3f_bufferoffset; if (r_textureunits.integer >= 3) { // Voodoo4 or Kyro (or Geforce3/Radeon with gl_combine off) m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture); m.texmatrix[2] = r_shadow_entitytoattenuationz; m.pointer_texcoord3f[2] = rsurface_vertex3f; + m.pointer_texcoord_bufferobject[2] = rsurface_vertex3f_bufferobject; + m.pointer_texcoord_bufferoffset[2] = rsurface_vertex3f_bufferoffset; } } R_Mesh_TextureState(&m); //R_Mesh_TexBind(0, R_GetTexture(basetexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorbase, ambientcolorbase); if (dopants) { R_Mesh_TexBind(0, R_GetTexture(pantstexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorpants, ambientcolorpants); } if (doshirt) { R_Mesh_TexBind(0, R_GetTexture(shirttexture)); - R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt); + R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, diffusecolorshirt, ambientcolorshirt); } } -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i) +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset) { float ambientscale, diffusescale, specularscale; // FIXME: support MATERIALFLAG_NODEPTHTEST @@ -2156,16 +2280,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2178,16 +2302,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2526,19 +2650,19 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next) { r_refdef.stats.lights_shadowtriangles += mesh->numtriangles; - R_Mesh_VertexPointer(mesh->vertex3f, 0, 0); + R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f); GL_LockArrays(0, mesh->numverts); if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); // increment stencil if frontface is behind depthbuffer GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } - R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, 0, 0); + R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); GL_LockArrays(0, 0); } CHECKGLERROR diff --git a/r_shadow.h b/r_shadow.h index 07a68466..963dc5d5 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -40,7 +40,7 @@ extern cvar_t gl_ext_stenciltwoside; void R_Shadow_Init(void); void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, const vec3_t projectdirection, float projectdistance, int nummarktris, const int *marktris); void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t projectdirection, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs); -void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i); +void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset); void R_Shadow_RenderMode_Begin(void); void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight); void R_Shadow_RenderMode_Reset(void); diff --git a/render.h b/render.h index e84837f3..3b89d211 100644 --- a/render.h +++ b/render.h @@ -206,11 +206,33 @@ typedef enum rsurfmode_e } rsurfmode_t; +extern float *rsurface_modelvertex3f; +extern int rsurface_modelvertex3f_bufferobject; +extern size_t rsurface_modelvertex3f_bufferoffset; +extern float *rsurface_modelsvector3f; +extern int rsurface_modelsvector3f_bufferobject; +extern size_t rsurface_modelsvector3f_bufferoffset; +extern float *rsurface_modeltvector3f; +extern int rsurface_modeltvector3f_bufferobject; +extern size_t rsurface_modeltvector3f_bufferoffset; +extern float *rsurface_modelnormal3f; +extern int rsurface_modelnormal3f_bufferobject; +extern size_t rsurface_modelnormal3f_bufferoffset; extern float *rsurface_vertex3f; +extern int rsurface_vertex3f_bufferobject; +extern size_t rsurface_vertex3f_bufferoffset; extern float *rsurface_svector3f; +extern int rsurface_svector3f_bufferobject; +extern size_t rsurface_svector3f_bufferoffset; extern float *rsurface_tvector3f; +extern int rsurface_tvector3f_bufferobject; +extern size_t rsurface_tvector3f_bufferoffset; extern float *rsurface_normal3f; +extern int rsurface_normal3f_bufferobject; +extern size_t rsurface_normal3f_bufferoffset; extern float *rsurface_lightmapcolor4f; +extern int rsurface_lightmapcolor4f_bufferobject; +extern size_t rsurface_lightmapcolor4f_bufferoffset; extern vec3_t rsurface_modelorg; extern qboolean rsurface_generatedvertex; extern const entity_render_t *rsurface_entity; -- 2.39.2