]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
greatly improved pointfile command, it now shows a huge beam crosshair at the site...
[xonotic/darkplaces.git] / gl_draw.c
index d203b6f716ef5bcca364c1437fb9a5e233f9a488..8885586b816310ce1155100066ed0d1788db6328 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -377,7 +377,12 @@ void GL_Draw_Init (void)
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+float blendtexcoord2f[6] = {0, 0, 0, 0, 0, 0};
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
 int quadelements[768];
+float textverts[128*4*3];
+float texttexcoords[128*4*2];
 void R_DrawQueue(void)
 {
        int pos, num, chartexnum, overbright, texnum, additive, batch;
@@ -471,15 +476,16 @@ void R_DrawQueue(void)
                                if (h == 0)
                                        h = pic->height;
                        }
-                       varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
-                       varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
-                       varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
-                       varray_texcoord[0][12] = 0;varray_texcoord[0][13] = 1;
-                       varray_vertex[ 0] = x  ;varray_vertex[ 1] = y  ;varray_vertex[ 2] = 10;
-                       varray_vertex[ 4] = x+w;varray_vertex[ 5] = y  ;varray_vertex[ 6] = 10;
-                       varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
-                       varray_vertex[12] = x  ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
                        GL_Color(c[0], c[1], c[2], c[3]);
+                       R_Mesh_GetSpace(4);
+                       varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 0;
+                       varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
+                       varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 1;
+                       varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+                       varray_vertex3f[ 0] = x  ;varray_vertex3f[ 1] = y  ;varray_vertex3f[ 2] = 10;
+                       varray_vertex3f[ 3] = x+w;varray_vertex3f[ 4] = y  ;varray_vertex3f[ 5] = 10;
+                       varray_vertex3f[ 6] = x+w;varray_vertex3f[ 7] = y+h;varray_vertex3f[ 8] = 10;
+                       varray_vertex3f[ 9] = x  ;varray_vertex3f[10] = y+h;varray_vertex3f[11] = 10;
                        R_Mesh_Draw(4, 2, quadelements);
                        break;
                case DRAWQUEUE_STRING:
@@ -491,8 +497,8 @@ void R_DrawQueue(void)
                                R_Mesh_TextureState(&m);
                        }
                        batchcount = 0;
-                       at = varray_texcoord[0];
-                       av = varray_vertex;
+                       at = texttexcoords;
+                       av = textverts;
                        GL_Color(c[0], c[1], c[2], c[3]);
                        while ((num = *str++) && x < vid.conwidth)
                        {
@@ -503,39 +509,47 @@ void R_DrawQueue(void)
                                        u = 0.0625f - (1.0f / 256.0f);
                                        v = 0.0625f - (1.0f / 256.0f);
                                        at[ 0] = s  ;at[ 1] = t  ;
-                                       at[ 4] = s+u;at[ 5] = t  ;
-                                       at[ 8] = s+u;at[ 9] = t+v;
-                                       at[12] = s  ;at[13] = t+v;
+                                       at[ 2] = s+u;at[ 3] = t  ;
+                                       at[ 4] = s+u;at[ 5] = t+v;
+                                       at[ 6] = s  ;at[ 7] = t+v;
                                        av[ 0] = x  ;av[ 1] = y  ;av[ 2] = 10;
-                                       av[ 4] = x+w;av[ 5] = y  ;av[ 6] = 10;
-                                       av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
-                                       av[12] = x  ;av[13] = y+h;av[14] = 10;
-                                       at += 16;
-                                       av += 16;
+                                       av[ 3] = x+w;av[ 4] = y  ;av[ 5] = 10;
+                                       av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+                                       av[ 9] = x  ;av[10] = y+h;av[11] = 10;
+                                       at += 8;
+                                       av += 12;
                                        batchcount++;
                                        if (batchcount >= 128)
                                        {
+                                               R_Mesh_GetSpace(batchcount * 4);
+                                               R_Mesh_CopyVertex3f(textverts, batchcount * 4);
+                                               R_Mesh_CopyTexCoord2f(0, texttexcoords, batchcount * 4);
                                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
                                                batchcount = 0;
-                                               at = varray_texcoord[0];
-                                               av = varray_vertex;
+                                               at = texttexcoords;
+                                               av = textverts;
                                        }
                                }
                                x += w;
                        }
                        if (batchcount > 0)
+                       {
+                               R_Mesh_GetSpace(batchcount * 4);
+                               R_Mesh_CopyVertex3f(textverts, batchcount * 4);
+                               R_Mesh_CopyTexCoord2f(0, texttexcoords, batchcount * 4);
                                R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+                       }
                        break;
                case DRAWQUEUE_MESH:
                        mesh = (void *)(dq + 1);
                        m.tex[0] = R_GetTexture(mesh->texture);
                        R_Mesh_TextureState(&m);
-                       R_Mesh_ResizeCheck(mesh->numvertices);
-                       memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
-                       memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
                        GL_UseColorArray();
-                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
+                       R_Mesh_GetSpace(mesh->numvertices);
+                       R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numvertices);
+                       R_Mesh_CopyTexCoord2f(0, mesh->texcoord2f, mesh->numvertices);
+                       R_Mesh_CopyColor4f(mesh->color4f, mesh->numvertices);
+                       R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->element3i);
                        currentpic = "\0";
                        break;
                }
@@ -543,13 +557,6 @@ void R_DrawQueue(void)
 
        if (!vid_usinghwgamma)
        {
-               // we use one big triangle for all the screen blends
-               varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
-               varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
-               varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
-               varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
-               varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
-               varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
                // all the blends ignore depth
                memset(&m, 0, sizeof(m));
                m.depthdisable = true;
@@ -570,6 +577,9 @@ void R_DrawQueue(void)
                        while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
                        {
                                GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
+                               R_Mesh_GetSpace(3);
+                               R_Mesh_CopyVertex3f(blendvertex3f, 3);
+                               R_Mesh_CopyTexCoord2f(0, blendtexcoord2f, 3);
                                R_Mesh_Draw(3, 1, polygonelements);
                                VectorScale(c, 0.5, c);
                        }
@@ -588,6 +598,9 @@ void R_DrawQueue(void)
                        m.blendfunc2 = GL_ONE;
                        R_Mesh_State(&m);
                        GL_Color(c[0], c[1], c[2], 1);
+                       R_Mesh_GetSpace(3);
+                       R_Mesh_CopyVertex3f(blendvertex3f, 3);
+                       R_Mesh_CopyTexCoord2f(0, blendtexcoord2f, 3);
                        R_Mesh_Draw(3, 1, polygonelements);
                }
        }