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;
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:
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)
{
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;
}
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;
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);
}
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);
}
}