qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
}
}
-/*
-#ifdef MESH_BATCH
- if (gl_mesh_batching.integer)
- {
- if (gl_batchvertexcount == 0)
- gl_batchvertexfirst = varray_offset;
- gl_batchvertexcount += numverts;
- }
-#endif
-*/
varray_vertex3f = varray_buf_vertex3f + varray_offset * 3;
varray_color4f = varray_buf_color4f + varray_offset * 4;
for (i = 0;i < backendunits;i++)
}
}
+// renders triangles using vertices from the most recent GetSpace call
+// (can be multiple Draw calls per GetSpace)
+void R_Mesh_Draw_NoBatching(int numverts, int numtriangles, const int *elements)
+{
+ int numelements = numtriangles * 3;
+ if (numtriangles == 0 || numverts == 0)
+ {
+ Con_Printf("R_Mesh_Draw_NoBatching(%d, %d, %08p);\n", numverts, numtriangles, elements);
+ return;
+ }
+ c_meshs++;
+ c_meshelements += numelements;
+ CHECKGLERROR
+ if (gl_state.pointervertexcount)
+ {
+ if (r_render.integer)
+ {
+ GL_LockArrays(0, gl_state.pointervertexcount);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, 0, gl_state.pointervertexcount, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
+ }
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ GL_Backend_RenumberElements(varray_buf_elements3i, numelements, elements, varray_offset);
+ if (r_render.integer)
+ {
+ GL_LockArrays(varray_offset, numverts);
+ if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL)
+ {
+ qglDrawRangeElements(GL_TRIANGLES, varray_offset, varray_offset + numverts, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+ }
+ else
+ {
+ qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, varray_buf_elements3i);CHECKGLERROR
+ }
+ GL_LockArrays(0, 0);
+ }
+ }
+}
+
// restores backend state, used when done with 3D rendering
void R_Mesh_Finish(void)
{
qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), p ? p : varray_buf_vertex3f);CHECKGLERROR
}
- if (gl_state.colorarray)
+ p = gl_state.pointervertexcount ? m->pointer_color : NULL;
+ if (gl_state.pointer_color != p)
{
- p = gl_state.pointervertexcount ? m->pointer_color : NULL;
- if (gl_state.pointer_color != p)
- {
#ifdef MESH_BATCH
- if (gl_batchelementcount)
- R_Mesh_EndBatch();
+ if (gl_batchelementcount)
+ R_Mesh_EndBatch();
#endif
- gl_state.pointer_color = p;
- if (p != varray_buf_color4f || gl_mesh_floatcolors.integer)
- qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f);
- else
- qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b);
- CHECKGLERROR
- }
+ gl_state.pointer_color = p;
+ if (p || gl_mesh_floatcolors.integer)
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), p ? p : varray_buf_color4f);
+ else
+ qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GLubyte[4]), p ? p : varray_buf_color4b);
+ CHECKGLERROR
}
}
if (mesh_var)
{
float *out = varray_texcoord2f[tmu];
- while (--numverts)
+ while (numverts--)
{
*out++ = *texcoord2f++;
*out++ = *texcoord2f++;
if (mesh_var)
{
float *out = varray_color4f;
- while (--numverts)
+ while (numverts--)
{
*out++ = *color4f++;
*out++ = *color4f++;
memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
}
+void R_ScrollTexCoord2f (float *out2f, const float *in2f, int numverts, float s, float t)
+{
+ while (numverts--)
+ {
+ *out2f++ = *in2f++ + s;
+ *out2f++ = *in2f++ + t;
+ }
+}
+
//===========================================================================
// vertex array caching subsystem
//===========================================================================
{
}
+/*
static void R_Mesh_CacheArray_ValidateState(int num)
{
rcachearraylink_t *l, *lhead;
return;
Sys_Error("%i", num);
}
+*/
int R_Mesh_CacheArray(rcachearrayrequest_t *r)
{
rcachearrayitem_t *d;
int hashindex, offset, offsetend;
- R_Mesh_CacheArray_ValidateState(3);
+ //R_Mesh_CacheArray_ValidateState(3);
// calculate a hashindex to choose a cache chain
r->data = NULL;
hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
offset = r_mesh_rcachedata_offset;
r_mesh_rcachedata_offset += r->data_size;
offsetend = r_mesh_rcachedata_offset;
- R_Mesh_CacheArray_ValidateState(4);
+ //R_Mesh_CacheArray_ValidateState(4);
+ /*
{
int n;
for (lhead = &r_mesh_rcachesequentialchain, l = lhead->next, n = 0;l != lhead;l = l->next, n++);
Con_Printf("R_Mesh_CacheArray: new data range %i:%i, %i items are already linked\n", offset, offsetend, n);
}
+ */
// make room for the new data (remove old items)
lhead = &r_mesh_rcachesequentialchain;
l = r_mesh_rcachesequentialchain_current;
if (l == lhead)
l = l->next;
- if (l != lhead)
+ while (l != lhead && l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
{
- while (l->data->offset < offsetend && l->data->offset + l->data->request.data_size > offset)
- {
- r_mesh_rcachesequentialchain_current = l;
- R_Mesh_CacheArray_ValidateState(8);
- lnext = l->next;
- // if at the end of the chain, wrap around
- if (lnext == lhead)
- lnext = lnext->next;
- r_mesh_rcachesequentialchain_current = lnext;
- R_Mesh_CacheArray_ValidateState(10);
-
- // unlink from sequential chain
- l->next->prev = l->prev;
- l->prev->next = l->next;
- R_Mesh_CacheArray_ValidateState(11);
- // link into free chain
- l->next = &r_mesh_rcachefreechain;
- l->prev = l->next->prev;
- l->next->prev = l->prev->next = l;
- R_Mesh_CacheArray_ValidateState(12);
-
- l = &l->data->hashlink;
- // unlink from hash chain
- l->next->prev = l->prev;
- l->prev->next = l->next;
-
- l = lnext;
- r_mesh_rcachesequentialchain_current = l;
- R_Mesh_CacheArray_ValidateState(9);
- }
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(8);
+ lnext = l->next;
+ // if at the end of the chain, wrap around
+ if (lnext == lhead)
+ lnext = lnext->next;
+ //r_mesh_rcachesequentialchain_current = lnext;
+ //R_Mesh_CacheArray_ValidateState(10);
+
+ // unlink from sequential chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+ //R_Mesh_CacheArray_ValidateState(11);
+ // link into free chain
+ l->next = &r_mesh_rcachefreechain;
+ l->prev = l->next->prev;
+ l->next->prev = l->prev->next = l;
+ //R_Mesh_CacheArray_ValidateState(12);
+
+ l = &l->data->hashlink;
+ // unlink from hash chain
+ l->next->prev = l->prev;
+ l->prev->next = l->next;
+
+ l = lnext;
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(9);
}
- r_mesh_rcachesequentialchain_current = l;
- R_Mesh_CacheArray_ValidateState(5);
+ //r_mesh_rcachesequentialchain_current = l;
+ //R_Mesh_CacheArray_ValidateState(5);
// gobble an extra item if we have no free items available
if (r_mesh_rcachefreechain.next == &r_mesh_rcachefreechain)
{
l = lnext;
}
r_mesh_rcachesequentialchain_current = l;
- R_Mesh_CacheArray_ValidateState(6);
+ //R_Mesh_CacheArray_ValidateState(6);
// now take an item from the free chain
l = r_mesh_rcachefreechain.next;
l->prev = l->next->prev;
while (l->next->data && l->data && l->next->data->offset <= d->offset)
{
- Con_Printf(">\n");
+ //Con_Printf(">\n");
l->next = l->next->next;
l->prev = l->prev->next;
}
while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
{
- Con_Printf("<\n");
+ //Con_Printf("<\n");
l->prev = l->prev->prev;
l->next = l->next->prev;
}
//r_mesh_rcachesequentialchain_current = d->sequentiallink.next;
- R_Mesh_CacheArray_ValidateState(7);
+ //R_Mesh_CacheArray_ValidateState(7);
// and finally set the data pointer
r->data = r_mesh_rcachedata + d->offset;
// and tell the caller to fill the array