"bufferdatasize_index16",
"bufferdatasize_index32",
"bufferdatasize_uniform",
- "animcache_vertexmesh_count",
- "animcache_vertexmesh_vertices",
- "animcache_vertexmesh_maxvertices",
"animcache_skeletal_count",
"animcache_skeletal_bones",
"animcache_skeletal_maxbones",
"dynamic_surfaces_because_tcmod_turbulent",
"dynamic_vertices_because_tcmod_turbulent",
"dynamic_triangles_because_tcmod_turbulent",
- "dynamic_batches_because_interleavedarrays",
- "dynamic_surfaces_because_interleavedarrays",
- "dynamic_vertices_because_interleavedarrays",
- "dynamic_triangles_because_interleavedarrays",
"dynamic_batches_because_nogaps",
"dynamic_surfaces_because_nogaps",
"dynamic_vertices_because_nogaps",
r_stat_bufferdatasize_index16,
r_stat_bufferdatasize_index32,
r_stat_bufferdatasize_uniform,
- r_stat_animcache_vertexmesh_count,
- r_stat_animcache_vertexmesh_vertices,
- r_stat_animcache_vertexmesh_maxvertices,
r_stat_animcache_skeletal_count,
r_stat_animcache_skeletal_bones,
r_stat_animcache_skeletal_maxbones,
r_stat_batch_dynamic_surfaces_because_tcmod_turbulent,
r_stat_batch_dynamic_vertices_because_tcmod_turbulent,
r_stat_batch_dynamic_triangles_because_tcmod_turbulent,
- r_stat_batch_dynamic_batches_because_interleavedarrays,
- r_stat_batch_dynamic_surfaces_because_interleavedarrays,
- r_stat_batch_dynamic_vertices_because_interleavedarrays,
- r_stat_batch_dynamic_triangles_because_interleavedarrays,
r_stat_batch_dynamic_batches_because_nogaps,
r_stat_batch_dynamic_surfaces_because_nogaps,
r_stat_batch_dynamic_vertices_because_nogaps,
float *animcache_tvector3f;
r_meshbuffer_t *animcache_tvector3f_vertexbuffer;
int animcache_tvector3f_bufferoffset;
- // interleaved arrays for rendering and dynamic vertex buffers for them
- r_vertexmesh_t *animcache_vertexmesh;
- r_meshbuffer_t *animcache_vertexmesh_vertexbuffer;
- int animcache_vertexmesh_bufferoffset;
// gpu-skinning shader needs transforms in a certain format, we have to
// upload this to a uniform buffer for the shader to use, and also keep a
// backup copy in system memory for the dynamic batch fallback code
void *preparevertices_tempdata;
size_t preparevertices_tempdatamaxsize;
- r_vertexgeneric_t *preparevertices_vertexgeneric;
- r_vertexmesh_t *preparevertices_vertexmesh;
int preparevertices_numvertices;
qboolean usevbo_staticvertex;
R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
}
-
-
void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
{
// upload temporary vertexbuffer for this rendering
vertexbuffer = NULL;
if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- }
- break;
+ if (vertexbuffer)
+ {
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
-}
-
-
-
-r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexgeneric_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
+ else
{
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
- gl_state.preparevertices_vertexgeneric = (r_vertexgeneric_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexgeneric;
-}
-
-qboolean R_Mesh_PrepareVertices_Generic_Unlock(void)
-{
- R_Mesh_PrepareVertices_Generic(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexgeneric, NULL, 0);
- gl_state.preparevertices_vertexgeneric = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
}
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f)
{
- int i;
- r_vertexgeneric_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (gl_state.usevbo_dynamicvertex)
- {
- r_meshbuffer_t *buffer_vertex3f = NULL;
- r_meshbuffer_t *buffer_color4f = NULL;
- r_meshbuffer_t *buffer_texcoord2f = NULL;
- int bufferoffset_vertex3f = 0;
- int bufferoffset_color4f = 0;
- int bufferoffset_texcoord2f = 0;
- buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
- buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
- buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
- }
- else if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- return;
- }
- break;
- }
-
- // no quick path for this case, convert to vertex structs
- vertex = R_Mesh_PrepareVertices_Generic_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
- if (color4f)
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(color4f + 4*i, vertex[i].color4f);
+ if (gl_state.usevbo_dynamicvertex)
+ {
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoord2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoord2f = 0;
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
}
else
{
- for (i = 0;i < numvertices;i++)
- Vector4Copy(gl_state.color4f, vertex[i].color4f);
- }
- if (texcoord2f)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoord2f + 2*i, vertex[i].texcoord2f);
- R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_PrepareVertices_Generic(numvertices, vertex, NULL, 0);
-}
-
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
-{
- // upload temporary vertexbuffer for this rendering
- if (!gl_state.usevbo_staticvertex)
- vertexbuffer = NULL;
- if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- }
- break;
- }
-}
-
-
-
-r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices)
-{
- size_t size;
- size = sizeof(r_vertexmesh_t) * numvertices;
- if (gl_state.preparevertices_tempdatamaxsize < size)
- {
- gl_state.preparevertices_tempdatamaxsize = size;
- gl_state.preparevertices_tempdata = Mem_Realloc(r_main_mempool, gl_state.preparevertices_tempdata, gl_state.preparevertices_tempdatamaxsize);
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
- gl_state.preparevertices_vertexmesh = (r_vertexmesh_t *)gl_state.preparevertices_tempdata;
- gl_state.preparevertices_numvertices = numvertices;
- return gl_state.preparevertices_vertexmesh;
-}
-
-qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void)
-{
- R_Mesh_PrepareVertices_Mesh(gl_state.preparevertices_numvertices, gl_state.preparevertices_vertexmesh, NULL, 0);
- gl_state.preparevertices_vertexmesh = NULL;
- gl_state.preparevertices_numvertices = 0;
- return true;
}
void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f)
{
- int i;
- r_vertexmesh_t *vertex;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (gl_state.usevbo_dynamicvertex)
- {
- r_meshbuffer_t *buffer_vertex3f = NULL;
- r_meshbuffer_t *buffer_color4f = NULL;
- r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
- r_meshbuffer_t *buffer_svector3f = NULL;
- r_meshbuffer_t *buffer_tvector3f = NULL;
- r_meshbuffer_t *buffer_normal3f = NULL;
- r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
- int bufferoffset_vertex3f = 0;
- int bufferoffset_color4f = 0;
- int bufferoffset_texcoordtexture2f = 0;
- int bufferoffset_svector3f = 0;
- int bufferoffset_tvector3f = 0;
- int bufferoffset_normal3f = 0;
- int bufferoffset_texcoordlightmap2f = 0;
- buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
- buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
- buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
- buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
- buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
- buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
- buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
- }
- else if (!vid.useinterleavedarrays)
- {
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
- return;
- }
- break;
- }
-
- vertex = R_Mesh_PrepareVertices_Mesh_Lock(numvertices);
- for (i = 0;i < numvertices;i++)
- VectorCopy(vertex3f + 3*i, vertex[i].vertex3f);
- if (svector3f)
- for (i = 0;i < numvertices;i++)
- VectorCopy(svector3f + 3*i, vertex[i].svector3f);
- if (tvector3f)
- for (i = 0;i < numvertices;i++)
- VectorCopy(tvector3f + 3*i, vertex[i].tvector3f);
- if (normal3f)
- for (i = 0;i < numvertices;i++)
- VectorCopy(normal3f + 3*i, vertex[i].normal3f);
- if (color4f)
- {
- for (i = 0;i < numvertices;i++)
- Vector4Copy(color4f + 4*i, vertex[i].color4f);
+ if (gl_state.usevbo_dynamicvertex)
+ {
+ r_meshbuffer_t *buffer_vertex3f = NULL;
+ r_meshbuffer_t *buffer_color4f = NULL;
+ r_meshbuffer_t *buffer_texcoordtexture2f = NULL;
+ r_meshbuffer_t *buffer_svector3f = NULL;
+ r_meshbuffer_t *buffer_tvector3f = NULL;
+ r_meshbuffer_t *buffer_normal3f = NULL;
+ r_meshbuffer_t *buffer_texcoordlightmap2f = NULL;
+ int bufferoffset_vertex3f = 0;
+ int bufferoffset_color4f = 0;
+ int bufferoffset_texcoordtexture2f = 0;
+ int bufferoffset_svector3f = 0;
+ int bufferoffset_tvector3f = 0;
+ int bufferoffset_normal3f = 0;
+ int bufferoffset_texcoordlightmap2f = 0;
+ buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f );
+ buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f );
+ buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f );
+ buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f );
+ buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f );
+ buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f );
+ buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f);
+ R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f );
+ R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f );
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f );
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f );
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f );
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f );
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 );
}
else
{
- for (i = 0;i < numvertices;i++)
- Vector4Copy(gl_state.color4f, vertex[i].color4f);
- }
- if (texcoordtexture2f)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoordtexture2f + 2*i, vertex[i].texcoordtexture2f);
- if (texcoordlightmap2f)
- for (i = 0;i < numvertices;i++)
- Vector2Copy(texcoordlightmap2f + 2*i, vertex[i].texcoordlightmap2f);
- R_Mesh_PrepareVertices_Mesh_Unlock();
- R_Mesh_PrepareVertices_Mesh(numvertices, vertex, NULL, 0);
-}
-
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset)
-{
- // upload temporary vertexbuffer for this rendering
- if (!gl_state.usevbo_staticvertex)
- vertexbuffer = NULL;
- if (!vertexbuffer && gl_state.usevbo_dynamicvertex)
- vertexbuffer = R_BufferData_Store(numvertices * sizeof(*vertex), (void *)vertex, R_BUFFERDATA_VERTEX, &bufferoffset);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vertexbuffer)
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->vertex3f - (unsigned char *)vertex));
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->color4f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->svector3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex));
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, bufferoffset + (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex));
- }
- else
- {
- R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(*vertex), vertex->vertex3f , NULL, 0);
- R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(*vertex), vertex->color4f , NULL, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(*vertex), vertex->svector3f , NULL, 0);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
- }
- break;
+ R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
}
}
void GL_Mesh_ListVBOs(qboolean printeach);
void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *buffer, int bufferoffset);
-
-r_vertexgeneric_t *R_Mesh_PrepareVertices_Generic_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Generic_Unlock(void);
void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f);
-void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *vertex, const r_meshbuffer_t *vertexbuffer, int bufferoffset);
-
-r_vertexmesh_t *R_Mesh_PrepareVertices_Mesh_Lock(int numvertices);
-qboolean R_Mesh_PrepareVertices_Mesh_Unlock(void); // if this returns false, you need to prepare the mesh again!
void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f);
-void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, const r_meshbuffer_t *buffer, int bufferoffset);
// sets up the requested vertex transform matrix
void R_EntityMatrix(const matrix4x4_t *matrix);
{
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- }
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
// this has to be after RSurf_PrepareVerticesForBatch
if (rsurface.batchskeletaltransform3x4buffer)
permutation |= SHADERPERMUTATION_SKELETAL;
ent->animcache_tvector3f = NULL;
ent->animcache_tvector3f_vertexbuffer = NULL;
ent->animcache_tvector3f_bufferoffset = 0;
- ent->animcache_vertexmesh = NULL;
- ent->animcache_vertexmesh_vertexbuffer = NULL;
- ent->animcache_vertexmesh_bufferoffset = 0;
ent->animcache_skeletaltransform3x4 = NULL;
ent->animcache_skeletaltransform3x4buffer = NULL;
ent->animcache_skeletaltransform3x4offset = 0;
}
}
-static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
-{
- int i;
-
- // check if we need the meshbuffers
- if (!vid.useinterleavedarrays)
- return;
-
- if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
- ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
- // TODO: upload vertexbuffer?
- if (ent->animcache_vertexmesh)
- {
- r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
- r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
- r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
- memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
- if (ent->animcache_svector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_tvector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_normal3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
- }
-}
-
qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
dp_model_t *model = ent->model;
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
r_refdef.stats[r_stat_animcache_shade_count] += 1;
r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
if (wantnormals || wanttangents)
{
r_refdef.stats[r_stat_animcache_shade_count] += 1;
rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
- rsurface.modelvertexmesh = ent->animcache_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
}
else if (wanttangents)
{
rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelnormal3f = model->surfmesh.data_normal3f;
rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
- rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
rsurface.modelgeneratedvertex = false;
}
rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
}
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelsvector3f_vertexbuffer = 0;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
int batchnumsurfaces = texturenumsurfaces;
int batchnumvertices;
int batchnumtriangles;
- int needsupdate;
int i, j;
qboolean gaps;
qboolean dynamicvertex;
unsigned char *ub;
q3shaderinfo_deform_t *deform;
const msurface_t *surface, *firstsurface;
- r_vertexmesh_t *vertexmesh;
if (!texturenumsurfaces)
return;
// find vertex range of this surface batch
rsurface.batchfirsttriangle = firsttriangle;
rsurface.batchnumtriangles = batchnumtriangles;
- // this variable holds flags for which properties have been updated that
- // may require regenerating vertexmesh array...
- needsupdate = 0;
-
// check if any dynamic vertex processing must occur
dynamicvertex = false;
}
// if there is a chance of animated vertex colors, it's a dynamic batch
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
if (!dynamicvertex)
{
r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
}
dynamicvertex = true;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
}
for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_AUTOSPRITE2:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_NORMAL:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_WAVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_BULGE:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_MOVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
break;
}
}
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
break;
case Q3TCGEN_VECTOR:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
case Q3TCGEN_ENVIRONMENT:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
}
if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
}
}
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
- }
- dynamicvertex = true;
- needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
- }
-
- // when the model data has no vertex buffer (dynamic mesh), we need to
- // eliminate gaps
- if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
- batchneed |= BATCHNEED_NOGAPS;
-
// the caller can specify BATCHNEED_NOGAPS to force a batch with
// firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
// we ensure this by treating the vertex batch as dynamic...
- if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+ if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
{
if (!dynamicvertex)
{
dynamicvertex = true;
}
- if (dynamicvertex)
- {
- // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
- if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
- }
-
- // if needsupdate, we have to do a dynamic vertex batch for sure
- if (needsupdate & batchneed)
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
- // see if we need to build vertexmesh from arrays
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
// if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
if (dynamicvertex && rsurface.entityskeletaltransform3x4)
batchneed |= BATCHNEED_ARRAY_SKELETAL;
rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
- rsurface.batchvertexmesh = rsurface.modelvertexmesh;
- rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
- rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
rsurface.batchelement3i = rsurface.modelelement3i;
rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
// need actual vertex positions and normals
//if (dynamicvertex)
{
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchvertex3f = NULL;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchskeletaltransform3x4offset = 0;
rsurface.batchskeletaltransform3x4size = 0;
// we'll only be setting up certain arrays as needed
- if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
if (batchneed & BATCHNEED_ARRAY_VERTEX)
rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
if (batchneed & BATCHNEED_ARRAY_NORMAL)
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
// copy only the data requested
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
- memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
{
if (batchneed & BATCHNEED_ARRAY_VERTEX)
// q1bsp surfaces rendered in vertex color mode have to have colors
// calculated based on lightstyles
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
// generate color arrays for the surfaces in this list
int c[4];
}
}
- if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- {
- // convert the modified arrays to vertex structs
-// rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
-// rsurface.batchvertexmesh_vertexbuffer = NULL;
-// rsurface.batchvertexmesh_bufferoffset = 0;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
- VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
- }
- }
- if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
- Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
- }
- }
- }
-
// upload buffer data for the dynamic batch
if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
{
- if (rsurface.batchvertexmesh)
- rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
- else
- {
- if (rsurface.batchvertex3f)
- rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
- if (rsurface.batchsvector3f)
- rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
- if (rsurface.batchtvector3f)
- rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
- if (rsurface.batchnormal3f)
- rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
- if (rsurface.batchlightmapcolor4f)
- rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
- if (rsurface.batchtexcoordtexture2f)
- rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.batchtexcoordlightmap2f)
- rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.batchskeletalindex4ub)
- rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
- if (rsurface.batchskeletalweight4ub)
- rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
- }
+ if (rsurface.batchvertex3f)
+ rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+ if (rsurface.batchsvector3f)
+ rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+ if (rsurface.batchtvector3f)
+ rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+ if (rsurface.batchnormal3f)
+ rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+ if (rsurface.batchlightmapcolor4f)
+ rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+ if (rsurface.batchtexcoordtexture2f)
+ rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+ if (rsurface.batchtexcoordlightmap2f)
+ rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+ if (rsurface.batchskeletalindex4ub)
+ rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+ if (rsurface.batchskeletalweight4ub)
+ rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
if (rsurface.batchelement3s)
rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
else if (rsurface.batchelement3i)
{
int vi;
int j;
- r_vertexgeneric_t *batchvertex;
- float c[4];
- texture_t *t = rsurface.texture;
+ int texturesurfaceindex;
+ int k;
+ const msurface_t *surface;
+ float surfacecolor4f[4];
// R_Mesh_ResetTextureState();
R_SetupShader_Generic_NoTexture(false, false);
- if(t && t->currentskinframe)
- {
- memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
- c[3] *= t->currentalpha;
- }
- else
- {
- c[0] = 1;
- c[1] = 0;
- c[2] = 1;
- c[3] = 1;
- }
-
- if (t->pantstexture || t->shirttexture)
- {
- c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
- c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
- c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
- }
-
- // brighten it up (as texture value 127 means "unlit")
- c[0] *= 2 * r_refdef.view.colorscale;
- c[1] *= 2 * r_refdef.view.colorscale;
- c[2] *= 2 * r_refdef.view.colorscale;
-
- if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
- c[3] *= r_wateralpha.value;
-
- if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ADD)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
- {
- GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- }
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
- if (!r_refdef.view.showdebug)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 4)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- float d = (vi << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 2)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
+ vi = 0;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- const int *e;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
- for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
+ surface = texturesurfacelist[texturesurfaceindex];
+ k = (int)(((size_t)surface) / sizeof(msurface_t));
+ Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
+ for (j = 0;j < surface->num_vertices;j++)
{
- float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
- Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
+ Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
+ vi++;
}
- R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
- }
- else
- {
- int texturesurfaceindex;
- int k;
- const msurface_t *surface;
- float surfacecolor4f[4];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
- vi = 0;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- k = (int)(((size_t)surface) / sizeof(msurface_t));
- Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
- for (j = 0;j < surface->num_vertices;j++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
- vi++;
- }
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
}
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
+ RSurf_DrawBatch();
}
static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer)
+ if (r_showsurfaces.integer && r_refdef.view.showdebug)
{
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
return;
}
}
- // build r_vertexmesh_t array
- // (compressed interleaved array for D3D)
- if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
- {
- int vertexindex;
- int numvertices = loadmodel->surfmesh.num_vertices;
- r_vertexmesh_t *vertexmesh;
- loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
- for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
- {
- VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
- VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
- VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
- VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
- if (loadmodel->surfmesh.data_lightmapcolor4f)
- Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
- Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
- if (loadmodel->surfmesh.data_texcoordlightmap2f)
- Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
- if (loadmodel->surfmesh.data_skeletalindex4ub)
- Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
- if (loadmodel->surfmesh.data_skeletalweight4ub)
- Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
- }
- }
-
// upload short indices as a buffer
if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
// is this wise? the texcoordtexture2f array is used with dynamic
// vertex/svector/tvector/normal when rendering animated models, on the
// other hand animated models don't use a lot of vertices anyway...
- if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
+ if (!loadmodel->surfmesh.vbo_vertexbuffer)
{
int size;
unsigned char *mem;
size = 0;
- loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
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]);
loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
mem = (unsigned char *)Mem_Alloc(tempmempool, size);
- if (loadmodel->surfmesh.data_vertexmesh ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh , loadmodel->surfmesh.data_vertexmesh , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
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]));
}
blendweights_t;
-typedef struct r_vertexgeneric_s
-{
- // 36 bytes
- float vertex3f[3];
- float color4f[4];
- float texcoord2f[2];
-}
-r_vertexgeneric_t;
-
-typedef struct r_vertexmesh_s
-{
- // 88 bytes
- float vertex3f[3];
- float color4f[4];
- float texcoordtexture2f[2];
- float texcoordlightmap2f[2];
- float svector3f[3];
- float tvector3f[3];
- float normal3f[3];
- unsigned char skeletalindex4ub[4];
- unsigned char skeletalweight4ub[4];
-}
-r_vertexmesh_t;
-
typedef struct r_meshbuffer_s
{
int bufferobject; // OpenGL
unsigned char *data_skeletalindex4ub;
unsigned char *data_skeletalweight4ub;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D
// vertex buffer object (stores geometry in video memory)
r_meshbuffer_t *vbo_vertexbuffer;
int vbooffset_vertex3f;
int vbooffset_lightmapcolor4f;
int vbooffset_skeletalindex4ub;
int vbooffset_skeletalweight4ub;
- int vbooffset_vertexmesh;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
struct md3vertex_s *data_morphmd3vertex;
// set if there is some kind of animation on this model
qboolean isanimated;
- // vertex and index buffers for rendering
- r_meshbuffer_t *vertexmesh_vertexbuffer;
-
// dynamic mesh building support (Mod_Mesh_*)
int num_vertexhashsize; // always pow2 for simple masking
int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator
unsigned char *modelskeletalweight4ub;
const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer;
int modelskeletalweight4ub_bufferoffset;
- r_vertexmesh_t *modelvertexmesh;
- const r_meshbuffer_t *modelvertexmesh_vertexbuffer;
- int modelvertexmesh_bufferoffset;
int *modelelement3i;
const r_meshbuffer_t *modelelement3i_indexbuffer;
int modelelement3i_bufferoffset;
int batchnumvertices;
int batchfirsttriangle;
int batchnumtriangles;
- r_vertexmesh_t *batchvertexmesh;
- const r_meshbuffer_t *batchvertexmesh_vertexbuffer;
- int batchvertexmesh_bufferoffset;
float *batchvertex3f;
const r_meshbuffer_t *batchvertex3f_vertexbuffer;
int batchvertex3f_bufferoffset;
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass);
-#define BATCHNEED_VERTEXMESH_VERTEX (1<< 0) // set up positions in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_NORMAL (1<< 1) // set up normals in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VECTOR (1<< 2) // set up tangent vectors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXTINTCOLOR (1<< 3) // set up vertex tint colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex light colors in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up surface texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up lightmap texcoords in rsurface.batchvertexmesh
-#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f
-#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up rsurface.batchnormal3f
-#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
-#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<<11) // set up rsurface.batchvertexcolor4f
-#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<12) // set up rsurface.batchlightmapcolor4f
-#define BATCHNEED_ARRAY_TEXCOORD (1<<13) // set up rsurface.batchtexcoordtexture2f
-#define BATCHNEED_ARRAY_LIGHTMAP (1<<14) // set up rsurface.batchtexcoordlightmap2f
-#define BATCHNEED_ARRAY_SKELETAL (1<<15) // set up skeletal index and weight data for vertex shader
-#define BATCHNEED_NOGAPS (1<<16) // force vertex copying if firstvertex is not zero or there are gaps
-#define BATCHNEED_ALLOWMULTIDRAW (1<<17) // allow multiple draws
+#define BATCHNEED_ARRAY_VERTEX (1<< 0) // set up rsurface.batchvertex3f
+#define BATCHNEED_ARRAY_NORMAL (1<< 1) // set up rsurface.batchnormal3f
+#define BATCHNEED_ARRAY_VECTOR (1<< 2) // set up rsurface.batchsvector3f and rsurface.batchtvector3f
+#define BATCHNEED_ARRAY_VERTEXTINTCOLOR (1<< 3) // set up rsurface.batchvertexcolor4f
+#define BATCHNEED_ARRAY_VERTEXCOLOR (1<< 4) // set up rsurface.batchlightmapcolor4f
+#define BATCHNEED_ARRAY_TEXCOORD (1<< 5) // set up rsurface.batchtexcoordtexture2f
+#define BATCHNEED_ARRAY_LIGHTMAP (1<< 6) // set up rsurface.batchtexcoordlightmap2f
+#define BATCHNEED_ARRAY_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS (1<< 8) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALWAYSCOPY (1<< 9) // force vertex copying unconditionally - useful if you want to modify colors
+#define BATCHNEED_ALLOWMULTIDRAW (1<<10) // allow multiple draws
void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
void RSurf_DrawBatch(void);
renderpath_t renderpath;
qboolean forcevbo; // some renderpaths can not operate without it
- qboolean useinterleavedarrays; // required by some renderpaths
qboolean allowalphatocoverage; // indicates the GL_AlphaToCoverage function works on this renderpath and framebuffer
unsigned int texunits;
vid.texarrayunits = bound(1, vid.texarrayunits, MAX_TEXTUREUNITS);
Con_DPrintf("Using GLES2.0 rendering path - %i texture matrix, %i texture images, %i texcoords%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.support.ext_framebuffer_object ? ", shadowmapping supported" : "");
vid.renderpath = RENDERPATH_GLES2;
- vid.useinterleavedarrays = false;
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = false;
vid.renderpath = RENDERPATH_GL20;
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = false;
- vid.useinterleavedarrays = false;
vid.forcevbo = false;
vid.maxtexturesize_2d = 0;
vid.maxtexturesize_3d = 0;
vid.renderpath = RENDERPATH_GL20;
vid.sRGBcapable2D = false;
vid.sRGBcapable3D = true;
- vid.useinterleavedarrays = false;
Con_Printf("vid.support.arb_multisample %i\n", vid.support.arb_multisample);
Con_Printf("vid.support.gl20shaders %i\n", vid.support.gl20shaders);
vid.allowalphatocoverage = true; // but see below, it may get turned to false again if GL_SAMPLES_ARB is <= 1