From: havoc Date: Thu, 18 Jan 2007 10:41:26 +0000 (+0000) Subject: renamed r_bloomstate.vertex3f to r_screenvertex3f and made it constant X-Git-Tag: xonotic-v0.1.0preview~3705 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=838cf5a31bc043624d12b3543e24cc21468abb6f;p=xonotic%2Fdarkplaces.git renamed r_bloomstate.vertex3f to r_screenvertex3f and made it constant git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6699 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 76c5fa86..76ab2271 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -119,7 +119,6 @@ static struct r_bloomstate_s r_glsl_bloomshader_t *shader; // arrays for rendering the screen passes - float vertex3f[12]; float screentexcoord2f[8]; float bloomtexcoord2f[8]; float offsettexcoord2f[8]; @@ -143,6 +142,15 @@ r_glsl_permutation_t *r_glsl_permutation; // temporary variable used by a macro int fogtableindex; +// vertex coordinates for a quad that covers the screen exactly +const static float r_screenvertex3f[12] = +{ + 0, 0, 0, + 1, 0, 0, + 1, 1, 0, + 0, 1, 0 +}; + extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) @@ -1568,12 +1576,6 @@ void R_Bloom_StartFrame(void) r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); } - // vertex coordinates for a quad that covers the screen exactly - r_bloomstate.vertex3f[0] = 0;r_bloomstate.vertex3f[1] = 0;r_bloomstate.vertex3f[2] = 0; - r_bloomstate.vertex3f[3] = 1;r_bloomstate.vertex3f[4] = 0;r_bloomstate.vertex3f[5] = 0; - r_bloomstate.vertex3f[6] = 1;r_bloomstate.vertex3f[7] = 1;r_bloomstate.vertex3f[8] = 0; - r_bloomstate.vertex3f[9] = 0;r_bloomstate.vertex3f[10] = 1;r_bloomstate.vertex3f[11] = 0; - // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; @@ -1602,7 +1604,7 @@ void R_Bloom_CopyScreenTexture(float colorscale) r_refdef.stats.bloom++; R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); + R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); @@ -1648,7 +1650,7 @@ void R_Bloom_MakeTexture(void) r_refdef.stats.bloom++; R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); + R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); // we have a bloom image in the framebuffer @@ -1786,7 +1788,7 @@ static void R_BlendView(void) // the bloom texture was made earlier this render, so we just need to // blend it onto the screen... R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); + R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); @@ -1805,7 +1807,7 @@ static void R_BlendView(void) // put the original screen image back in place and blend the bloom // texture on it R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); + R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -1834,7 +1836,7 @@ static void R_BlendView(void) { // apply a color tint to the whole view R_ResetViewRendering(); - R_Mesh_VertexPointer(r_bloomstate.vertex3f); + R_Mesh_VertexPointer(r_screenvertex3f); R_Mesh_ColorPointer(NULL); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);