From: havoc Date: Mon, 26 Aug 2002 05:40:47 +0000 (+0000) Subject: renamed mesh_ variables to gl_state. (created a struct for this purpose) X-Git-Tag: RELEASE_0_2_0_RC1~309 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fce253c0c9daf040f3fda5ca683fb201c148a3c0;p=xonotic%2Fdarkplaces.git renamed mesh_ variables to gl_state. (created a struct for this purpose) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2287 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_backend.c b/gl_backend.c index 0c7c3150..0dd8752f 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -380,15 +380,19 @@ static void GL_SetupFrame (void) qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR } -static int mesh_blendfunc1; -static int mesh_blendfunc2; -static int mesh_blend; -static GLboolean mesh_depthmask; -static int mesh_depthtest; -static int mesh_unit; -static int mesh_clientunit; -static int mesh_texture[MAX_TEXTUREUNITS]; -static float mesh_texturergbscale[MAX_TEXTUREUNITS]; +static struct +{ + int blendfunc1; + int blendfunc2; + int blend; + GLboolean depthmask; + int depthtest; + int unit; + int clientunit; + int texture[MAX_TEXTUREUNITS]; + float texturergbscale[MAX_TEXTUREUNITS]; +} +gl_state; void GL_SetupTextureState(void) { @@ -397,8 +401,8 @@ void GL_SetupTextureState(void) { for (i = 0;i < backendunits;i++) { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR - qglBindTexture(GL_TEXTURE_2D, mesh_texture[i]);CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[i]);CHECKGLERROR if (gl_combine.integer) { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);CHECKGLERROR @@ -416,14 +420,14 @@ void GL_SetupTextureState(void) qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, GL_SRC_ALPHA);CHECKGLERROR - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, mesh_texturergbscale[i]);CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, gl_state.texturergbscale[i]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);CHECKGLERROR } else { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR } - if (mesh_texture[i]) + if (gl_state.texture[i]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } @@ -433,9 +437,9 @@ void GL_SetupTextureState(void) } if (gl_mesh_drawmode.integer > 0) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR - if (mesh_texture[i]) + if (gl_state.texture[i]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } @@ -448,9 +452,9 @@ void GL_SetupTextureState(void) } else { - qglBindTexture(GL_TEXTURE_2D, mesh_texture[0]);CHECKGLERROR + qglBindTexture(GL_TEXTURE_2D, gl_state.texture[0]);CHECKGLERROR qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR - if (mesh_texture[0]) + if (gl_state.texture[0]) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR } @@ -461,7 +465,7 @@ void GL_SetupTextureState(void) if (gl_mesh_drawmode.integer > 0) { qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR - if (mesh_texture[0]) + if (gl_state.texture[0]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } @@ -505,30 +509,30 @@ void R_Mesh_Start(float farclip) GL_SetupFrame(); - mesh_unit = 0; - mesh_clientunit = 0; + gl_state.unit = 0; + gl_state.clientunit = 0; for (i = 0;i < backendunits;i++) { - mesh_texture[i] = 0; - mesh_texturergbscale[i] = 1; + gl_state.texture[i] = 0; + gl_state.texturergbscale[i] = 1; } qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - mesh_depthtest = true; + gl_state.depthtest = true; qglEnable(GL_DEPTH_TEST);CHECKGLERROR - mesh_blendfunc1 = GL_ONE; - mesh_blendfunc2 = GL_ZERO; - qglBlendFunc(mesh_blendfunc1, mesh_blendfunc2);CHECKGLERROR + gl_state.blendfunc1 = GL_ONE; + gl_state.blendfunc2 = GL_ZERO; + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - mesh_blend = 0; + gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR - mesh_depthmask = GL_TRUE; - qglDepthMask(mesh_depthmask);CHECKGLERROR + gl_state.depthmask = GL_TRUE; + qglDepthMask(gl_state.depthmask);CHECKGLERROR usedarrays = false; if (gl_mesh_drawmode.integer > 0) @@ -595,107 +599,107 @@ void GL_MeshState(buf_mesh_t *mesh) { for (i = 0;i < backendunits;i++) { - if (mesh_texture[i] != mesh->textures[i]) + if (gl_state.texture[i] != mesh->textures[i]) { - if (mesh_unit != i) + if (gl_state.unit != i) { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - if (mesh_texture[i] == 0) + if (gl_state.texture[i] == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array - if (mesh_clientunit != i) + if (gl_state.clientunit != i) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[i] = mesh->textures[i]));CHECKGLERROR - if (mesh_texture[i] == 0) + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR + if (gl_state.texture[i] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR // have to disable texcoord array on disabled texture // units due to NVIDIA driver bug with // compiled_vertex_array - if (mesh_clientunit != i) + if (gl_state.clientunit != i) { - qglClientActiveTexture(GL_TEXTURE0_ARB + (mesh_clientunit = i));CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR } qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } - if (mesh_texturergbscale[i] != mesh->texturergbscale[i]) + if (gl_state.texturergbscale[i] != mesh->texturergbscale[i]) { - if (mesh_unit != i) + if (gl_state.unit != i) { - qglActiveTexture(GL_TEXTURE0_ARB + (mesh_unit = i));CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (mesh_texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR } } } else { - if (mesh_texture[0] != mesh->textures[0]) + if (gl_state.texture[0] != mesh->textures[0]) { - if (mesh_texture[0] == 0) + if (gl_state.texture[0] == 0) { qglEnable(GL_TEXTURE_2D);CHECKGLERROR qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } - qglBindTexture(GL_TEXTURE_2D, (mesh_texture[0] = mesh->textures[0]));CHECKGLERROR - if (mesh_texture[0] == 0) + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR + if (gl_state.texture[0] == 0) { qglDisable(GL_TEXTURE_2D);CHECKGLERROR qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR } } } - if (mesh_blendfunc1 != mesh->blendfunc1 || mesh_blendfunc2 != mesh->blendfunc2) + if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2) { - qglBlendFunc(mesh_blendfunc1 = mesh->blendfunc1, mesh_blendfunc2 = mesh->blendfunc2);CHECKGLERROR - if (mesh_blendfunc2 == GL_ZERO) + qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) { - if (mesh_blendfunc1 == GL_ONE) + if (gl_state.blendfunc1 == GL_ONE) { - if (mesh_blend) + if (gl_state.blend) { - mesh_blend = 0; + gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } } else { - if (!mesh_blend) + if (!gl_state.blend) { - mesh_blend = 1; + gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } else { - if (!mesh_blend) + if (!gl_state.blend) { - mesh_blend = 1; + gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } } - if (mesh_depthtest != mesh->depthtest) + if (gl_state.depthtest != mesh->depthtest) { - mesh_depthtest = mesh->depthtest; - if (mesh_depthtest) + gl_state.depthtest = mesh->depthtest; + if (gl_state.depthtest) qglEnable(GL_DEPTH_TEST); else qglDisable(GL_DEPTH_TEST); } - if (mesh_depthmask != mesh->depthmask) + if (gl_state.depthmask != mesh->depthmask) { - qglDepthMask(mesh_depthmask = mesh->depthmask);CHECKGLERROR + qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR } } @@ -726,7 +730,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver // feed it manually qglBegin(GL_TRIANGLES); - if (mesh_texture[1]) // if the mesh uses multiple textures + if (gl_state.texture[1]) // if the mesh uses multiple textures { // the minigl doesn't have this (because it does not have ARB_multitexture) for (i = 0;i < indexcount;i++) @@ -734,7 +738,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in in = index[i]; qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); for (j = 0;j < backendunits;j++) - if (mesh_texture[j]) + if (gl_state.texture[j]) qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); } @@ -745,7 +749,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in { in = index[i]; qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); - if (mesh_texture[0]) + if (gl_state.texture[0]) qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); }