From 51aafe9342690d957150b99e4950be41fbdcfe5b Mon Sep 17 00:00:00 2001 From: divverent Date: Fri, 8 Jul 2011 19:33:54 +0000 Subject: [PATCH] fix gl_mesh_testmanualfeeding git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11234 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=eb3110f1151a26dafff642d6214c562a4851de91 --- gl_backend.c | 240 ++++++++++++++++++++++++++++++++++----------------- 1 file changed, 160 insertions(+), 80 deletions(-) diff --git a/gl_backend.c b/gl_backend.c index 0c3e7391..74938dc5 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2717,121 +2717,201 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri unsigned int i, j, element; const GLfloat *p; qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + if(vid.renderpath == RENDERPATH_GL20) { - if (element3i) - element = element3i[i]; - else if (element3s) - element = element3s[i]; - else - element = firstvertex + i; - for (j = 0;j < vid.texarrayunits;j++) + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); - else - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); - } - else + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(p[0], p[1], p[2], p[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(p[0], p[1], p[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(p[0], p[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]); else - qglTexCoord1f(p[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]); } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]); } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(s[0], s[1], s[2], s[3]); + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(s[0], s[1], s[2]); + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]); else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(s[0], s[1]); + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]); else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(s[0]); + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]); } } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) + } + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) + { + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]); + } + } + if (gl_state.pointer_vertex_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]); + else + qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]); + } + } + } + else + { + for (i = 0;i < (unsigned int) numtriangles * 3;i++) + { + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) + { + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(p[0], p[1]); + else + qglTexCoord1f(p[0]); + } } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(sb[0]); + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(s[0]); + } + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) + { + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); + } } } } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4f(p[0], p[1], p[2], p[3]); + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + } } - else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + if (gl_state.pointer_vertex_gltype == GL_FLOAT) { - const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertex4f(p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertex3f(p[0], p[1], p[2]); + else + qglVertex2f(p[0], p[1]); } } - if (gl_state.pointer_vertex_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); - if (gl_state.pointer_vertex_components == 4) - qglVertex4f(p[0], p[1], p[2], p[3]); - else if (gl_state.pointer_vertex_components == 3) - qglVertex3f(p[0], p[1], p[2]); - else - qglVertex2f(p[0], p[1]); - } } qglEnd(); CHECKGLERROR -- 2.39.2