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https://github.com/YGGverse/xash3d-fwgs.git
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ref_gl: vbo dlights refactiring
This commit is contained in:
parent
3e7847551a
commit
6b73d056b2
@ -2237,159 +2237,100 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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}
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#define MINIMIZE_UPLOAD
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#define DISCARD_DLIGHTS
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/*
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=====================
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R_DrawLightmappedVBO
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Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
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=====================
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*/
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static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
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static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
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{
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
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msurface_t *decalsurf;
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decal_t *pdecal;
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int decali = 0;
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pglDepthMask( GL_FALSE );
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pglEnable( GL_BLEND );
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pglEnable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglDisable( GL_ALPHA_TEST );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
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R_SetDecalMode( true );
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if( vbos.decal_dlight_vbo )
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{
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
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}
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else
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#endif
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pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
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// draw debug lines
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if( gl_wireframe.value && !skiplighting )
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{
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R_SetDecalMode( true );
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pglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( XASH_TEXTURE0 );
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pglDisable( GL_TEXTURE_2D );
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pglDisable( GL_DEPTH_TEST );
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
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else
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#endif
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pglDrawElements( GL_LINES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
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pglEnable( GL_DEPTH_TEST );
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pglEnable( GL_TEXTURE_2D );
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GL_SelectTexture( XASH_TEXTURE1 );
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pglEnable( GL_TEXTURE_2D );
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R_SetDecalMode( false );
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}
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//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
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if( skiplighting )
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{
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vbotex->curindex = 0;
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vbotex->dlightchain = NULL;
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return;
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
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}
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// draw dlights and dlighted decals
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if( vbotex->dlightchain )
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for( decalsurf = newsurf; ( decali < decalcount ) && (!surf ||( decalsurf != surf )); decalsurf = decalsurf->info->lightmapchain )
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{
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unsigned short *dlightarray = vbos.dlight_index; // preallocated array
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unsigned int dlightindex = 0;
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msurface_t *surf, *newsurf;
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int decalcount = 0;
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int min_index = 65536;
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int max_index = 0;
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GL_Bind( mtst.tmu_lm, tr.dlightTexture );
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// replace lightmap texcoord array by dlight array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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if( vbos.dlight_vbo )
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
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else
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
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// clear the block
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LM_InitBlock();
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if( vbos.dlight_vbo )
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for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
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{
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// calculate minimum indexbase
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for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
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gl_texture_t *glt;
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if( !pdecal->texture )
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continue;
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glt = R_GetTexture( pdecal->texture );
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GL_Bind( mtst.tmu_gl, pdecal->texture );
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// normal HL decal with alpha-channel
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if( glt->flags & TF_HAS_ALPHA )
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{
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uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
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if(min_index > indexbase)
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min_index = indexbase;
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#ifdef MINIMIZE_UPLOAD
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if( max_index < indexbase + surf->polys->numverts )
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max_index = indexbase + surf->polys->numverts;
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#endif
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}
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#ifdef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
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#endif
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}
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else
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{
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min_index = 0;
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}
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// accumulate indexes for every dlighted surface until dlight block full
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for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
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{
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int smax, tmax;
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byte *base;
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uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
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uint index;
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mextrasurf_t *info; // this stores current dlight offset
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decal_t *pdecal;
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int sample_size;
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info = surf->info;
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sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
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smax = ( info->lightextents[0] / sample_size ) + 1;
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tmax = ( info->lightextents[1] / sample_size ) + 1;
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// find space for this surface and get offsets
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if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
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{
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base = gl_lms.lightmap_buffer;
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base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
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R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
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// draw transparent decals with GL_MODULATE
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if( glt->fogParams[3] > 230 )
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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// out of free block space. Draw all generated index array and clear it
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// upload already generated block
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if( vbos.dlight_vbo )
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{
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#ifndef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
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#endif
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
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GL_SelectTexture( XASH_TEXTURE0 );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
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GL_SelectTexture( XASH_TEXTURE1 );
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}
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#ifdef DISCARD_DLIGHTS
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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#endif
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LM_UploadDynamicBlock();
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
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#ifdef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
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#else
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max_index = 0;
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#endif
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// color decal like detail texture. Base color is 127 127 127
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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}
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// draw decals that lighted with this lightmap
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if( decalcount )
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{
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msurface_t *decalsurf;
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pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
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decali++;
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}
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newsurf = surf;
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}
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// restore states pointers for next dynamic lightmap
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglDepthMask( GL_TRUE );
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pglDisable( GL_BLEND );
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pglDisable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglEnable( GL_ALPHA_TEST );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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R_SetDecalMode( false );
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GL_SelectTexture( mtst.tmu_lm );
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if( vbos.dlight_vbo )
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
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else
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
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R_SetupVBOTexture( texture, 0 );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
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}
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#if 0
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// two stages left for refenence if something break
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void R_DrawDlightedDecals0( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
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{
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msurface_t *decalsurf;
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decal_t *pdecal;
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int decali = 0;
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pglDepthMask( GL_FALSE );
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@ -2471,9 +2412,259 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
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R_SetupVBOTexture( texture, 0 );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
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}
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decalcount = 0;
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}
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void R_DrawDlightedDecals1( vboarray_t *vbo, msurface_t *newsurf, msurface_t *surf, int decalcount, texture_t *texture )
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{
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msurface_t *decalsurf;
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int decali = 0;
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pglDepthMask( GL_FALSE );
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pglEnable( GL_BLEND );
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pglEnable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglDisable( GL_ALPHA_TEST );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
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R_SetDecalMode( true );
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if( vbos.decal_dlight_vbo )
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{
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
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}
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else
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{
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
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GL_SelectTexture( mtst.tmu_gl );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
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}
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for( decalsurf = newsurf; decali < decalcount && decalsurf; decalsurf = decalsurf->info->lightmapchain )
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{
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decal_t *pdecal;
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for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
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{
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gl_texture_t *glt;
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if( !pdecal->texture )
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continue;
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glt = R_GetTexture( pdecal->texture );
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GL_Bind( mtst.tmu_gl, pdecal->texture );
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// normal HL decal with alpha-channel
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if( glt->flags & TF_HAS_ALPHA )
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{
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// draw transparent decals with GL_MODULATE
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if( glt->fogParams[3] > 230 )
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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// color decal like detail texture. Base color is 127 127 127
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
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}
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pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
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decali++;
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}
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}
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// reset states
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglDepthMask( GL_TRUE );
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pglDisable( GL_BLEND );
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pglDisable( GL_POLYGON_OFFSET_FILL );
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if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
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pglEnable( GL_ALPHA_TEST );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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R_SetDecalMode( false );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
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R_SetupVBOTexture( texture, 0 );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
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}
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#endif
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static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, unsigned short *dlightarray )
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{
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if( vbos.dlight_vbo )
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{
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#ifndef MINIMIZE_UPLOAD
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
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#endif
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index* sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
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GL_SelectTexture( XASH_TEXTURE0 );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
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GL_SelectTexture( XASH_TEXTURE1 );
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}
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#ifdef DISCARD_DLIGHTS
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
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#endif
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LM_UploadDynamicBlock();
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#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
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if( pglDrawRangeElements )
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pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
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}
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static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
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{
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decal_t *pdecal;
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int decalcount = *pdecalcount;
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for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext )
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{
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int decalindex = pdecal - &gDecalPool[0];
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int numVerts = vbos.decaldata->decals[decalindex].numVerts;
|
||||
int i;
|
||||
|
||||
if( numVerts == -1 )
|
||||
{
|
||||
// build decal array
|
||||
float *v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts );
|
||||
|
||||
for( i = 0; i < numVerts; i++, v += VERTEXSIZE )
|
||||
{
|
||||
VectorCopy( v, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = v[3];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = v[4];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = v[5] - ( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = v[6] - ( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// copy from vbo
|
||||
for( i = 0; i < numVerts; i++ )
|
||||
{
|
||||
VectorCopy( vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].pos, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[0];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[1];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[0] - ( surf->light_s - surf->info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[1] - ( surf->light_t - surf->info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
}
|
||||
}
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
|
||||
pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * decalcount * DECAL_VERTS_MAX, sizeof( vbovertex_t )* numVerts, vbos.decal_dlight + decalcount * DECAL_VERTS_MAX );
|
||||
}
|
||||
|
||||
vbos.decal_numverts[decalcount] = numVerts;
|
||||
decalcount++;
|
||||
}
|
||||
*pdecalcount = decalcount;
|
||||
}
|
||||
|
||||
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
|
||||
{
|
||||
// draw dlights and dlighted decals
|
||||
if( vbotex->dlightchain )
|
||||
{
|
||||
unsigned short *dlightarray = vbos.dlight_index; // preallocated array
|
||||
unsigned int dlightindex = 0;
|
||||
msurface_t *surf, *newsurf;
|
||||
int decalcount = 0;
|
||||
int min_index = 65536;
|
||||
int max_index = 0;
|
||||
|
||||
|
||||
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
|
||||
|
||||
// replace lightmap texcoord array by dlight array
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
|
||||
if( vbos.dlight_vbo )
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, 0 );
|
||||
else
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( float ) * 2, vbos.dlight_tc );
|
||||
|
||||
// clear the block
|
||||
LM_InitBlock();
|
||||
|
||||
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
// calculate minimum indexbase
|
||||
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
|
||||
{
|
||||
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
|
||||
if(min_index > indexbase)
|
||||
min_index = indexbase;
|
||||
#ifdef MINIMIZE_UPLOAD
|
||||
if( max_index < indexbase + surf->polys->numverts )
|
||||
max_index = indexbase + surf->polys->numverts;
|
||||
#endif
|
||||
}
|
||||
#ifdef MINIMIZE_UPLOAD
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
min_index = 0;
|
||||
}
|
||||
|
||||
// accumulate indexes for every dlighted surface until dlight block full
|
||||
for( surf = newsurf = vbotex->dlightchain; surf; surf = surf->info->lightmapchain )
|
||||
{
|
||||
int smax, tmax;
|
||||
byte *base;
|
||||
uint indexbase = vbos.surfdata[((char*)surf - (char*)WORLDMODEL->surfaces) / sizeof( *surf )].startindex;
|
||||
uint index;
|
||||
mextrasurf_t *info; // this stores current dlight offset
|
||||
decal_t *pdecal;
|
||||
int sample_size;
|
||||
|
||||
info = surf->info;
|
||||
sample_size = gEngfuncs.Mod_SampleSizeForFace( surf );
|
||||
smax = ( info->lightextents[0] / sample_size ) + 1;
|
||||
tmax = ( info->lightextents[1] / sample_size ) + 1;
|
||||
|
||||
|
||||
// find space for this surface and get offsets
|
||||
if( LM_AllocBlock( smax, tmax, &info->dlight_s, &info->dlight_t ))
|
||||
{
|
||||
base = gl_lms.lightmap_buffer;
|
||||
base += ( info->dlight_t * BLOCK_SIZE + info->dlight_s ) * 4;
|
||||
|
||||
R_BuildLightMap( surf, base, BLOCK_SIZE * 4, true );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
|
||||
// out of free block space. Draw all generated index array and clear it
|
||||
// upload already generated block
|
||||
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
|
||||
#ifdef MINIMIZE_UPLOAD
|
||||
// invalidate buffer to prevent blocking on SubData
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), NULL, GL_STREAM_DRAW_ARB );
|
||||
#else
|
||||
max_index = 0;
|
||||
#endif
|
||||
|
||||
// draw decals that lighted with this lightmap
|
||||
if( decalcount )
|
||||
R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
|
||||
decalcount = 0;
|
||||
|
||||
// clear the block
|
||||
LM_InitBlock();
|
||||
@ -2515,159 +2706,19 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
|
||||
#endif
|
||||
|
||||
// if surface has decals, build decal array
|
||||
for( pdecal = surf->pdecals; pdecal; pdecal = pdecal->pnext )
|
||||
{
|
||||
int decalindex = pdecal - &gDecalPool[0];
|
||||
int numVerts = vbos.decaldata->decals[decalindex].numVerts;
|
||||
int i;
|
||||
|
||||
if( numVerts == -1 )
|
||||
{
|
||||
// build decal array
|
||||
float *v = R_DecalSetupVerts( pdecal, surf, pdecal->texture, &numVerts );
|
||||
|
||||
for( i = 0; i < numVerts; i++, v += VERTEXSIZE )
|
||||
{
|
||||
VectorCopy( v, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = v[3];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = v[4];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = v[5] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = v[6] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// copy from vbo
|
||||
for( i = 0; i < numVerts; i++ )
|
||||
{
|
||||
VectorCopy( vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].pos, vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].pos );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[0];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].gl_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].gl_tc[1];
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[0] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[0] - ( surf->light_s - info->dlight_s ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
vbos.decal_dlight[decalcount * DECAL_VERTS_MAX + i].lm_tc[1] = vbos.decaldata->decalarray[decalindex * DECAL_VERTS_CUT + i].lm_tc[1] - ( surf->light_t - info->dlight_t ) * ( 1.0f / (float)BLOCK_SIZE );
|
||||
}
|
||||
}
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
|
||||
pglBufferSubDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * decalcount * DECAL_VERTS_MAX, sizeof( vbovertex_t )* numVerts, vbos.decal_dlight + decalcount * DECAL_VERTS_MAX );
|
||||
}
|
||||
|
||||
vbos.decal_numverts[decalcount] = numVerts;
|
||||
decalcount++;
|
||||
}
|
||||
R_AddSurfaceDecalsDlight( surf, &decalcount );
|
||||
//info->dlight_s = info->dlight_t = 0;
|
||||
}
|
||||
|
||||
if( dlightindex )
|
||||
{
|
||||
#ifdef DISCARD_DLIGHTS
|
||||
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
|
||||
#endif
|
||||
// update block
|
||||
LM_UploadDynamicBlock();
|
||||
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
#ifndef MINIMIZE_UPLOAD
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t )* (max_index - min_index), vbos.dlight_tc + min_index, GL_STREAM_DRAW_ARB );
|
||||
#endif
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,pos)) );
|
||||
GL_SelectTexture( XASH_TEXTURE0 );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
|
||||
GL_SelectTexture( XASH_TEXTURE1 );
|
||||
}
|
||||
|
||||
// draw remaining array
|
||||
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
|
||||
if( pglDrawRangeElements )
|
||||
pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
|
||||
else
|
||||
#endif
|
||||
pglDrawElements( GL_TRIANGLES, dlightindex, GL_UNSIGNED_SHORT, dlightarray );
|
||||
|
||||
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
|
||||
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
|
||||
|
||||
// draw remaining decals
|
||||
if( decalcount )
|
||||
{
|
||||
msurface_t *decalsurf;
|
||||
int decali = 0;
|
||||
|
||||
pglDepthMask( GL_FALSE );
|
||||
pglEnable( GL_BLEND );
|
||||
pglEnable( GL_POLYGON_OFFSET_FILL );
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglDisable( GL_ALPHA_TEST );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
|
||||
R_SetDecalMode( true );
|
||||
if( vbos.decal_dlight_vbo )
|
||||
{
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, pos ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].lm_tc );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].gl_tc );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), &vbos.decal_dlight[0].pos);
|
||||
}
|
||||
for( decalsurf = newsurf; decali < decalcount && decalsurf; decalsurf = decalsurf->info->lightmapchain )
|
||||
{
|
||||
decal_t *pdecal;
|
||||
|
||||
for( pdecal = decalsurf->pdecals; pdecal; pdecal = pdecal->pnext )
|
||||
{
|
||||
gl_texture_t *glt;
|
||||
|
||||
if( !pdecal->texture )
|
||||
continue;
|
||||
|
||||
glt = R_GetTexture( pdecal->texture );
|
||||
|
||||
GL_Bind( mtst.tmu_gl, pdecal->texture );
|
||||
|
||||
// normal HL decal with alpha-channel
|
||||
if( glt->flags & TF_HAS_ALPHA )
|
||||
{
|
||||
// draw transparent decals with GL_MODULATE
|
||||
if( glt->fogParams[3] > 230 )
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||||
else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
}
|
||||
else
|
||||
{
|
||||
// color decal like detail texture. Base color is 127 127 127
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
|
||||
}
|
||||
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, decali * DECAL_VERTS_MAX, vbos.decal_numverts[decali] );
|
||||
|
||||
decali++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// reset states
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglDepthMask( GL_TRUE );
|
||||
pglDisable( GL_BLEND );
|
||||
pglDisable( GL_POLYGON_OFFSET_FILL );
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglEnable( GL_ALPHA_TEST );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
R_SetDecalMode( false );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
|
||||
R_SetupVBOTexture( texture, 0 );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
R_DrawDlightedDecals( vbo, newsurf, NULL, decalcount, texture );
|
||||
}
|
||||
}
|
||||
|
||||
@ -2682,6 +2733,55 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
|
||||
// prepare to next frame
|
||||
vbotex->dlightchain = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
R_DrawLightmappedVBO
|
||||
|
||||
Draw array for given vbotexture_t. build and draw dynamic lightmaps if present
|
||||
=====================
|
||||
*/
|
||||
static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap, qboolean skiplighting )
|
||||
{
|
||||
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
|
||||
if( pglDrawRangeElements )
|
||||
pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
|
||||
else
|
||||
#endif
|
||||
pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
|
||||
|
||||
// draw debug lines
|
||||
if( gl_wireframe.value && !skiplighting )
|
||||
{
|
||||
R_SetDecalMode( true );
|
||||
pglDisable( GL_TEXTURE_2D );
|
||||
GL_SelectTexture( XASH_TEXTURE0 );
|
||||
pglDisable( GL_TEXTURE_2D );
|
||||
pglDisable( GL_DEPTH_TEST );
|
||||
#if !defined XASH_NANOGL || defined XASH_WES && XASH_EMSCRIPTEN // WebGL need to know array sizes
|
||||
if( pglDrawRangeElements )
|
||||
pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
|
||||
else
|
||||
#endif
|
||||
pglDrawElements( GL_LINES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray );
|
||||
pglEnable( GL_DEPTH_TEST );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
GL_SelectTexture( XASH_TEXTURE1 );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
R_SetDecalMode( false );
|
||||
}
|
||||
//Msg( "%d %d %d\n", vbo->array_len, vbotex->len, lightmap );
|
||||
if( skiplighting )
|
||||
{
|
||||
vbotex->curindex = 0;
|
||||
vbotex->dlightchain = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
R_DrawVBODlights( vbo, vbotex, texture, lightmap );
|
||||
|
||||
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false );
|
||||
// prepare to next frame
|
||||
@ -2716,6 +2816,124 @@ void R_SetupVBOArray( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextu
|
||||
}
|
||||
}
|
||||
|
||||
static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilightmap )
|
||||
{
|
||||
int k = ilightmap;
|
||||
msurface_t *lightmapchain;
|
||||
|
||||
// prepare for decal draw
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
|
||||
pglDepthMask( GL_FALSE );
|
||||
pglEnable( GL_BLEND );
|
||||
pglEnable( GL_POLYGON_OFFSET_FILL );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglDisable( GL_ALPHA_TEST );
|
||||
|
||||
R_SetDecalMode( true );
|
||||
|
||||
// Set pointers to vbodecaldata->decalvbo
|
||||
if( drawlightmap )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
|
||||
}
|
||||
|
||||
// all surfaces having decals and this lightmap
|
||||
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
|
||||
{
|
||||
decal_t *pdecal;
|
||||
|
||||
// all decals of surface
|
||||
for( pdecal = lightmapchain->pdecals; pdecal; pdecal = pdecal->pnext )
|
||||
{
|
||||
gl_texture_t *glt;
|
||||
int decalindex = pdecal - &gDecalPool[0];
|
||||
|
||||
if( !pdecal->texture )
|
||||
continue;
|
||||
|
||||
glt = R_GetTexture( pdecal->texture );
|
||||
|
||||
GL_Bind( mtst.tmu_gl, pdecal->texture );
|
||||
|
||||
// normal HL decal with alpha-channel
|
||||
if( glt->flags & TF_HAS_ALPHA )
|
||||
{
|
||||
// draw transparent decals with GL_MODULATE
|
||||
if( glt->fogParams[3] > 230 )
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||||
else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
}
|
||||
else
|
||||
{
|
||||
// color decal like detail texture. Base color is 127 127 127
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
|
||||
}
|
||||
|
||||
if( vbos.decaldata->decals[decalindex].numVerts == -1 )
|
||||
{
|
||||
int numVerts;
|
||||
float *v;
|
||||
|
||||
v = R_DecalSetupVerts( pdecal, lightmapchain, pdecal->texture, &numVerts );
|
||||
|
||||
// to many verts to keep in sparse array, so build it now
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
|
||||
pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 3 );
|
||||
if( drawlightmap )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 5 );
|
||||
}
|
||||
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, 0, numVerts );
|
||||
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
|
||||
}
|
||||
else // just draw VBO
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
|
||||
}
|
||||
}
|
||||
|
||||
// prepare for next frame
|
||||
vbos.decaldata->lm[k] = NULL;
|
||||
|
||||
// prepare for next texture
|
||||
pglDepthMask( GL_TRUE );
|
||||
pglDisable( GL_BLEND );
|
||||
pglDisable( GL_POLYGON_OFFSET_FILL );
|
||||
|
||||
// restore vbo
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
|
||||
|
||||
// restore bump if needed
|
||||
R_SetDecalMode( false );
|
||||
|
||||
// restore texture
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
|
||||
// restore lightmap
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglEnable( GL_ALPHA_TEST );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
@ -2757,7 +2975,6 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
for( k = vbos.minlightmap; k < vbos.maxlightmap; k++ )
|
||||
{
|
||||
int j;
|
||||
msurface_t *lightmapchain;
|
||||
|
||||
if( drawlightmap )
|
||||
{
|
||||
@ -2812,117 +3029,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
|
||||
if( drawtextures && drawlightmap && vbos.decaldata->lm[k] )
|
||||
{
|
||||
// prepare for decal draw
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
|
||||
pglDepthMask( GL_FALSE );
|
||||
pglEnable( GL_BLEND );
|
||||
pglEnable( GL_POLYGON_OFFSET_FILL );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglDisable( GL_ALPHA_TEST );
|
||||
|
||||
R_SetDecalMode( true );
|
||||
|
||||
// Set pointers to vbodecaldata->decalvbo
|
||||
if( drawlightmap )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
|
||||
}
|
||||
|
||||
// all surfaces having decals and this lightmap
|
||||
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
|
||||
{
|
||||
decal_t *pdecal;
|
||||
|
||||
// all decals of surface
|
||||
for( pdecal = lightmapchain->pdecals; pdecal; pdecal = pdecal->pnext )
|
||||
{
|
||||
gl_texture_t *glt;
|
||||
int decalindex = pdecal - &gDecalPool[0];
|
||||
|
||||
if( !pdecal->texture )
|
||||
continue;
|
||||
|
||||
glt = R_GetTexture( pdecal->texture );
|
||||
|
||||
GL_Bind( mtst.tmu_gl, pdecal->texture );
|
||||
|
||||
// normal HL decal with alpha-channel
|
||||
if( glt->flags & TF_HAS_ALPHA )
|
||||
{
|
||||
// draw transparent decals with GL_MODULATE
|
||||
if( glt->fogParams[3] > 230 )
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||||
else pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
}
|
||||
else
|
||||
{
|
||||
// color decal like detail texture. Base color is 127 127 127
|
||||
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR );
|
||||
}
|
||||
|
||||
if( vbos.decaldata->decals[decalindex].numVerts == -1 )
|
||||
{
|
||||
int numVerts;
|
||||
float *v;
|
||||
|
||||
v = R_DecalSetupVerts( pdecal, lightmapchain, pdecal->texture, &numVerts );
|
||||
|
||||
// to many verts to keep in sparse array, so build it now
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
|
||||
pglVertexPointer( 3, GL_FLOAT, VERTEXSIZE * 4, v );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 3 );
|
||||
if( drawlightmap )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, VERTEXSIZE * 4, v + 5 );
|
||||
}
|
||||
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, 0, numVerts );
|
||||
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, pos ) );
|
||||
}
|
||||
else // just draw VBO
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
|
||||
}
|
||||
}
|
||||
|
||||
// prepare for next frame
|
||||
vbos.decaldata->lm[k] = NULL;
|
||||
|
||||
// prepare for next texture
|
||||
pglDepthMask( GL_TRUE );
|
||||
pglDisable( GL_BLEND );
|
||||
pglDisable( GL_POLYGON_OFFSET_FILL );
|
||||
|
||||
// restore vbo
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
|
||||
|
||||
// restore bump if needed
|
||||
R_SetDecalMode( false );
|
||||
|
||||
// restore texture
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
|
||||
// restore lightmap
|
||||
GL_SelectTexture( mtst.tmu_lm );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglEnable( GL_ALPHA_TEST );
|
||||
R_DrawStaticDecals( vbo, drawlightmap, k );
|
||||
}
|
||||
if( !drawtextures || !drawlightmap )
|
||||
vbos.decaldata->lm[k] = NULL;
|
||||
|
Loading…
x
Reference in New Issue
Block a user