mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-26 14:54:16 +00:00
ref_gl: change state management in vbo renderer
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6b73d056b2
commit
74e09ddb12
@ -1765,6 +1765,41 @@ struct multitexturestate_s
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gl_texture_t *glt; // details scale
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} mtst;
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enum array_state_e
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{
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VBO_ARRAY_NONE,
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VBO_ARRAY_STATIC,
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VBO_ARRAY_DECAL,
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VBO_ARRAY_DLIGHT,
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VBO_ARRAY_DECAL_DLIGHT
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};
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enum texture_state_e
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{
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VBO_TEXTURE_NONE,
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VBO_TEXTURE_MAIN,
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VBO_TEXTURE_DECAL
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};
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enum lightmap_state_e
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{
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VBO_LIGHTMAP_NONE,
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VBO_LIGHTMAP_STATIC,
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VBO_LIGHTMAP_DYNAMIC
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};
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static struct arraystate_s
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{
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enum array_state_e astate;
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enum texture_state_e tstate;
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enum lightmap_state_e lstate;
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int itexture;
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int ilightmap;
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qboolean decal_mode;
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} vboarray;
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/*
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===================
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R_GenerateVBO
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@ -2130,11 +2165,14 @@ static void R_SetLightmap( void )
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R_SetDecalMode
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When drawing decal, disable or restore bump and details
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set tmu to lightmap when enabled
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==============
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*/
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static void R_SetDecalMode( qboolean enable )
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{
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if( vboarray.decal_mode == enable )
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return;
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vboarray.decal_mode = enable;
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// order is important to correctly rearrange TMUs
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if( enable )
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{
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@ -2173,12 +2211,121 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number )
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}
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else R_DisableDetail();
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GL_Bind( mtst.tmu_gl, r_lightmap->value ?tr.whiteTexture:tex->gl_texturenum );
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if(number)
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vboarray.itexture = number;
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return tex;
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}
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void R_SetupVBOArrayStatic( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
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{
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if( vboarray.astate != VBO_ARRAY_STATIC )
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{
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// bind array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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// dlights use same vertex array
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if( vboarray.astate != VBO_ARRAY_DLIGHT )
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{
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
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}
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vboarray.astate = VBO_ARRAY_STATIC;
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// setup multitexture
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if( drawtextures && vboarray.tstate != VBO_TEXTURE_MAIN )
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{
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GL_SelectTexture( mtst.tmu_gl = XASH_TEXTURE0 );
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pglEnable( GL_TEXTURE_2D );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
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vboarray.tstate = VBO_TEXTURE_MAIN;
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}
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if( drawlightmap && vboarray.lstate != VBO_LIGHTMAP_STATIC )
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{
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// set lightmap texenv
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if( vboarray.ilightmap )
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GL_Bind( mtst.tmu_lm = XASH_TEXTURE1, tr.lightmapTextures[vboarray.ilightmap] );
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else
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GL_SelectTexture( mtst.tmu_lm = XASH_TEXTURE1 );
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pglEnable( GL_TEXTURE_2D );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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R_SetLightmap();
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}
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R_SetDecalMode( false );
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}
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}
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static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
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{
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if( vboarray.astate != VBO_ARRAY_DLIGHT )
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{
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if( vboarray.astate == VBO_ARRAY_DECAL_DLIGHT )
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{
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// bind array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
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}
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if( vboarray.tstate != VBO_TEXTURE_MAIN || vboarray.astate == VBO_ARRAY_DECAL_DLIGHT )
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{
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R_SetupVBOTexture( texture, vboarray.itexture );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
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vboarray.tstate = VBO_TEXTURE_MAIN;
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}
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GL_Bind( mtst.tmu_lm, tr.dlightTexture );
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vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
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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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vboarray.astate = VBO_ARRAY_DLIGHT;
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}
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}
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static void R_SetupVBOArrayDecalDlight( void )
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{
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
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R_SetDecalMode( true );
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// hack: fix decal dlights on gl_vbo_details == 2 (wrong state??)
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/*if( mtst.details_enabled && mtst.tmu_dt != -1 )
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{
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GL_Bind( mtst.tmu_dt, tr.whiteTexture );
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}*/
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GL_SelectTexture( mtst.tmu_lm );
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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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vboarray.astate = VBO_ARRAY_DECAL_DLIGHT;
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vboarray.tstate = VBO_TEXTURE_DECAL;
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vboarray.lstate = VBO_LIGHTMAP_DYNAMIC;
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}
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/*
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===================
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R_AdditionalPasses
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@ -2186,7 +2333,7 @@ R_AdditionalPasses
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draw details when not enough tmus
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===================
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*/
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static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo )
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static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo, size_t offset )
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{
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// draw details in additional pass
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if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum )
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@ -2206,7 +2353,7 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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if( resetvbo )
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, gl_tc ) );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(offset + offsetof( vbovertex_t, gl_tc )));
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// apply scale
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pglMatrixMode( GL_TEXTURE );
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@ -2224,20 +2371,30 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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// restore state
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pglLoadIdentity();
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/*
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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pglDisable( GL_BLEND );
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//GL_Bind( XASH_TEXTURE1, mtst.lm );
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//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
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//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );;*/
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GL_SelectTexture( XASH_TEXTURE1 );
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_BLEND );
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vboarray.astate = VBO_ARRAY_NONE;
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vboarray.tstate = VBO_TEXTURE_NONE;
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vboarray.lstate = VBO_LIGHTMAP_NONE;
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if( resetvbo )
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
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R_SetupVBOArrayDlight( vbo, tex );
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else
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R_SetupVBOArrayStatic( vbo, true, true );
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}
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}
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#define MINIMIZE_UPLOAD
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#define DISCARD_DLIGHTS
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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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msurface_t *decalsurf;
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@ -2249,22 +2406,8 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
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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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R_SetupVBOArrayDecalDlight();
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for( decalsurf = newsurf; ( decali < decalcount ) && (!surf ||( decalsurf != surf )); decalsurf = decalsurf->info->lightmapchain )
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{
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@ -2302,203 +2445,23 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
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}
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if( vbos.decal_dlight_vbo )
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), NULL, GL_STREAM_DRAW_ARB );
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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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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 != surf ); decalsurf = decalsurf->info->lightmapchain )
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{
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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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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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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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{
|
||||
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 ) );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, unsigned short *dlightarray )
|
||||
{
|
||||
if( max_index == 0 )
|
||||
return;
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
#ifndef MINIMIZE_UPLOAD
|
||||
@ -2507,10 +2470,17 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d
|
||||
#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 );
|
||||
GL_SelectTexture( mtst.tmu_gl );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
|
||||
GL_SelectTexture( XASH_TEXTURE1 );
|
||||
if( mtst.details_enabled && mtst.tmu_dt != -1 )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_dt );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)(min_index * sizeof( vbovertex_t ) + offsetof(vbovertex_t,gl_tc)) );
|
||||
}
|
||||
|
||||
}
|
||||
//GL_SelectTexture( mtst.tmu_lm );
|
||||
GL_Bind( mtst.tmu_lm, tr.dlightTexture );
|
||||
#ifdef DISCARD_DLIGHTS
|
||||
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_SIZE, BLOCK_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
|
||||
#endif
|
||||
@ -2524,7 +2494,7 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d
|
||||
}
|
||||
|
||||
|
||||
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
|
||||
static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount )
|
||||
{
|
||||
decal_t *pdecal;
|
||||
int decalcount = *pdecalcount;
|
||||
@ -2572,6 +2542,7 @@ static void R_AddSurfaceDecalsDlight( msurface_t *surf, int *pdecalcount)
|
||||
*pdecalcount = decalcount;
|
||||
}
|
||||
|
||||
|
||||
static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *texture, int lightmap )
|
||||
{
|
||||
// draw dlights and dlighted decals
|
||||
@ -2584,15 +2555,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
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 );
|
||||
R_SetupVBOArrayDlight( vbo, texture );
|
||||
|
||||
// clear the block
|
||||
LM_InitBlock();
|
||||
@ -2619,6 +2582,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
else
|
||||
{
|
||||
min_index = 0;
|
||||
max_index = vbo->array_len;
|
||||
}
|
||||
|
||||
// accumulate indexes for every dlighted surface until dlight block full
|
||||
@ -2653,18 +2617,25 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
// 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 );
|
||||
|
||||
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, min_index * sizeof( vbovertex_t ) );
|
||||
#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 );
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
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;
|
||||
if( vbos.dlight_vbo )
|
||||
max_index = 0;
|
||||
#endif
|
||||
|
||||
// draw decals that lighted with this lightmap
|
||||
if( decalcount )
|
||||
R_DrawDlightedDecals( vbo, newsurf, surf, decalcount, texture );
|
||||
decalcount = 0;
|
||||
R_SetupVBOArrayDlight( vbo, texture );
|
||||
|
||||
// clear the block
|
||||
LM_InitBlock();
|
||||
@ -2713,7 +2684,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
if( dlightindex )
|
||||
{
|
||||
R_FlushDlights( vbo, min_index, max_index, dlightindex, dlightarray );
|
||||
//R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true );
|
||||
R_AdditionalPasses( vbo, dlightindex, dlightarray, texture, true, min_index * sizeof( vbovertex_t ) );
|
||||
|
||||
// draw remaining decals
|
||||
if( decalcount )
|
||||
@ -2722,13 +2693,15 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
|
||||
}
|
||||
}
|
||||
|
||||
// restore static lightmap
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
|
||||
GL_Bind( mtst.tmu_lm, tr.lightmapTextures[lightmap] );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, lm_tc ) );
|
||||
R_SetupVBOTexture( texture, 0 );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
if( vbos.dlight_vbo )
|
||||
{
|
||||
// invalidate state to reset vertex array offset
|
||||
vboarray.astate = VBO_ARRAY_NONE;
|
||||
vboarray.tstate = VBO_TEXTURE_NONE;
|
||||
vboarray.lstate = VBO_LIGHTMAP_NONE;
|
||||
}
|
||||
R_SetupVBOArrayStatic( vbo, true, true );
|
||||
R_SetupVBOTexture( texture, vboarray.itexture );
|
||||
|
||||
// prepare to next frame
|
||||
vbotex->dlightchain = NULL;
|
||||
@ -2783,55 +2756,15 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
|
||||
|
||||
R_DrawVBODlights( vbo, vbotex, texture, lightmap );
|
||||
|
||||
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false );
|
||||
R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false, 0 );
|
||||
// prepare to next frame
|
||||
vbotex->curindex = 0;
|
||||
}
|
||||
|
||||
void R_SetupVBOArray( vboarray_t *vbo, qboolean drawlightmap, qboolean drawtextures )
|
||||
void R_SetupVBOArrayDecal( qboolean drawlightmap )
|
||||
{
|
||||
|
||||
// bind array
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex );
|
||||
pglEnableClientState( GL_VERTEX_ARRAY );
|
||||
pglVertexPointer( 3, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t,pos) );
|
||||
|
||||
// setup multitexture
|
||||
if( drawtextures )
|
||||
{
|
||||
GL_SelectTexture( mtst.tmu_gl = XASH_TEXTURE0 );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof(vbovertex_t, gl_tc ) );
|
||||
}
|
||||
|
||||
if( drawlightmap )
|
||||
{
|
||||
// set lightmap texenv
|
||||
GL_SelectTexture( mtst.tmu_lm = XASH_TEXTURE1 );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
R_SetLightmap();
|
||||
}
|
||||
}
|
||||
|
||||
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 )
|
||||
{
|
||||
@ -2840,7 +2773,46 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
|
||||
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 ) );
|
||||
/*if( mtst.details_enabled && mtst.tmu_dt != -1 )
|
||||
{
|
||||
GL_Bind( mtst.tmu_dt, tr.whiteTexture );
|
||||
}*/
|
||||
}
|
||||
R_SetDecalMode( true );
|
||||
vboarray.astate = VBO_ARRAY_DECAL;
|
||||
vboarray.tstate = VBO_TEXTURE_DECAL;
|
||||
|
||||
}
|
||||
|
||||
void R_SetupVBOArrayDecalDyn( qboolean drawlightmap, float *v )
|
||||
{
|
||||
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 );
|
||||
}
|
||||
R_SetDecalMode( true );
|
||||
vboarray.astate = VBO_ARRAY_DECAL;
|
||||
vboarray.tstate = VBO_TEXTURE_DECAL;
|
||||
|
||||
}
|
||||
|
||||
static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilightmap )
|
||||
{
|
||||
int k = ilightmap;
|
||||
msurface_t *lightmapchain;
|
||||
|
||||
pglDepthMask( GL_FALSE );
|
||||
pglEnable( GL_BLEND );
|
||||
pglEnable( GL_POLYGON_OFFSET_FILL );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglDisable( GL_ALPHA_TEST );
|
||||
|
||||
R_SetupVBOArrayDecal( drawlightmap );
|
||||
|
||||
// all surfaces having decals and this lightmap
|
||||
for( lightmapchain = vbos.decaldata->lm[k]; lightmapchain; lightmapchain = lightmapchain->info->lightmapchain )
|
||||
@ -2884,22 +2856,11 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
|
||||
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 );
|
||||
}
|
||||
R_SetupVBOArrayDecalDyn( drawlightmap, v );
|
||||
|
||||
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 ) );
|
||||
R_SetupVBOArrayDecal( drawlightmap );
|
||||
}
|
||||
else // just draw VBO
|
||||
pglDrawArrays( GL_TRIANGLE_FAN, decalindex * DECAL_VERTS_CUT, vbos.decaldata->decals[decalindex].numVerts );
|
||||
@ -2914,26 +2875,44 @@ static void R_DrawStaticDecals( vboarray_t *vbo, qboolean drawlightmap, int ilig
|
||||
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 ) );
|
||||
R_SetupVBOArrayStatic( vbo, drawlightmap, true );
|
||||
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransAlpha )
|
||||
pglEnable( GL_ALPHA_TEST );
|
||||
}
|
||||
|
||||
void R_ClearVBOState( qboolean drawlightmap, qboolean drawtextures )
|
||||
{
|
||||
// restore states
|
||||
R_DisableDetail();
|
||||
|
||||
if( drawlightmap )
|
||||
{
|
||||
// reset states
|
||||
GL_SelectTexture( XASH_TEXTURE1 );
|
||||
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglDisable( GL_TEXTURE_2D );
|
||||
if( drawtextures )
|
||||
{
|
||||
GL_SelectTexture( XASH_TEXTURE0 );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
}
|
||||
}
|
||||
|
||||
if( drawtextures )
|
||||
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
|
||||
|
||||
pglDisableClientState( GL_VERTEX_ARRAY );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
|
||||
|
||||
vboarray.astate = VBO_ARRAY_NONE;
|
||||
vboarray.tstate = VBO_TEXTURE_NONE;
|
||||
vboarray.lstate = VBO_LIGHTMAP_NONE;
|
||||
vboarray.itexture = 0;
|
||||
vboarray.ilightmap = 0;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=====================
|
||||
@ -2954,7 +2933,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
|
||||
GL_SetupFogColorForSurfacesEx( 1, 0.5f );
|
||||
|
||||
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
|
||||
R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures );
|
||||
mtst.skiptexture = !drawtextures;
|
||||
mtst.tmu_dt = glConfig.max_texture_units > 2 && r_vbo_detail.value == 2? XASH_TEXTURE2:-1;
|
||||
|
||||
@ -2979,6 +2958,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
if( drawlightmap )
|
||||
{
|
||||
GL_Bind( mtst.tmu_lm, mtst.lm = tr.lightmapTextures[k] );
|
||||
vboarray.ilightmap = k;
|
||||
}
|
||||
|
||||
for( j = vbos.mintexture; j < vbos.maxtexture; j++ )
|
||||
@ -3007,6 +2987,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
|
||||
vbotex = vbotex->next;
|
||||
vbo = vbo->next;
|
||||
vboarray.astate = VBO_ARRAY_NONE; // invalidate
|
||||
vboarray.tstate = VBO_TEXTURE_NONE;
|
||||
|
||||
if( drawtextures )
|
||||
{
|
||||
@ -3014,7 +2996,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
}
|
||||
|
||||
// update texcoord pointers
|
||||
R_SetupVBOArray( vbo, drawlightmap, drawtextures );
|
||||
R_SetupVBOArrayStatic( vbo, drawlightmap, drawtextures );
|
||||
|
||||
if( drawlightmap )
|
||||
{
|
||||
@ -3024,6 +3006,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
// draw new array
|
||||
if( (vbotex->curindex || vbotex->dlightchain) )
|
||||
R_DrawLightmappedVBO( vbo, vbotex, tex, k, !drawlightmap );
|
||||
vboarray.astate = VBO_ARRAY_NONE; // invalidate
|
||||
vboarray.tstate = VBO_TEXTURE_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
@ -3035,25 +3019,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
vbos.decaldata->lm[k] = NULL;
|
||||
}
|
||||
// ASSERT( !vbo->next );
|
||||
|
||||
// restore states
|
||||
R_DisableDetail();
|
||||
|
||||
if( drawlightmap )
|
||||
{
|
||||
// reset states
|
||||
GL_SelectTexture( XASH_TEXTURE1 );
|
||||
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglDisable( GL_TEXTURE_2D );
|
||||
if( drawtextures )
|
||||
{
|
||||
GL_SelectTexture( XASH_TEXTURE0 );
|
||||
pglEnable( GL_TEXTURE_2D );
|
||||
}
|
||||
}
|
||||
|
||||
if( drawtextures )
|
||||
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
R_ClearVBOState( drawlightmap, drawtextures );
|
||||
|
||||
mtst.details_enabled = false;
|
||||
|
||||
@ -3061,9 +3027,6 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
|
||||
vbos.maxlightmap = 0;
|
||||
vbos.mintexture = INT_MAX;
|
||||
vbos.maxtexture = 0;
|
||||
|
||||
pglDisableClientState( GL_VERTEX_ARRAY );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 );
|
||||
}
|
||||
|
||||
/*
|
||||
|
Loading…
x
Reference in New Issue
Block a user