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ref_gl: vbo: apply a1batross's patch for uint index switch
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@ -1714,10 +1714,20 @@ typedef struct vbovertex_s
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#endif
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} vbovertex_t;
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#ifndef UINT_INDEX
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typedef unsigned short vboindex_t;
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#define VBOINDEX_MAX USHRT_MAX
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#define GL_VBOINDEX_TYPE GL_UNSIGNED_SHORT
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#else
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typedef unsigned int vboindex_t;
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#define VBOINDEX_MAX UINT_MAX
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#define GL_VBOINDEX_TYPE GL_UNSIGNED_INT
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#endif
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// store indexes for each texture
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typedef struct vbotexture_s
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{
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unsigned short *indexarray; // index array (generated instead of texture chains)
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vboindex_t *indexarray; // index array (generated instead of texture chains)
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uint curindex; // counter for index array
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uint len; // maximum index array length
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struct vbotexture_s *next; // if cannot fit into one array, allocate new one, as every array has own index space
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@ -1774,7 +1784,7 @@ struct vbo_static_s
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vboarray_t *arraylist; // linked list
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// separate areay for dlights (build during draw)
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unsigned short *dlight_index; // array
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vboindex_t *dlight_index; // array
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vec2_t *dlight_tc; // array
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unsigned int dlight_vbo;
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vbovertex_t decal_dlight[MAX_RENDER_DECALS * DECAL_VERTS_MAX];
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@ -1910,7 +1920,7 @@ void R_GenerateVBO( void )
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if( R_TextureRandomTiling( surf ) != world->textures[j] )
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continue;
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if( vbo->array_len + surf->polys->numverts > USHRT_MAX )
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if( vbo->array_len + surf->polys->numverts > VBOINDEX_MAX )
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{
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// generate new array and new vbotexture node
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vbo->array = Mem_Calloc( vbos.mempool, sizeof( vbovertex_t ) * vbo->array_len );
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@ -1958,7 +1968,7 @@ void R_GenerateVBO( void )
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vbotexture_t *vbotex = &vbos.textures[k * numtextures + j];
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// preallocate index arrays
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vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( unsigned short ) * 6 * vbotex->len );
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vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( *vbotex->indexarray ) * 6 * vbotex->len );
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vbotex->lightmaptexturenum = k;
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if( maxindex < vbotex->len )
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@ -1979,7 +1989,7 @@ void R_GenerateVBO( void )
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continue;
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// switch to next array
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if( len + surf->polys->numverts > USHRT_MAX )
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if( len + surf->polys->numverts > VBOINDEX_MAX )
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{
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// upload last generated array
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pglGenBuffersARB( 1, &vbo->glindex );
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@ -1990,7 +2000,7 @@ void R_GenerateVBO( void )
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vbo = vbo->next;
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vbotex = vbotex->next;
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vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( unsigned short ) * 6 * vbotex->len );
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vbotex->indexarray = Mem_Calloc( vbos.mempool, sizeof( *vbotex->indexarray ) * 6 * vbotex->len );
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vbotex->lightmaptexturenum = k;
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// calculate limits for dlights
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@ -2038,16 +2048,16 @@ void R_GenerateVBO( void )
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_DYNAMIC_DRAW_ARB );
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// preallocate dlight arrays
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vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( unsigned short ) * 6 );
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vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( *vbos.dlight_index ) * 6 );
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// select maximum possible length for dlight
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vbos.dlight_tc = Mem_Calloc( vbos.mempool, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) );
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vbos.dlight_tc = Mem_Calloc( vbos.mempool, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ));
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if( r_vbo_dlightmode.value )
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{
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pglGenBuffersARB( 1, &vbos.dlight_vbo );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , NULL, GL_STREAM_DRAW_ARB );
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pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)( vbos.arraylist->next ? VBOINDEX_MAX + 1 : vbos.arraylist->array_len + 1 ), NULL, GL_STREAM_DRAW_ARB );
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pglGenBuffersARB( 1, &vbos.decal_dlight_vbo );
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 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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@ -2406,10 +2416,10 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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// draw
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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, indexlen, GL_UNSIGNED_SHORT, indexarray );
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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, indexlen, GL_VBOINDEX_TYPE, indexarray );
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else
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#endif
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pglDrawElements( GL_TRIANGLES, indexlen, GL_UNSIGNED_SHORT, indexarray );
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pglDrawElements( GL_TRIANGLES, indexlen, GL_VBOINDEX_TYPE, indexarray );
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// restore state
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@ -2501,7 +2511,7 @@ static void R_DrawDlightedDecals( vboarray_t *vbo, msurface_t *newsurf, msurface
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R_SetDecalMode( false );
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}
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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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static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int dlightindex, vboindex_t *dlightarray )
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{
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if( max_index == 0 )
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return;
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@ -2530,10 +2540,10 @@ static void R_FlushDlights( vboarray_t *vbo, int min_index, int max_index, int d
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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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pglDrawRangeElements( GL_TRIANGLES, min_index, max_index, dlightindex, GL_VBOINDEX_TYPE, 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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pglDrawElements( GL_TRIANGLES, dlightindex, GL_VBOINDEX_TYPE, dlightarray );
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}
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@ -2591,7 +2601,7 @@ static void R_DrawVBODlights( vboarray_t *vbo, vbotexture_t *vbotex, texture_t *
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// draw dlights and dlighted decals
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if( vbotex->dlightchain )
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{
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unsigned short *dlightarray = vbos.dlight_index; // preallocated array
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vboindex_t *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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@ -2764,10 +2774,10 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, 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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pglDrawRangeElements( GL_TRIANGLES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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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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pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_VBOINDEX_TYPE, vbotex->indexarray );
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// draw debug lines
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if( gl_wireframe.value && !skiplighting )
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@ -2779,10 +2789,10 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
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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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pglDrawRangeElements( GL_LINES, 0, vbo->array_len, vbotex->curindex, GL_VBOINDEX_TYPE, 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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pglDrawElements( GL_LINES, vbotex->curindex, GL_VBOINDEX_TYPE, 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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