2013-04-19 02:52:48 +00:00
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//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// tr_QuickSprite.cpp: implementation of the CQuickSpriteSystem class.
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//
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//////////////////////////////////////////////////////////////////////
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//#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "tr_QuickSprite.h"
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void R_BindAnimatedImage( textureBundle_t *bundle );
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//////////////////////////////////////////////////////////////////////
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// Singleton System
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//////////////////////////////////////////////////////////////////////
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CQuickSpriteSystem SQuickSprite;
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CQuickSpriteSystem::CQuickSpriteSystem()
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{
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int i;
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for (i=0; i<SHADER_MAX_VERTEXES; i+=4)
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{
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// Bottom right
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mTextureCoords[i+0][0] = 1.0;
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mTextureCoords[i+0][1] = 1.0;
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// Top right
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mTextureCoords[i+1][0] = 1.0;
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mTextureCoords[i+1][1] = 0.0;
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// Top left
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mTextureCoords[i+2][0] = 0.0;
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mTextureCoords[i+2][1] = 0.0;
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// Bottom left
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mTextureCoords[i+3][0] = 0.0;
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mTextureCoords[i+3][1] = 1.0;
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}
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}
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CQuickSpriteSystem::~CQuickSpriteSystem()
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{
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}
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void CQuickSpriteSystem::Flush(void)
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{
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if (mNextVert==0)
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{
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return;
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}
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/*
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if (mUseFog && r_drawfog->integer == 2 &&
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mFogIndex == tr.world->globalFog)
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{ //enable hardware fog when we draw this thing if applicable -rww
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fog_t *fog = tr.world->fogs + mFogIndex;
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#ifdef _XBOX
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qglFogi(GL_FOG_MODE, GL_EXP2);
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#else
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qglFogf(GL_FOG_MODE, GL_EXP2);
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#endif
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qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque);
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qglFogfv(GL_FOG_COLOR, fog->parms.color);
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qglEnable(GL_FOG);
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}
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*/
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//this should not be needed, since I just wait to disable fog for the surface til after surface sprites are done
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//
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// render the main pass
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//
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R_BindAnimatedImage( mTexBundle );
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GL_State(mGLStateBits);
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//
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// set arrays and lock
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//
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qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
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qglEnableClientState( GL_COLOR_ARRAY);
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qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );
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qglVertexPointer (3, GL_FLOAT, 16, mVerts);
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if ( qglLockArraysEXT )
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{
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qglLockArraysEXT(0, mNextVert);
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GLimp_LogComment( "glLockArraysEXT\n" );
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}
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qglDrawArrays(GL_QUADS, 0, mNextVert);
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backEnd.pc.c_vertexes += mNextVert;
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backEnd.pc.c_indexes += mNextVert;
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backEnd.pc.c_totalIndexes += mNextVert;
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//only for software fog pass (global soft/volumetric) -rww
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if (mUseFog && (r_drawfog->integer != 2 || mFogIndex != tr.world->globalFog))
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{
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fog_t *fog = tr.world->fogs + mFogIndex;
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//
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// render the fog pass
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//
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GL_Bind( tr.fogImage );
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
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//
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// set arrays and lock
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//
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qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
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// qglEnableClientState( GL_TEXTURE_COORD_ARRAY); // Done above
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qglDisableClientState( GL_COLOR_ARRAY );
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qglColor4ubv((GLubyte *)&fog->colorInt);
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// qglVertexPointer (3, GL_FLOAT, 16, mVerts); // Done above
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qglDrawArrays(GL_QUADS, 0, mNextVert);
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// Second pass from fog
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backEnd.pc.c_totalIndexes += mNextVert;
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}
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//
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// unlock arrays
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//
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if (qglUnlockArraysEXT)
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{
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qglUnlockArraysEXT();
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GLimp_LogComment( "glUnlockArraysEXT\n" );
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}
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mNextVert=0;
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}
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void CQuickSpriteSystem::StartGroup(textureBundle_t *bundle, unsigned long glbits, int fogIndex )
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{
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mNextVert = 0;
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mTexBundle = bundle;
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mGLStateBits = glbits;
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if (fogIndex != -1)
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{
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mUseFog = qtrue;
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mFogIndex = fogIndex;
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}
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else
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{
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mUseFog = qfalse;
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}
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qglDisable(GL_CULL_FACE);
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}
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void CQuickSpriteSystem::EndGroup(void)
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{
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Flush();
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qglColor4ub(255,255,255,255);
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qglEnable(GL_CULL_FACE);
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}
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void CQuickSpriteSystem::Add(float *pointdata, color4ub_t color, vec2_t fog)
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{
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float *curcoord;
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float *curfogtexcoord;
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unsigned long *curcolor;
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if (mNextVert>SHADER_MAX_VERTEXES-4)
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{
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Flush();
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}
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curcoord = mVerts[mNextVert];
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memcpy(curcoord, pointdata, 4*sizeof(vec4_t));
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// Set up color
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curcolor = &mColors[mNextVert];
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*curcolor++ = *(unsigned long *)color;
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*curcolor++ = *(unsigned long *)color;
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*curcolor++ = *(unsigned long *)color;
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*curcolor++ = *(unsigned long *)color;
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if (fog)
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{
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curfogtexcoord = &mFogTextureCoords[mNextVert][0];
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*curfogtexcoord++ = fog[0];
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*curfogtexcoord++ = fog[1];
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*curfogtexcoord++ = fog[0];
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*curfogtexcoord++ = fog[1];
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*curfogtexcoord++ = fog[0];
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*curfogtexcoord++ = fog[1];
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*curfogtexcoord++ = fog[0];
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*curfogtexcoord++ = fog[1];
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mUseFog=qtrue;
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}
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else
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{
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mUseFog=qfalse;
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}
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mNextVert+=4;
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}
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