mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 22:11:18 +00:00
When calling qglDrawRangeElementsEXT(), use proper start and end parameters.
This commit is contained in:
parent
8234225459
commit
86984eb536
7 changed files with 115 additions and 36 deletions
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@ -974,6 +974,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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tess.xyz[tess.numVertexes][0] = x;
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tess.xyz[tess.numVertexes][1] = y;
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@ -1021,6 +1023,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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tess.minIndex = 0;
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tess.maxIndex = 3;
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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@ -1035,7 +1039,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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VectorSet4(color, 1, 1, 1, 1);
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GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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//R_BindNullVBO();
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//R_BindNullIBO();
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@ -1043,6 +1047,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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}
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void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
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@ -1939,11 +1939,16 @@ static void R_CreateWorldVBO(void)
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{
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srfTriangle_t *tri;
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srf->minIndex = numVerts + srf->triangles->indexes[0];
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srf->maxIndex = numVerts + srf->triangles->indexes[0];
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for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
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{
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for(j = 0; j < 3; j++)
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{
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triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
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srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
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srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
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}
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}
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@ -1963,11 +1968,16 @@ static void R_CreateWorldVBO(void)
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{
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srfTriangle_t *tri;
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srf->minIndex = numVerts + srf->triangles->indexes[0];
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srf->maxIndex = numVerts + srf->triangles->indexes[0];
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for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
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{
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for(j = 0; j < 3; j++)
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{
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triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
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srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
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srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
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}
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}
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@ -1987,11 +1997,16 @@ static void R_CreateWorldVBO(void)
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{
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srfTriangle_t *tri;
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srf->minIndex = numVerts + srf->triangles->indexes[0];
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srf->maxIndex = numVerts + srf->triangles->indexes[0];
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for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
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{
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for(j = 0; j < 3; j++)
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{
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triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
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srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
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srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
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}
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}
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@ -3101,6 +3116,15 @@ void R_MergeLeafSurfaces(void)
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vboSurf->numVerts = numVerts;
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vboSurf->firstIndex = firstIndex;
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vboSurf->minIndex = *(iboIndexes + firstIndex);
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vboSurf->maxIndex = *(iboIndexes + firstIndex);
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for (j = 1; j < numTriangles * 3; j++)
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{
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vboSurf->minIndex = MIN(vboSurf->minIndex, *(iboIndexes + firstIndex + j));
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vboSurf->maxIndex = MAX(vboSurf->maxIndex, *(iboIndexes + firstIndex + j));
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}
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vboSurf->shader = surf1->shader;
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vboSurf->fogIndex = surf1->fogIndex;
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@ -1151,6 +1151,8 @@ typedef struct srfGridMesh_s
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@ -1180,6 +1182,8 @@ typedef struct
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@ -1209,6 +1213,8 @@ typedef struct
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// BSP VBO offsets
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int firstVert;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo; // points to bsp model VBO
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@ -1267,6 +1273,8 @@ typedef struct srfVBOMesh_s
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int numIndexes;
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int numVerts;
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int firstIndex;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo;
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@ -1283,6 +1291,8 @@ typedef struct srfVBOMDVMesh_s
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// backEnd stats
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int numIndexes;
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int numVerts;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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// static render data
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VBO_t *vbo;
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@ -2363,11 +2373,15 @@ typedef struct shaderCommands_s
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int firstIndex;
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int numIndexes;
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int numVertexes;
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glIndex_t minIndex;
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glIndex_t maxIndex;
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int multiDrawPrimitives;
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GLsizei multiDrawNumIndexes[MAX_MULTIDRAW_PRIMITIVES];
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GLvoid * multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
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GLvoid * multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t *multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t *multiDrawLastIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t multiDrawMinIndex[MAX_MULTIDRAW_PRIMITIVES];
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glIndex_t multiDrawMaxIndex[MAX_MULTIDRAW_PRIMITIVES];
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// info extracted from current shader
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int numPasses;
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@ -2382,7 +2396,7 @@ void RB_EndSurface(void);
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void RB_CheckOverflow( int verts, int indexes );
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#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
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void R_DrawElementsVBO( int numIndexes, int firstIndex );
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void R_DrawElementsVBO( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex );
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void RB_StageIteratorGeneric( void );
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void RB_StageIteratorSky( void );
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void RB_StageIteratorVertexLitTexture( void );
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@ -762,6 +762,10 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
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vboSurf->mdvSurface = surf;
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vboSurf->numIndexes = surf->numTriangles * 3;
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vboSurf->numVerts = surf->numVerts;
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vboSurf->minIndex = 0;
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vboSurf->maxIndex = surf->numVerts;
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vboSurf->vbo = R_CreateVBO(va("staticMD3Mesh_VBO '%s'", surf->name), data, dataSize, VBO_USAGE_STATIC);
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vboSurf->vbo->ofs_xyz = ofs_xyz;
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@ -41,21 +41,22 @@ R_DrawElements
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==================
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*/
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void R_DrawElementsVBO( int numIndexes, int firstIndex )
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void R_DrawElementsVBO( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex )
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{
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if (glRefConfig.drawRangeElements)
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qglDrawRangeElementsEXT(GL_TRIANGLES, 0, numIndexes, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
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qglDrawRangeElementsEXT(GL_TRIANGLES, minIndex, maxIndex, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
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else
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qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
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}
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static void R_DrawMultiElementsVBO( int multiDrawPrimitives, const GLvoid **multiDrawFirstIndex, GLsizei *multiDrawNumIndexes )
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static void R_DrawMultiElementsVBO( int multiDrawPrimitives, glIndex_t *multiDrawMinIndex, glIndex_t *multiDrawMaxIndex,
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GLsizei *multiDrawNumIndexes, glIndex_t **multiDrawFirstIndex)
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{
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if (glRefConfig.multiDrawArrays)
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{
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qglMultiDrawElementsEXT(GL_TRIANGLES, multiDrawNumIndexes, GL_INDEX_TYPE, multiDrawFirstIndex, multiDrawPrimitives);
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qglMultiDrawElementsEXT(GL_TRIANGLES, multiDrawNumIndexes, GL_INDEX_TYPE, (const GLvoid **)multiDrawFirstIndex, multiDrawPrimitives);
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}
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else
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{
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@ -65,7 +66,7 @@ static void R_DrawMultiElementsVBO( int multiDrawPrimitives, const GLvoid **mult
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{
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for (i = 0; i < multiDrawPrimitives; i++)
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{
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qglDrawRangeElementsEXT(GL_TRIANGLES, 0, multiDrawNumIndexes[i], multiDrawNumIndexes[i], GL_INDEX_TYPE, multiDrawFirstIndex[i]);
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qglDrawRangeElementsEXT(GL_TRIANGLES, multiDrawMinIndex[i], multiDrawMaxIndex[i], multiDrawNumIndexes[i], GL_INDEX_TYPE, multiDrawFirstIndex[i]);
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}
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}
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else
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@ -153,11 +154,11 @@ static void DrawTris (shaderCommands_t *input) {
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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}
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@ -404,11 +405,12 @@ static void ProjectDlightTexture( void ) {
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if (tess.multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(tess.multiDrawPrimitives, (const GLvoid **)tess.multiDrawFirstIndex, tess.multiDrawNumIndexes);
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shaderCommands_t *input = &tess;
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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}
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backEnd.pc.c_totalIndexes += tess.numIndexes;
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@ -856,11 +858,11 @@ static void ForwardDlight( void ) {
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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backEnd.pc.c_totalIndexes += tess.numIndexes;
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@ -1052,11 +1054,11 @@ static void ForwardSunlight( void ) {
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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backEnd.pc.c_totalIndexes += tess.numIndexes;
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@ -1127,11 +1129,11 @@ static void ProjectPshadowVBOGLSL( void ) {
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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backEnd.pc.c_totalIndexes += tess.numIndexes;
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@ -1197,11 +1199,12 @@ static void RB_FogPass( void ) {
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if (tess.multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(tess.multiDrawPrimitives, (const GLvoid **)tess.multiDrawFirstIndex, tess.multiDrawNumIndexes);
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shaderCommands_t *input = &tess;
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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}
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}
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@ -1519,11 +1522,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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//
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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// allow skipping out to show just lightmaps during development
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@ -1583,11 +1586,11 @@ static void RB_RenderShadowmap( shaderCommands_t *input )
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if (input->multiDrawPrimitives)
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{
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, (const GLvoid **)input->multiDrawFirstIndex, input->multiDrawNumIndexes);
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R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
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}
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else
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{
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R_DrawElementsVBO(input->numIndexes, input->firstIndex);
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R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
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}
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}
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}
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@ -366,6 +366,8 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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int s, t;
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int firstVertex = tess.numVertexes;
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//int firstIndex = tess.numIndexes;
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int minIndex = tess.minIndex;
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int maxIndex = tess.maxIndex;
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vec4_t color;
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//tess.numVertexes = 0;
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@ -415,6 +417,9 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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}
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}
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tess.minIndex = firstVertex;
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tess.maxIndex = tess.numVertexes;
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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/*
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@ -458,7 +463,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, matrix);
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}
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R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex);
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R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
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//qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(GL_INDEX_TYPE)));
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@ -468,6 +473,8 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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tess.numIndexes = tess.firstIndex;
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tess.numVertexes = firstVertex;
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tess.firstIndex = 0;
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tess.minIndex = minIndex;
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tess.maxIndex = maxIndex;
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}
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static void DrawSkyBox( shader_t *shader )
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@ -214,16 +214,20 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
|
||||
tess.minIndex = 0;
|
||||
tess.maxIndex = 3;
|
||||
|
||||
RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
|
||||
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
|
||||
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
|
||||
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
||||
|
||||
tess.numIndexes = 0;
|
||||
tess.numVertexes = 0;
|
||||
tess.firstIndex = 0;
|
||||
tess.minIndex = 0;
|
||||
tess.maxIndex = 0;
|
||||
}
|
||||
|
||||
|
||||
|
@ -461,7 +465,7 @@ static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles,
|
|||
tess.numVertexes += numVerts;
|
||||
}
|
||||
|
||||
static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
|
||||
static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
|
||||
{
|
||||
int i, mergeForward, mergeBack;
|
||||
GLvoid *firstIndexOffset, *lastIndexOffset;
|
||||
|
@ -517,20 +521,26 @@ static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int nu
|
|||
if (mergeBack != -1 && mergeForward == -1)
|
||||
{
|
||||
tess.multiDrawNumIndexes[mergeBack] += numIndexes;
|
||||
tess.multiDrawLastIndex[mergeBack] = (byte *)tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack] * sizeof(GL_INDEX_TYPE);
|
||||
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
||||
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex);
|
||||
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex);
|
||||
backEnd.pc.c_multidrawsMerged++;
|
||||
}
|
||||
else if (mergeBack == -1 && mergeForward != -1)
|
||||
{
|
||||
tess.multiDrawNumIndexes[mergeForward] += numIndexes;
|
||||
tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset;
|
||||
tess.multiDrawLastIndex[mergeForward] = (byte *)tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward] * sizeof(GL_INDEX_TYPE);
|
||||
tess.multiDrawLastIndex[mergeForward] = tess.multiDrawFirstIndex[mergeForward] + tess.multiDrawNumIndexes[mergeForward];
|
||||
tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex);
|
||||
tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex);
|
||||
backEnd.pc.c_multidrawsMerged++;
|
||||
}
|
||||
else if (mergeBack != -1 && mergeForward != -1)
|
||||
{
|
||||
tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward];
|
||||
tess.multiDrawLastIndex[mergeBack] = (byte *)tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack] * sizeof(GL_INDEX_TYPE);
|
||||
tess.multiDrawLastIndex[mergeBack] = tess.multiDrawFirstIndex[mergeBack] + tess.multiDrawNumIndexes[mergeBack];
|
||||
tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex));
|
||||
tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex));
|
||||
tess.multiDrawPrimitives--;
|
||||
|
||||
if (mergeForward != tess.multiDrawPrimitives)
|
||||
|
@ -545,6 +555,8 @@ static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int nu
|
|||
tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes;
|
||||
tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset;
|
||||
tess.multiDrawLastIndex[tess.multiDrawPrimitives] = lastIndexOffset;
|
||||
tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex;
|
||||
tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex;
|
||||
tess.multiDrawPrimitives++;
|
||||
}
|
||||
|
||||
|
@ -562,7 +574,7 @@ RB_SurfaceTriangles
|
|||
=============
|
||||
*/
|
||||
static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -623,6 +635,8 @@ static void RB_SurfaceBeam( void )
|
|||
tess.numVertexes = 0;
|
||||
tess.numIndexes = 0;
|
||||
tess.firstIndex = 0;
|
||||
tess.minIndex = 0;
|
||||
tess.maxIndex = 0;
|
||||
|
||||
for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
|
||||
VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]);
|
||||
|
@ -639,6 +653,9 @@ static void RB_SurfaceBeam( void )
|
|||
tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2;
|
||||
}
|
||||
|
||||
tess.minIndex = 0;
|
||||
tess.maxIndex = tess.numVertexes;
|
||||
|
||||
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
|
||||
RB_UpdateVBOs(ATTR_POSITION);
|
||||
|
||||
|
@ -658,11 +675,13 @@ static void RB_SurfaceBeam( void )
|
|||
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
|
||||
}
|
||||
|
||||
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex);
|
||||
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
||||
|
||||
tess.numIndexes = 0;
|
||||
tess.numVertexes = 0;
|
||||
tess.firstIndex = 0;
|
||||
tess.minIndex = 0;
|
||||
tess.maxIndex = 0;
|
||||
}
|
||||
|
||||
//================================================================================
|
||||
|
@ -1286,7 +1305,7 @@ RB_SurfaceFace
|
|||
==============
|
||||
*/
|
||||
static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1353,7 +1372,7 @@ static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
|
|||
int pshadowBits;
|
||||
//int *vDlightBits;
|
||||
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qtrue ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -1611,7 +1630,7 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
|
|||
|
||||
static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
|
||||
{
|
||||
RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qfalse );
|
||||
RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits[backEnd.smpFrame], srf->pshadowBits[backEnd.smpFrame], qfalse );
|
||||
}
|
||||
|
||||
void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
||||
|
@ -1636,6 +1655,8 @@ void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
|||
|
||||
tess.numIndexes += surface->numIndexes;
|
||||
tess.numVertexes += surface->numVerts;
|
||||
tess.minIndex = surface->minIndex;
|
||||
tess.maxIndex = surface->maxIndex;
|
||||
|
||||
//mdvModel = surface->mdvModel;
|
||||
//mdvSurface = surface->mdvSurface;
|
||||
|
|
Loading…
Reference in a new issue