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Clean up mdsprite.c:md3draw() by tightening locals, factoring out 2x dup code.
git-svn-id: https://svn.eduke32.com/eduke32@3585 1a8010ca-5511-0410-912e-c29ae57300e0
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182121a0aa
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1 changed files with 57 additions and 60 deletions
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@ -2032,20 +2032,58 @@ static void md3_vox_calcmat_common(const spritetype *tspr, const point3d *a0, fl
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mat[14] += a0->y*mat[2] + a0->z*mat[6] + a0->x*mat[10];
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}
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static inline void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexhandle,
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int32_t texunits, const md3model_t *M)
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{
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int32_t i, j;
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if (r_vertexarrays)
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{
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int32_t k = 0;
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for (i=s->numtris-1; i>=0; i--)
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{
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uint16_t tri = M ? M->indexes[i] : i;
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for (j=0; j<3; j++)
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indexhandle[k++] = s->tris[tri].i[j];
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}
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}
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else
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{
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bglBegin(GL_TRIANGLES);
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for (i=s->numtris-1; i>=0; i--)
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{
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uint16_t tri = M ? M->indexes[i] : i;
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for (j=0; j<3; j++)
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{
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int32_t k = s->tris[tri].i[j];
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if (texunits > GL_TEXTURE0_ARB)
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{
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int32_t l = GL_TEXTURE0_ARB;
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while (l <= texunits)
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bglMultiTexCoord2fARB(l++, s->uv[k].u,s->uv[k].v);
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}
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else
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bglTexCoord2f(s->uv[k].u,s->uv[k].v);
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bglVertex3fv((float *)&vertlist[k]);
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}
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}
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bglEnd();
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}
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}
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static int32_t md3draw(md3model_t *m, const spritetype *tspr)
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{
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point3d fp, fp1, fp2, m0, m1, a0;
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md3xyzn_t *v0, *v1;
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int32_t i, j, k, l, surfi;
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int32_t i, surfi;
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float f, g, k0, k1, k2=0, k3=0, mat[16]; // inits: compiler-happy
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md3surf_t *s;
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GLfloat pc[4];
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int32_t texunits = GL_TEXTURE0_ARB;
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mdskinmap_t *sk;
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//PLAG : sorting stuff
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void *vbotemp;
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point3d *vertexhandle = NULL;
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uint16_t *indexhandle;
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uint8_t lpal = (tspr->owner >= MAXSPRITES) ? tspr->pal : sprite[tspr->owner].pal;
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if (r_vbos && (m->vbos == NULL))
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@ -2230,7 +2268,13 @@ static int32_t md3draw(md3model_t *m, const spritetype *tspr)
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for (surfi=0; surfi<m->head.numsurfs; surfi++)
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{
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s = &m->head.surfs[surfi];
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//PLAG : sorting stuff
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void *vbotemp;
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point3d *vertexhandle = NULL;
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uint16_t *indexhandle;
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const md3surf_t const *s = &m->head.surfs[surfi];
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v0 = &s->xyzn[m->cframe*s->numverts];
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v1 = &s->xyzn[m->nframe*s->numverts];
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@ -2304,6 +2348,8 @@ static int32_t md3draw(md3model_t *m, const spritetype *tspr)
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if (i)
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{
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mdskinmap_t *sk;
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bglActiveTextureARB(++texunits);
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bglEnable(GL_TEXTURE_2D);
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@ -2412,61 +2458,11 @@ static int32_t md3draw(md3model_t *m, const spritetype *tspr)
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// dichotomic recursive sorting - about 100x less iterations than bubblesort
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quicksort(m->indexes, m->maxdepths, 0, s->numtris - 1);
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if (r_vertexarrays)
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{
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k = 0;
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for (i=s->numtris-1; i>=0; i--)
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for (j=0; j<3; j++)
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indexhandle[k++] = s->tris[m->indexes[i]].i[j];
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}
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else
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{
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bglBegin(GL_TRIANGLES);
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for (i=s->numtris-1; i>=0; i--)
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for (j=0; j<3; j++)
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{
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k = s->tris[m->indexes[i]].i[j];
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if (texunits > GL_TEXTURE0_ARB)
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{
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l = GL_TEXTURE0_ARB;
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while (l <= texunits)
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bglMultiTexCoord2fARB(l++, s->uv[k].u,s->uv[k].v);
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}
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else
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bglTexCoord2f(s->uv[k].u,s->uv[k].v);
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bglVertex3fv((float *)&vertlist[k]);
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}
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bglEnd();
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}
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md3draw_handle_triangles(s, indexhandle, texunits, m);
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}
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else
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{
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if (r_vertexarrays)
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{
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k = 0;
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for (i=s->numtris-1; i>=0; i--)
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for (j=0; j<3; j++)
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indexhandle[k++] = s->tris[i].i[j];
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}
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else
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{
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bglBegin(GL_TRIANGLES);
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for (i=s->numtris-1; i>=0; i--)
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for (j=0; j<3; j++)
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{
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k = s->tris[i].i[j];
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if (texunits > GL_TEXTURE0_ARB)
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{
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l = GL_TEXTURE0_ARB;
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while (l <= texunits)
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bglMultiTexCoord2fARB(l++, s->uv[k].u,s->uv[k].v);
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}
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else
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bglTexCoord2f(s->uv[k].u,s->uv[k].v);
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bglVertex3fv((float *)&vertlist[k]);
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}
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bglEnd();
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}
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md3draw_handle_triangles(s, indexhandle, texunits, NULL);
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}
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if (r_vertexarrays && r_vbos)
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@ -2477,6 +2473,7 @@ static int32_t md3draw(md3model_t *m, const spritetype *tspr)
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if (r_vertexarrays)
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{
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int32_t l;
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if (r_vbos)
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bglBindBufferARB(GL_ARRAY_BUFFER_ARB, m->vbos[surfi]);
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l = GL_TEXTURE0_ARB;
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