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Firing in the Bocage multiplies roughly a sixth of the screen down by about 4x for as long as the trigger is held. It is the ground plane, with hard polygon edges, and it is not black - the texture is still there underneath. r_worldDlights 0 in autoexec.cfg stops the world responding to dynamic lights at all, which loses flashes lighting the scenery and is the smaller loss. The cause is not found. Seven theories were tried and all seven were wrong, so what this mostly commits is the evidence, in docs/markdown/04-coding/05-dlights.md next to the gl4es notes, so that picking it up again does not start from nothing: the cadence table and the frame difference that measured the 4x, a table of every dead theory with what killed it, the worked texcoord arithmetic showing the faces land correctly, and the one hard contradiction to resume on - every component of the dynamic lightmap path measures correct end to end, and switching the path off makes the symptom stop. Two things in there are recorded specifically because they look damning and are not. "texels 9275" against "rows 28" cannot fit, but R_RealDlightFace counts c_dlightTexels before it knows whether any light landed and then bails at !added without committing to dli.allocated, so failed surfaces are counted and take no space. And R_UploadDlights' guard on tr.pc.c_dlightSurfaces reads like it must always be zero from the back end, because R_IssueRenderCommands clears the counters before running the command list - it is not what happens, measured at 35 surfaces. That guard is gone anyway: the height below it is the same test done against the allocator's own state rather than against a debug counter. The workaround is its own cvar rather than a level of vr_traceDlight, which is what it was while it was being tested. A diagnostic switch that also changes behaviour means turning tracing off silently brings the bug back, and this port has already lost a day to a cvar that did not do what its name said. The diagnostics stay, off. 1 reports what each upload contained and where every dlit face landed in the atlas; 2 stains the whole atlas white and paints the lit texels magenta, which is read off the walls rather than out of the log; 3 skips ProjectDlightTexture, which was measured never to run here and is kept because proving that cost a run. The first stain was dark green and was useless in a level made of hedgerows - white can only brighten, so it cannot be mistaken for foliage. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1006 lines
28 KiB
C
1006 lines
28 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_surf.c
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#include "tr_local.h"
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/*
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THIS ENTIRE FILE IS BACK END
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backEnd.currentEntity will be valid.
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Tess_Begin has already been called for the surface's shader.
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The modelview matrix will be set.
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It is safe to actually issue drawing commands here if you don't want to
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use the shader system.
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*/
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//============================================================================
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/*
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==============
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RB_CheckOverflow
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==============
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*/
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void RB_CheckOverflow( int verts, int indexes ) {
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RB_EndSurface();
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if ( verts >= SHADER_MAX_VERTEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
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}
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if ( indexes >= SHADER_MAX_INDEXES ) {
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ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
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}
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RB_BeginSurface(tess.shader);
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}
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/*
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==============
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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RB_CHECKOVERFLOW( 4, 6 );
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 3 ] = ndx + 3;
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tess.indexes[ tess.numIndexes + 4 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 5 ] = ndx + 2;
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tess.xyz[ndx][0] = origin[0] + left[0] + up[0];
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tess.xyz[ndx][1] = origin[1] + left[1] + up[1];
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tess.xyz[ndx][2] = origin[2] + left[2] + up[2];
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tess.xyz[ndx+1][0] = origin[0] - left[0] + up[0];
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tess.xyz[ndx+1][1] = origin[1] - left[1] + up[1];
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tess.xyz[ndx+1][2] = origin[2] - left[2] + up[2];
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tess.xyz[ndx+2][0] = origin[0] - left[0] - up[0];
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tess.xyz[ndx+2][1] = origin[1] - left[1] - up[1];
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tess.xyz[ndx+2][2] = origin[2] - left[2] - up[2];
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tess.xyz[ndx+3][0] = origin[0] + left[0] - up[0];
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.ori.axis[0], normal );
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tess.normal[ndx][0] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
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tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
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tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
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// standard square texture coordinates
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tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
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tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
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tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
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tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
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tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
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tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
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tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
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tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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* ( unsigned int * ) &tess.vertexColors[ndx] =
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* ( unsigned int * ) &tess.vertexColors[ndx+1] =
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* ( unsigned int * ) &tess.vertexColors[ndx+2] =
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* ( unsigned int * ) &tess.vertexColors[ndx+3] =
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* ( unsigned int * )color;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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tess.dlightMap = 0;
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}
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/*
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==============
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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/*
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==============
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RB_SurfaceSprite
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==============
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*/
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static void RB_SurfaceSprite( void ) {
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vec3_t left, up;
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float radius;
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// calculate the xyz locations for the four corners
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radius = backEnd.currentEntity->e.radius;
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if ( backEnd.currentEntity->e.rotation == 0 ) {
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VectorScale( backEnd.viewParms.ori.axis[1], radius, left );
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VectorScale( backEnd.viewParms.ori.axis[2], radius, up );
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} else {
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float s, c;
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float ang;
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ang = M_PI * backEnd.currentEntity->e.rotation / 180;
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s = sin( ang );
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c = cos( ang );
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VectorScale( backEnd.viewParms.ori.axis[1], c * radius, left );
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VectorMA( left, -s * radius, backEnd.viewParms.ori.axis[2], left );
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VectorScale( backEnd.viewParms.ori.axis[2], c * radius, up );
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VectorMA( up, s * radius, backEnd.viewParms.ori.axis[1], up );
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}
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if ( backEnd.viewParms.isMirror ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shaderRGBA );
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}
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/*
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=============
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RB_SurfacePolychain
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=============
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*/
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void RB_SurfacePolychain( srfPoly_t *p ) {
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int i;
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int numv;
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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// fan triangles into the tess array
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
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numv++;
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}
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// generate fan indexes into the tess array
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for ( i = 0; i < p->numVerts-2; i++ ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.vertexColorValid = qtrue;
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tess.numVertexes = numv;
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}
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/*
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=============
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RB_SurfaceMarkFragment
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=============
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*/
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void RB_SurfaceMarkFragment(srfMarkFragment_t* p) {
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int i;
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int numv;
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RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
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if (p->iIndex <= 0 || R_TerrainHeightForPoly(&tr.world->terraPatches[p->iIndex - 1], p->verts, p->numVerts))
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{
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// FIXME: from here on out, it's mostly the same code as in RB_SurfacePolychain,
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// common part could be extracted into an inline func
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// fan triangles into the tess array
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ )
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{
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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*(int *)&tess.vertexColors[numv] = *(int *)p->verts[ i ].modulate;
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numv++;
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}
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// generate fan indexes into the tess array
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for ( i = 0; i < p->numVerts - 2; i++ ) {
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tess.indexes[tess.numIndexes + 0] = tess.numVertexes;
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tess.indexes[tess.numIndexes + 1] = tess.numVertexes + i + 1;
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tess.indexes[tess.numIndexes + 2] = tess.numVertexes + i + 2;
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tess.numIndexes += 3;
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}
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tess.vertexColorValid = qtrue;
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tess.numVertexes = numv;
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}
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}
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/*
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=============
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RB_SurfaceTriangles
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=============
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*/
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void RB_SurfaceTriangles( srfTriangles_t *srf ) {
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int i;
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drawVert_t *dv;
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float *xyz, *normal, *texCoords;
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byte *color;
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int dlightBits;
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qboolean needsNormal;
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dlightBits = srf->dlightBits[backEnd.smpFrame];
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tess.dlightBits |= dlightBits;
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RB_CHECKOVERFLOW( srf->numVerts, srf->numIndexes );
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for ( i = 0 ; i < srf->numIndexes ; i += 3 ) {
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tess.indexes[ tess.numIndexes + i + 0 ] = tess.numVertexes + srf->indexes[ i + 0 ];
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tess.indexes[ tess.numIndexes + i + 1 ] = tess.numVertexes + srf->indexes[ i + 1 ];
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tess.indexes[ tess.numIndexes + i + 2 ] = tess.numVertexes + srf->indexes[ i + 2 ];
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}
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tess.numIndexes += srf->numIndexes;
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dv = srf->verts;
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xyz = tess.xyz[ tess.numVertexes ];
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normal = tess.normal[ tess.numVertexes ];
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texCoords = tess.texCoords[ tess.numVertexes ][0];
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color = tess.vertexColors[ tess.numVertexes ];
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needsNormal = tess.shader->needsNormal;
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for ( i = 0 ; i < srf->numVerts ; i++, dv++, xyz += 4, normal += 4, texCoords += 4, color += 4 ) {
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xyz[0] = dv->xyz[0];
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xyz[1] = dv->xyz[1];
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xyz[2] = dv->xyz[2];
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if ( needsNormal ) {
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normal[0] = dv->normal[0];
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normal[1] = dv->normal[1];
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normal[2] = dv->normal[2];
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}
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texCoords[0] = dv->st[0];
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texCoords[1] = dv->st[1];
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texCoords[2] = dv->lightmap[0];
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texCoords[3] = dv->lightmap[1];
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*(int *)color = *(int *)dv->color;
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}
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for ( i = 0 ; i < srf->numVerts ; i++ ) {
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tess.vertexDlightBits[ tess.numVertexes + i] = dlightBits;
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}
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tess.numVertexes += srf->numVerts;
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}
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/*
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==============
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RB_SurfaceBeam
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==============
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*/
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void RB_SurfaceBeam( void )
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{
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#define NUM_BEAM_SEGS 6
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refEntity_t *e;
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int i;
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vec3_t perpvec;
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vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
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vec3_t oldorigin, origin;
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e = &backEnd.currentEntity->e;
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oldorigin[0] = e->oldorigin[0];
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oldorigin[1] = e->oldorigin[1];
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oldorigin[2] = e->oldorigin[2];
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origin[0] = e->origin[0];
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origin[1] = e->origin[1];
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origin[2] = e->origin[2];
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normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
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normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
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normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
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if ( VectorNormalize( normalized_direction ) == 0 )
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return;
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PerpendicularVector( perpvec, normalized_direction );
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VectorScale( perpvec, 4, perpvec );
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for ( i = 0; i < NUM_BEAM_SEGS ; i++ )
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{
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RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
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// VectorAdd( start_points[i], origin, start_points[i] );
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VectorAdd( start_points[i], direction, end_points[i] );
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}
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GL_Bind( tr.whiteImage );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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qglColor3f( 1, 0, 0 );
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qglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) {
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qglVertex3fv( start_points[ i % NUM_BEAM_SEGS] );
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qglVertex3fv( end_points[ i % NUM_BEAM_SEGS] );
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}
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qglEnd();
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}
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/*
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==============
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RB_SurfaceFace
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==============
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*/
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// Added in OPM - see the reports in the dlight branches of RB_SurfaceFace and
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// RB_DrawTerrainTris. Capped rather than deduplicated: the spread across
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// surfaces is the measurement. Restart to re-arm them.
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static int rb_terrainSpans;
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static int rb_faceSpans;
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void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
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int i;
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qboolean needsNormal;
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unsigned *indices;
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// glIndex_t, not unsigned. These two are different types the moment
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// GL_INDEX_TYPE is GL_UNSIGNED_SHORT, which it is under gl4es, and writing
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// tess.indexes through an unsigned* puts every index four bytes apart in a
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// two byte array. The engine's own indices come out interleaved with the
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// high halves of the previous ones, so each triangle picks up whichever
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// vertex that lands on - which is what dragged the world's geometry, and
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// its textures with it, into long streaks while models rendered perfectly.
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// Models never come through here.
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//
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// The compiler said so all along:
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// incompatible pointer types assigning to 'unsigned int *' from
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// 'glIndex_t *' (aka 'unsigned short *') [-Wincompatible-pointer-types]
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// under sixty four other warnings in this file alone.
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glIndex_t *tessIndexes;
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float *v;
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float *normal;
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int ndx;
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int Bob;
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int numPoints;
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int dlightBits;
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RB_CHECKOVERFLOW( surf->numPoints, surf->numIndices );
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dlightBits = surf->dlightBits[backEnd.smpFrame];
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tess.dlightBits |= dlightBits;
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if ((tess.shader->surfaceFlags & SURF_NODLIGHT) || (tess.shader->surfaceFlags & SURF_SKY)) {
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tess.dlightBits = 0;
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}
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indices = ( unsigned * ) ( ( ( char * ) surf ) + surf->ofsIndices );
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Bob = tess.numVertexes;
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tessIndexes = tess.indexes + tess.numIndexes;
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for ( i = surf->numIndices-1 ; i >= 0 ; i-- ) {
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tessIndexes[i] = indices[i] + Bob;
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}
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tess.numIndexes += surf->numIndices;
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numPoints = surf->numPoints;
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needsNormal = qfalse;
|
|
if (tess.shader->needsNormal || tess.shader->needsLSpherical || tr.refdef.num_dlights) {
|
|
needsNormal = qtrue;
|
|
}
|
|
|
|
v = surf->points[0];
|
|
|
|
ndx = tess.numVertexes;
|
|
|
|
if (needsNormal) {
|
|
normal = surf->plane.normal;
|
|
for ( i = 0, ndx = tess.numVertexes; i < numPoints; i++, ndx++ ) {
|
|
VectorCopy( normal, tess.normal[ndx] );
|
|
}
|
|
}
|
|
|
|
if (tess.dlightMap)
|
|
{
|
|
for (i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++) {
|
|
VectorCopy(v, tess.xyz[ndx]);
|
|
tess.texCoords[ndx][0][0] = v[3];
|
|
tess.texCoords[ndx][0][1] = v[4];
|
|
tess.texCoords[ndx][1][0] = v[5] + surf->lightmapOffset[0];
|
|
tess.texCoords[ndx][1][1] = v[6] + surf->lightmapOffset[1];
|
|
*(unsigned int*)&tess.vertexColors[ndx] = *(unsigned int*)&v[7];
|
|
tess.vertexDlightBits[ndx] = dlightBits;
|
|
}
|
|
|
|
//
|
|
// Added in OPM
|
|
// Which rows of the atlas this face's texcoords actually reach. Only
|
|
// the rows R_UploadDlights calls "rows N" are ever sent; past that the
|
|
// texture keeps what it had, which is black. So a face running beyond
|
|
// N is reading rows nothing wrote this frame - a black wall. The
|
|
// offset it is shifted by is printed too, because that is the term
|
|
// under suspicion. See RB_TraceDlightBind in tr_shade.c.
|
|
//
|
|
if (vr_traceDlight && vr_traceDlight->integer && rb_faceSpans < 24 && numPoints > 0) {
|
|
float sMin = 1.0e9f, sMax = -1.0e9f, tMin = 1.0e9f, tMax = -1.0e9f;
|
|
int n;
|
|
|
|
for (n = 0, ndx = tess.numVertexes; n < numPoints; n++, ndx++) {
|
|
const float s = tess.texCoords[ndx][1][0];
|
|
const float t = tess.texCoords[ndx][1][1];
|
|
|
|
if (s < sMin) { sMin = s; }
|
|
if (s > sMax) { sMax = s; }
|
|
if (t < tMin) { tMin = t; }
|
|
if (t > tMax) { tMax = t; }
|
|
}
|
|
|
|
rb_faceSpans++;
|
|
ri.Printf(PRINT_ALL,
|
|
"dlight: face %d rows %.1f..%.1f cols %.1f..%.1f of 128,"
|
|
" offset %.4f,%.4f lm %dx%d at %d,%d map %d\n",
|
|
rb_faceSpans,
|
|
tMin * LIGHTMAP_SIZE, tMax * LIGHTMAP_SIZE,
|
|
sMin * LIGHTMAP_SIZE, sMax * LIGHTMAP_SIZE,
|
|
surf->lightmapOffset[0], surf->lightmapOffset[1],
|
|
surf->lmWidth, surf->lmHeight, surf->lmX, surf->lmY,
|
|
tess.dlightMap);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0, v = surf->points[0], ndx = tess.numVertexes; i < numPoints; i++, v += VERTEXSIZE, ndx++) {
|
|
VectorCopy(v, tess.xyz[ndx]);
|
|
tess.texCoords[ndx][0][0] = v[3];
|
|
tess.texCoords[ndx][0][1] = v[4];
|
|
tess.texCoords[ndx][1][0] = v[5];
|
|
tess.texCoords[ndx][1][1] = v[6];
|
|
*(unsigned int*)&tess.vertexColors[ndx] = *(unsigned int*)&v[7];
|
|
tess.vertexDlightBits[ndx] = dlightBits;
|
|
}
|
|
}
|
|
|
|
|
|
tess.numVertexes += surf->numPoints;
|
|
}
|
|
|
|
|
|
static float LodErrorForVolume( vec3_t local, float radius ) {
|
|
vec3_t world;
|
|
float d;
|
|
|
|
// never let it go negative
|
|
if ( r_lodCurveError->value < 0 ) {
|
|
return 0;
|
|
}
|
|
|
|
world[0] = local[0] * backEnd.ori.axis[0][0] + local[1] * backEnd.ori.axis[1][0] +
|
|
local[2] * backEnd.ori.axis[2][0] + backEnd.ori.origin[0];
|
|
world[1] = local[0] * backEnd.ori.axis[0][1] + local[1] * backEnd.ori.axis[1][1] +
|
|
local[2] * backEnd.ori.axis[2][1] + backEnd.ori.origin[1];
|
|
world[2] = local[0] * backEnd.ori.axis[0][2] + local[1] * backEnd.ori.axis[1][2] +
|
|
local[2] * backEnd.ori.axis[2][2] + backEnd.ori.origin[2];
|
|
|
|
VectorSubtract( world, backEnd.viewParms.ori.origin, world );
|
|
d = DotProduct( world, backEnd.viewParms.ori.axis[0] );
|
|
|
|
if ( d < 0 ) {
|
|
d = -d;
|
|
}
|
|
d -= radius;
|
|
if ( d < 1 ) {
|
|
d = 1;
|
|
}
|
|
|
|
return r_lodCurveError->value / d;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_SurfaceGrid
|
|
|
|
Just copy the grid of points and triangulate
|
|
=============
|
|
*/
|
|
void RB_SurfaceGrid( srfGridMesh_t *cv ) {
|
|
int i, j;
|
|
float *xyz;
|
|
float *texCoords;
|
|
float *normal;
|
|
unsigned char *color;
|
|
drawVert_t *dv;
|
|
int rows, irows, vrows;
|
|
int used;
|
|
int widthTable[MAX_GRID_SIZE];
|
|
int heightTable[MAX_GRID_SIZE];
|
|
float lodError;
|
|
int lodWidth, lodHeight;
|
|
int numVertexes;
|
|
int dlightBits;
|
|
int *vDlightBits;
|
|
qboolean needsNormal;
|
|
|
|
dlightBits = cv->dlightBits[backEnd.smpFrame];
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
if (tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY)) {
|
|
tess.dlightBits = 0;
|
|
}
|
|
|
|
// determine the allowable discrepance
|
|
lodError = LodErrorForVolume( cv->lodOrigin, cv->lodRadius );
|
|
|
|
// determine which rows and columns of the subdivision
|
|
// we are actually going to use
|
|
widthTable[0] = 0;
|
|
lodWidth = 1;
|
|
for ( i = 1 ; i < cv->width-1 ; i++ ) {
|
|
if ( cv->widthLodError[i] <= lodError ) {
|
|
widthTable[lodWidth] = i;
|
|
lodWidth++;
|
|
}
|
|
}
|
|
widthTable[lodWidth] = cv->width-1;
|
|
lodWidth++;
|
|
|
|
heightTable[0] = 0;
|
|
lodHeight = 1;
|
|
for ( i = 1 ; i < cv->height-1 ; i++ ) {
|
|
if ( cv->heightLodError[i] <= lodError ) {
|
|
heightTable[lodHeight] = i;
|
|
lodHeight++;
|
|
}
|
|
}
|
|
heightTable[lodHeight] = cv->height-1;
|
|
lodHeight++;
|
|
|
|
|
|
// very large grids may have more points or indexes than can be fit
|
|
// in the tess structure, so we may have to issue it in multiple passes
|
|
|
|
used = 0;
|
|
rows = 0;
|
|
while ( used < lodHeight - 1 ) {
|
|
// see how many rows of both verts and indexes we can add without overflowing
|
|
do {
|
|
vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
|
|
irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );
|
|
|
|
// if we don't have enough space for at least one strip, flush the buffer
|
|
if ( vrows < 2 || irows < 1 ) {
|
|
RB_EndSurface();
|
|
RB_BeginSurface(tess.shader);
|
|
} else {
|
|
break;
|
|
}
|
|
} while ( 1 );
|
|
|
|
rows = irows;
|
|
if ( vrows < irows + 1 ) {
|
|
rows = vrows - 1;
|
|
}
|
|
if ( used + rows > lodHeight ) {
|
|
rows = lodHeight - used;
|
|
}
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
xyz = tess.xyz[numVertexes];
|
|
normal = tess.normal[numVertexes];
|
|
texCoords = tess.texCoords[numVertexes][0];
|
|
color = ( unsigned char * ) &tess.vertexColors[numVertexes];
|
|
vDlightBits = &tess.vertexDlightBits[numVertexes];
|
|
needsNormal = tess.shader->needsNormal || tess.shader->needsLSpherical || tr.refdef.num_dlights;
|
|
|
|
if ( tess.dlightMap ) {
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
texCoords[2] = dv->lightmap[0] + cv->lightmapOffset[0];
|
|
texCoords[3] = dv->lightmap[1] + cv->lightmapOffset[1];
|
|
if ( needsNormal ) {
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
* ( unsigned int * ) color = * ( unsigned int * ) dv->color;
|
|
*vDlightBits++ = dlightBits;
|
|
xyz += 4;
|
|
normal += 4;
|
|
texCoords += 4;
|
|
color += 4;
|
|
}
|
|
}
|
|
} else {
|
|
for ( i = 0 ; i < rows ; i++ ) {
|
|
for ( j = 0 ; j < lodWidth ; j++ ) {
|
|
dv = cv->verts + heightTable[ used + i ] * cv->width
|
|
+ widthTable[ j ];
|
|
|
|
xyz[0] = dv->xyz[0];
|
|
xyz[1] = dv->xyz[1];
|
|
xyz[2] = dv->xyz[2];
|
|
texCoords[0] = dv->st[0];
|
|
texCoords[1] = dv->st[1];
|
|
texCoords[2] = dv->lightmap[0];
|
|
texCoords[3] = dv->lightmap[1];
|
|
if ( needsNormal ) {
|
|
normal[0] = dv->normal[0];
|
|
normal[1] = dv->normal[1];
|
|
normal[2] = dv->normal[2];
|
|
}
|
|
* ( unsigned int * ) color = * ( unsigned int * ) dv->color;
|
|
*vDlightBits++ = dlightBits;
|
|
xyz += 4;
|
|
normal += 4;
|
|
texCoords += 4;
|
|
color += 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// add the indexes
|
|
{
|
|
int numIndexes;
|
|
int w, h;
|
|
|
|
h = rows - 1;
|
|
w = lodWidth - 1;
|
|
numIndexes = tess.numIndexes;
|
|
for (i = 0 ; i < h ; i++) {
|
|
for (j = 0 ; j < w ; j++) {
|
|
int v1, v2, v3, v4;
|
|
|
|
// vertex order to be reckognized as tristrips
|
|
v1 = numVertexes + i*lodWidth + j + 1;
|
|
v2 = v1 - 1;
|
|
v3 = v2 + lodWidth;
|
|
v4 = v3 + 1;
|
|
|
|
tess.indexes[numIndexes] = v2;
|
|
tess.indexes[numIndexes+1] = v3;
|
|
tess.indexes[numIndexes+2] = v1;
|
|
|
|
tess.indexes[numIndexes+3] = v1;
|
|
tess.indexes[numIndexes+4] = v3;
|
|
tess.indexes[numIndexes+5] = v4;
|
|
numIndexes += 6;
|
|
}
|
|
}
|
|
|
|
tess.numIndexes = numIndexes;
|
|
}
|
|
|
|
tess.numVertexes += rows * lodWidth;
|
|
|
|
used += rows - 1;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===========================================================================
|
|
|
|
NULL MODEL
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
RB_SurfaceAxis
|
|
|
|
Draws x/y/z lines from the origin for orientation debugging
|
|
===================
|
|
*/
|
|
void RB_SurfaceAxis( void ) {
|
|
GL_Bind( tr.whiteImage );
|
|
qglLineWidth( 3 );
|
|
qglBegin( GL_LINES );
|
|
qglColor3f( 1,0,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 16,0,0 );
|
|
qglColor3f( 0,1,0 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,16,0 );
|
|
qglColor3f( 0,0,1 );
|
|
qglVertex3f( 0,0,0 );
|
|
qglVertex3f( 0,0,16 );
|
|
qglEnd();
|
|
qglLineWidth( 1 );
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
====================
|
|
RB_SurfaceEntity
|
|
|
|
Entities that have a single procedurally generated surface
|
|
====================
|
|
*/
|
|
void RB_SurfaceEntity( surfaceType_t *surfType ) {
|
|
switch( backEnd.currentEntity->e.reType ) {
|
|
case RT_SPRITE:
|
|
RB_SurfaceSprite();
|
|
break;
|
|
case RT_BEAM:
|
|
RB_SurfaceBeam();
|
|
break;
|
|
default:
|
|
RB_SurfaceAxis();
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
void RB_SurfaceBad( surfaceType_t *surfType ) {
|
|
ri.Printf( PRINT_ALL, "Bad surface tesselated.\n" );
|
|
}
|
|
|
|
#if 0
|
|
|
|
void RB_SurfaceFlare( srfFlare_t *surf ) {
|
|
vec3_t left, up;
|
|
float radius;
|
|
byte color[4];
|
|
vec3_t dir;
|
|
vec3_t origin;
|
|
float d;
|
|
|
|
// calculate the xyz locations for the four corners
|
|
radius = 30;
|
|
VectorScale( backEnd.viewParms.ori.axis[1], radius, left );
|
|
VectorScale( backEnd.viewParms.ori.axis[2], radius, up );
|
|
if ( backEnd.viewParms.isMirror ) {
|
|
VectorSubtract( vec3_origin, left, left );
|
|
}
|
|
|
|
color[0] = color[1] = color[2] = color[3] = 255;
|
|
|
|
VectorMA( surf->origin, 3, surf->normal, origin );
|
|
VectorSubtract( origin, backEnd.viewParms.ori.origin, dir );
|
|
VectorNormalize( dir );
|
|
VectorMA( origin, r_ignore->value, dir, origin );
|
|
|
|
d = -DotProduct( dir, surf->normal );
|
|
if ( d < 0 ) {
|
|
return;
|
|
}
|
|
#if 0
|
|
color[0] *= d;
|
|
color[1] *= d;
|
|
color[2] *= d;
|
|
#endif
|
|
|
|
RB_AddQuadStamp( origin, left, up, color );
|
|
}
|
|
|
|
#else
|
|
|
|
void RB_SurfaceFlare( srfFlare_t *surf ) {
|
|
#if 0
|
|
vec3_t left, up;
|
|
byte color[4];
|
|
|
|
color[0] = surf->color[0] * 255;
|
|
color[1] = surf->color[1] * 255;
|
|
color[2] = surf->color[2] * 255;
|
|
color[3] = 255;
|
|
|
|
VectorClear( left );
|
|
VectorClear( up );
|
|
|
|
left[0] = r_ignore->value;
|
|
|
|
up[1] = r_ignore->value;
|
|
|
|
RB_AddQuadStampExt( surf->origin, left, up, color, 0, 0, 1, 1 );
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
|
// all apropriate state must be set in RB_BeginSurface
|
|
// this isn't implemented yet...
|
|
qglCallList( surf->listNum );
|
|
}
|
|
|
|
void RB_SurfaceSkip( void *surf ) {
|
|
}
|
|
|
|
void RB_DrawTerrainTris(srfTerrain_t* p) {
|
|
int i;
|
|
terraInt numv;
|
|
int dlightBits;
|
|
|
|
RB_CHECKOVERFLOW(p->nVerts, p->nTris * 3);
|
|
|
|
dlightBits = p->dlightBits[backEnd.smpFrame];
|
|
tess.dlightBits |= dlightBits;
|
|
|
|
//
|
|
// Added in OPM
|
|
// Terrain picks its texcoords off the patch's own flag while the atlas is
|
|
// bound off the batch's tess.dlightMap, which comes from the sort key.
|
|
// Those are two different pieces of state and nothing makes them agree, so
|
|
// this asks whether they do. See RB_TraceDlightBind in tr_shade.c.
|
|
//
|
|
if (p->dlightMap[backEnd.smpFrame] != tess.dlightMap) {
|
|
RB_TraceDlightBind(tess.shader, "terrain patch and batch disagree");
|
|
}
|
|
|
|
if (p->dlightMap[backEnd.smpFrame])
|
|
{
|
|
float lmScale = (1.0 / LIGHTMAP_SIZE) / p->lmapStep;
|
|
//
|
|
// Added in OPM
|
|
// Where in the atlas this patch's texcoords actually land. The atlas is
|
|
// 128 texels tall but only the rows R_UploadDlights reports as "rows N"
|
|
// are ever sent; past that the texture holds whatever it held last,
|
|
// which is black. So a patch whose t runs beyond N/128 is reading rows
|
|
// nothing wrote to this frame, and that is a black patch of ground.
|
|
// See RB_TraceDlightBind in tr_shade.c.
|
|
//
|
|
float sMin = 1.0e9f, sMax = -1.0e9f, tMin = 1.0e9f, tMax = -1.0e9f;
|
|
|
|
for (i = p->iVertHead; i; i = g_pVert[i].iNext) {
|
|
assert(tess.numVertexes < SHADER_MAX_VERTEXES);
|
|
|
|
VectorCopy(g_pVert[i].xyz, tess.xyz[tess.numVertexes]);
|
|
tess.texCoords[tess.numVertexes][0][0] = g_pVert[i].texCoords[0][0];
|
|
tess.texCoords[tess.numVertexes][0][1] = g_pVert[i].texCoords[0][1];
|
|
tess.texCoords[tess.numVertexes][1][0] = g_pVert[i].xyz[0] * lmScale + p->lmapX;
|
|
tess.texCoords[tess.numVertexes][1][1] = g_pVert[i].xyz[1] * lmScale + p->lmapY;
|
|
|
|
if (vr_traceDlight && vr_traceDlight->integer) {
|
|
const float s = tess.texCoords[tess.numVertexes][1][0];
|
|
const float t = tess.texCoords[tess.numVertexes][1][1];
|
|
|
|
if (s < sMin) { sMin = s; }
|
|
if (s > sMax) { sMax = s; }
|
|
if (t < tMin) { tMin = t; }
|
|
if (t > tMax) { tMax = t; }
|
|
}
|
|
|
|
tess.normal[tess.numVertexes][0] = 0;
|
|
tess.normal[tess.numVertexes][1] = 0;
|
|
tess.normal[tess.numVertexes][2] = 1.0;
|
|
tess.vertexColors[tess.numVertexes][0] = -1;
|
|
tess.vertexColors[tess.numVertexes][1] = -1;
|
|
tess.vertexColors[tess.numVertexes][2] = -1;
|
|
tess.vertexColors[tess.numVertexes][3] = -1;
|
|
|
|
g_pVert[i].iVertArray = tess.numVertexes;
|
|
tess.numVertexes++;
|
|
}
|
|
|
|
// Added in OPM - see above. Capped rather than deduplicated by shader:
|
|
// the spread across patches is the measurement, and every one of them
|
|
// is the same shader. Restart to re-arm it.
|
|
if (vr_traceDlight && vr_traceDlight->integer && sMax >= sMin
|
|
&& rb_terrainSpans < 24) {
|
|
rb_terrainSpans++;
|
|
ri.Printf(PRINT_ALL,
|
|
"dlight: terrain patch %d rows %.1f..%.1f cols %.1f..%.1f of 128,"
|
|
" step %g size %d, batch map %d patch map %d\n",
|
|
rb_terrainSpans,
|
|
tMin * LIGHTMAP_SIZE, tMax * LIGHTMAP_SIZE,
|
|
sMin * LIGHTMAP_SIZE, sMax * LIGHTMAP_SIZE,
|
|
p->lmapStep, p->lmapSize,
|
|
tess.dlightMap, p->dlightMap[backEnd.smpFrame]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = p->iVertHead; i; i = g_pVert[i].iNext) {
|
|
assert(tess.numVertexes < SHADER_MAX_VERTEXES);
|
|
|
|
VectorCopy(g_pVert[i].xyz, tess.xyz[tess.numVertexes]);
|
|
tess.texCoords[tess.numVertexes][0][0] = g_pVert[i].texCoords[0][0];
|
|
tess.texCoords[tess.numVertexes][0][1] = g_pVert[i].texCoords[0][1];
|
|
tess.texCoords[tess.numVertexes][1][0] = g_pVert[i].texCoords[1][0];
|
|
tess.texCoords[tess.numVertexes][1][1] = g_pVert[i].texCoords[1][1];
|
|
tess.vertexDlightBits[tess.numVertexes] = dlightBits;
|
|
tess.normal[tess.numVertexes][0] = 0;
|
|
tess.normal[tess.numVertexes][1] = 0;
|
|
tess.normal[tess.numVertexes][2] = 1.0;
|
|
tess.vertexColors[tess.numVertexes][0] = -1;
|
|
tess.vertexColors[tess.numVertexes][1] = -1;
|
|
tess.vertexColors[tess.numVertexes][2] = -1;
|
|
tess.vertexColors[tess.numVertexes][3] = -1;
|
|
|
|
g_pVert[i].iVertArray = tess.numVertexes;
|
|
tess.numVertexes++;
|
|
}
|
|
}
|
|
|
|
for (i = p->iTriHead; i; i = g_pTris[i].iNext)
|
|
{
|
|
assert(tess.numVertexes < SHADER_MAX_INDEXES);
|
|
|
|
//
|
|
// Make sure these can be drawn
|
|
//
|
|
if (g_pTris[i].byConstChecks & 4)
|
|
{
|
|
tess.indexes[tess.numIndexes] = g_pVert[g_pTris[i].iPt[0]].iVertArray;
|
|
tess.indexes[tess.numIndexes + 1] = g_pVert[g_pTris[i].iPt[1]].iVertArray;
|
|
tess.indexes[tess.numIndexes + 2] = g_pVert[g_pTris[i].iPt[2]].iVertArray;
|
|
tess.numIndexes += 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
|
|
(void(*)(void*))RB_SurfaceBad, // SF_BAD,
|
|
(void(*)(void*))RB_SurfaceSkip, // SF_SKIP,
|
|
(void(*)(void*))RB_SurfaceFace, // SF_FACE,
|
|
(void(*)(void*))RB_SurfaceGrid, // SF_GRID,
|
|
(void(*)(void*))RB_SurfacePolychain, // SF_POLY,
|
|
(void(*)(void*))RB_SurfaceMarkFragment, // SF_MARK_FRAG
|
|
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE
|
|
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
|
|
(void(*)(void*))RB_SurfaceDisplayList, // SF_DISPLAY_LIST
|
|
(void(*)(void*))RB_SkelMesh, // SF_TIKI_SKEL
|
|
(void(*)(void*))RB_StaticMesh, // SF_TIKI_STATIC
|
|
(void(*)(void*))RB_DrawSwipeSurface, // SF_SWIPE
|
|
(void(*)(void*))RB_DrawSprite, // SF_SPRITE
|
|
(void(*)(void*))RB_DrawTerrainTris, // SF_TERRAIN_PATCH
|
|
(void(*)(void*))RB_SurfaceTriangles, // SF_TRIANGLES,
|
|
};
|