OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.

This commit is contained in:
SmileTheory 2013-11-08 01:46:17 -08:00
parent d295db747c
commit ef9fe17dd5
8 changed files with 173 additions and 235 deletions

View file

@ -311,30 +311,28 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
tess.numVertexes = numv;
}
static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits)
{
int i;
srfTriangle_t *tri;
glIndex_t *inIndex;
srfVert_t *dv;
float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
#ifdef USE_VERT_TANGENT_SPACE
float *tangent, *bitangent;
#endif
glIndex_t *index;
glIndex_t *outIndex;
float *color;
RB_CheckVBOandIBO(tess.vbo, tess.ibo);
RB_CHECKOVERFLOW( numVerts, numTriangles * 3 );
RB_CHECKOVERFLOW( numVerts, numIndexes );
tri = triangles;
index = &tess.indexes[ tess.numIndexes ];
for ( i = 0 ; i < numTriangles ; i++, tri++ ) {
*index++ = tess.numVertexes + tri->indexes[0];
*index++ = tess.numVertexes + tri->indexes[1];
*index++ = tess.numVertexes + tri->indexes[2];
inIndex = indexes;
outIndex = &tess.indexes[ tess.numIndexes ];
for ( i = 0 ; i < numIndexes ; i++ ) {
*outIndex++ = tess.numVertexes + *inIndex++;
}
tess.numIndexes += numTriangles * 3;
tess.numIndexes += numIndexes;
if ( tess.shader->vertexAttribs & ATTR_POSITION )
{
@ -523,14 +521,14 @@ RB_SurfaceTriangles
=============
*/
static void RB_SurfaceTriangles( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes,
srf->indexes, srf->dlightBits, srf->pshadowBits);
}
@ -1201,9 +1199,7 @@ RB_SurfaceMesh
static void RB_SurfaceMesh(mdvSurface_t *surface) {
int j;
float backlerp;
srfTriangle_t *triangles;
mdvSt_t *texCoords;
int indexes;
int Bob, Doug;
int numVerts;
@ -1213,20 +1209,16 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
backlerp = backEnd.currentEntity->e.backlerp;
}
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes );
LerpMeshVertexes (surface, backlerp);
triangles = surface->triangles;
indexes = surface->numTriangles * 3;
Bob = tess.numIndexes;
Doug = tess.numVertexes;
for (j = 0 ; j < surface->numTriangles ; j++) {
tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
for (j = 0 ; j < surface->numIndexes ; j++) {
tess.indexes[Bob + j] = Doug + surface->indexes[j];
}
tess.numIndexes += indexes;
tess.numIndexes += surface->numIndexes;
texCoords = surface->st;
@ -1248,14 +1240,14 @@ RB_SurfaceFace
==============
*/
static void RB_SurfaceFace( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes,
srf->indexes, srf->dlightBits, srf->pshadowBits);
}
@ -1317,7 +1309,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
int pshadowBits;
//int *vDlightBits;
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
@ -1576,7 +1568,7 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
static void RB_SurfaceVBOMesh(srfBspSurface_t * srf)
{
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex,
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
}