/** * @brief Allocate a GPU buffer of the specified size. * Optionally upload the data immediately too. */ void R_CreateBuffer(r_buffer_t *buffer, const r_create_buffer_t *arguments) { if (buffer->bufnum != 0) { // this one is actually warning since this is a memory leak!! Com_Warn("Attempting to reclaim non-empty buffer"); R_DestroyBuffer(buffer); } memset(buffer, 0, sizeof(*buffer)); glGenBuffers(1, &buffer->bufnum); buffer->type = arguments->type & R_BUFFER_TYPE_MASK; buffer->target = R_BufferTypeToTarget(buffer->type); buffer->hint = arguments->hint; buffer->element_type.type = arguments->element.type; if (arguments->type & R_BUFFER_INTERLEAVE) { buffer->interleave = true; buffer->element_type.stride = arguments->element.count; } else { buffer->element_type.count = arguments->element.count ?: 1u; buffer->element_type.stride = R_GetElementSize(buffer->element_type.type); buffer->element_gl_type = R_GetGLTypeFromAttribType(buffer->element_type.type); buffer->element_type.normalized = arguments->element.normalized; buffer->element_type.integer = arguments->element.integer; } if (arguments->size) { R_UploadToBuffer(buffer, arguments->size, arguments->data); } r_state.buffers_total++; g_hash_table_add(r_state.buffers_list, buffer); }
/** * @brief Draws bounding boxes for all non-linked entities in `ents`. */ static void R_DrawEntityBounds(const r_entities_t *ents, const vec4_t color) { if (!r_draw_entity_bounds->value) { return; } if (ents->count == 0) { return; } R_BindDiffuseTexture(r_image_state.null->texnum); R_EnableColorArray(true); R_BindAttributeInterleaveBuffer(&r_model_state.bound_vertice_buffer, R_ARRAY_MASK_ALL); R_BindAttributeBuffer(R_ARRAY_ELEMENTS, &r_model_state.bound_element_buffer); u8vec4_t bc; ColorDecompose(color, bc); for (int32_t i = 0; i < 8; ++i) { Vector4Set(r_model_state.bound_vertices[i].color, bc[0], bc[1], bc[2], bc[3]); } static matrix4x4_t mat, modelview; R_GetMatrix(R_MATRIX_MODELVIEW, &modelview); for (size_t i = 0; i < ents->count; i++) { const r_entity_t *e = ents->entities[i]; if (e->parent || (e->effects & EF_WEAPON) || !IS_MESH_MODEL(e->model)) { continue; } VectorSet(r_model_state.bound_vertices[0].position, e->mins[0], e->mins[1], e->mins[2]); VectorSet(r_model_state.bound_vertices[1].position, e->maxs[0], e->mins[1], e->mins[2]); VectorSet(r_model_state.bound_vertices[2].position, e->maxs[0], e->maxs[1], e->mins[2]); VectorSet(r_model_state.bound_vertices[3].position, e->mins[0], e->maxs[1], e->mins[2]); VectorSet(r_model_state.bound_vertices[4].position, e->mins[0], e->mins[1], e->maxs[2]); VectorSet(r_model_state.bound_vertices[5].position, e->maxs[0], e->mins[1], e->maxs[2]); VectorSet(r_model_state.bound_vertices[6].position, e->maxs[0], e->maxs[1], e->maxs[2]); VectorSet(r_model_state.bound_vertices[7].position, e->mins[0], e->maxs[1], e->maxs[2]); R_UploadToBuffer(&r_model_state.bound_vertice_buffer, sizeof(r_bound_interleave_vertex_t) * 8, r_model_state.bound_vertices); // draw box const vec_t *origin; if (e->effects & EF_BOB) { origin = e->termination; } else { origin = e->origin; } Matrix4x4_CreateFromEntity(&mat, origin, vec3_origin, e->scale); Matrix4x4_Concat(&mat, &modelview, &mat); R_SetMatrix(R_MATRIX_MODELVIEW, &mat); R_DrawArrays(GL_LINES, 0, (GLint) r_model_state.bound_element_count - 6); // draw origin Matrix4x4_CreateFromEntity(&mat, origin, e->angles, e->scale); Matrix4x4_Concat(&mat, &modelview, &mat); R_SetMatrix(R_MATRIX_MODELVIEW, &mat); R_DrawArrays(GL_LINES, (GLint) r_model_state.bound_element_count - 6, 6); } R_SetMatrix(R_MATRIX_MODELVIEW, &modelview); R_UnbindAttributeBuffer(R_ARRAY_ELEMENTS); R_EnableColorArray(false); R_Color(NULL); }