/* ================== R_DrawElements Optionally performs our own glDrawElements that looks for strip conditions instead of using the single glDrawElements call that may be inefficient without compiled vertex arrays. ================== */ static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) { int primitives; primitives = r_primitives->integer; // default is to use triangles if compiled vertex arrays are present if ( primitives == 0 ) { if ( qglLockArraysEXT ) { primitives = 2; } else { primitives = 1; } } if ( primitives == 2 ) { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); return; } if ( primitives == 1 ) { R_DrawStripElements( numIndexes, indexes, qglArrayElement ); return; } if ( primitives == 3 ) { R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete ); return; } // anything else will cause no drawing }
/* ================== R_DrawElements Optionally performs our own glDrawElements that looks for strip conditions instead of using the single glDrawElements call that may be inefficient without compiled vertex arrays. ================== */ static void R_DrawElements(int numIndexes, const glIndex_t *indexes) { switch (r_primitives->integer) { case 0: // default is to use triangles if compiled vertex arrays are present if (qglLockArraysEXT) { qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes); } else { R_DrawStripElements(numIndexes, indexes, R_ArrayElement); } return; case 1: R_DrawStripElements(numIndexes, indexes, R_ArrayElement); return; case 2: qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes); return; case 3: R_DrawStripElements(numIndexes, indexes, R_ArrayElementDiscrete); return; default: // anything else will cause no drawing return; } }
static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) { #ifdef GL_VERSION_ES_CM_1_0 int i; //Com_Printf("R_DrawElements(): r_primitives %d numIndexes %d\n", r_primitives->integer, numIndexes); if ( r_primitives->integer != 2 && r_primitives->integer != 0 ) { Com_Printf("Error: R_DrawElements() not implemented on GLES for r_primitives != 2 (r_primitives %d)\n", r_primitives->integer); return; } // GLES does not support GL_UNSIGNED_INT for glDrawElements, so we'll convert values on the fly - this is SLOW, as you may imagine. for (i = 0; i < numIndexes; i++) indexes_short[i] = indexes[i]; qglDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_SHORT, indexes_short); #else int primitives; primitives = r_primitives->integer; // default is to use triangles if compiled vertex arrays are present if ( primitives == 0 ) { if ( qglLockArraysEXT ) { primitives = 2; } else { primitives = 1; } } if ( primitives == 2 ) { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); return; } if ( primitives == 1 ) { R_DrawStripElements( numIndexes, indexes, qglArrayElement ); return; } if ( primitives == 3 ) { R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete ); return; } #endif // anything else will cause no drawing }
//R_DRAWCEL static void R_DrawCel( int numIndexes, const glIndex_t *indexes ) { int primitives; if( //. ignore the 2d projection. do i smell the HUD? (backEnd.projection2D == qtrue) || //. ignore general entitites that are sprites. SEE NOTE #3. (backEnd.currentEntity->e.reType == RT_SPRITE) || //. ignore these liquids. why? ever see liquid with tris on the surface? exactly. SEE NOTE #4. (tess.shader->contentFlags & (CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_FOG)) || //. ignore things that are two sided, meaning mostly things that have transparency. SEE NOTE #1. (tess.shader->cullType == CT_TWO_SIDED) ) { return; } primitives = r_primitives->integer; // default is to use triangles if compiled vertex arrays are present if ( primitives == 0 ) { if ( qglLockArraysEXT ) { primitives = 2; } else { primitives = 1; } } //. correction for mirrors. SEE NOTE #2. if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_FRONT); } else { qglCullFace (GL_BACK); } qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA); qglColor3f (0.0f,0.0f,0.0f); qglLineWidth( (float) r_celoutline->integer ); if(primitives == 2) { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); } else if(primitives == 1) { R_DrawStripElements( numIndexes, indexes, qglArrayElement ); } else if(primitives == 3) { R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete ); } //. correction for mirrors. SEE NOTE #2. if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_BACK); } else { qglCullFace (GL_FRONT); } qglDisable (GL_BLEND); return; /* Notes 1. this is going to be a pain in the arse. it fixes things like light `beams` from being cel'd but it also will ignore any other shader set with no culling. this usually is everything that is translucent. but this is a good hack to clean up the screen untill something more selective comes along. or who knows group desision might actually be that this is liked. if so i take back calling it a `hack`, lol. = bob. 2. mirrors display correctly because the normals of the displayed are inverted of normal space. so to continue to have them display correctly, we must invert them inversely from a normal inversion. = bob. 3. this turns off a lot of space hogging sprite cel outlines. picture if you will five people in a small room all shooting rockets. each smoke puff gets a big black square around it, each explosion gets a big black square around it, and now nobody can see eachother because everyones screen is solid black. = bob. 4. ignoring liquids means you will not get black tris lines all over the top of your liquid. i put this in after seeing the lava on q3dm7 and water on q3ctf2 that had black lines all over the top, making the liquids look solid instead of... liquid. = bob. */ }