/* * R_LoadBspSurfaces */ static void R_LoadBspSurfaces(const d_bsp_lump_t *l) { const d_bsp_face_t *in; r_bsp_surface_t *out; int i, count, surf_num; int plane_num, side; int ti; in = (const void *) (mod_base + l->file_ofs); if (l->file_len % sizeof(*in)) { Com_Error(ERR_DROP, "R_LoadBspSurfaces: Funny lump size in %s.", r_load_model->name); } count = l->file_len / sizeof(*in); out = R_HunkAlloc(count * sizeof(*out)); r_load_model->surfaces = out; r_load_model->num_surfaces = count; R_BeginBuildingLightmaps(); for (surf_num = 0; surf_num < count; surf_num++, in++, out++) { out->first_edge = LittleLong(in->first_edge); out->num_edges = LittleShort(in->num_edges); // resolve plane plane_num = LittleShort(in->plane_num); out->plane = r_load_model->planes + plane_num; // and sidedness side = LittleShort(in->side); if (side) { out->flags |= R_SURF_SIDE_BACK; VectorNegate(out->plane->normal, out->normal); } else VectorCopy(out->plane->normal, out->normal); // then texinfo ti = LittleShort(in->texinfo); if (ti < 0 || ti >= r_load_model->num_texinfo) { Com_Error(ERR_DROP, "R_LoadBspSurfaces: Bad texinfo number: %d.", ti); } out->texinfo = r_load_model->texinfo + ti; if (!(out->texinfo->flags & (SURF_WARP | SURF_SKY))) out->flags |= R_SURF_LIGHTMAP; // and size, texcoords, etc R_SetupBspSurface(out); // lastly lighting info i = LittleLong(in->light_ofs); if (i != -1) out->samples = r_load_model->lightmap_data + i; else out->samples = NULL; // create lightmaps R_CreateSurfaceLightmap(out); // and flare R_CreateSurfaceFlare(out); } R_EndBuildingLightmaps(); }
static void R_ModEndLoading (const char *mapName) { R_EndBuildingLightmaps(); R_LoadMaterials(mapName); R_LoadSurfacesArrays(); }
/** * @brief Re-initializes OpenGL state machine, all textures and renderer variables, this needed when application is put to background on Android. */ void R_ReinitOpenglContext (void) { /* De-allocate old GL state, these functinos will call glDeleteTexture(), so they should go before everything else */ R_FontCleanCache(); R_ShutdownFBObjects(); R_ShutdownPrograms(); R_BeginBuildingLightmaps(); /* This function will also call glDeleteTexture() */ /* Re-initialize GL state */ R_SetDefaultState(); R_InitPrograms(); /* Re-upload all textures */ R_InitMiscTexture(); R_ReloadImages(); /* Re-upload other GL stuff */ R_InitFBObjects(); R_UpdateDefaultMaterial("", "", "", NULL); /* Re-upload the battlescape terrain geometry */ if (!qglBindBuffer) return; for (int tile = 0; tile < r_numMapTiles; tile++) { model_t *mod = r_mapTiles[tile]; int vertind = 0, coordind = 0, tangind = 0; mBspSurface_t *surf = mod->bsp.surfaces; for (int i = 0; i < mod->bsp.numsurfaces; i++, surf++) { vertind += 3 * surf->numedges; coordind += 2 * surf->numedges; tangind += 4 * surf->numedges; } qglGenBuffers(1, &mod->bsp.vertex_buffer); qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.vertex_buffer); qglBufferData(GL_ARRAY_BUFFER, vertind * sizeof(GLfloat), mod->bsp.verts, GL_STATIC_DRAW); qglGenBuffers(1, &mod->bsp.texcoord_buffer); qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.texcoord_buffer); qglBufferData(GL_ARRAY_BUFFER, coordind * sizeof(GLfloat), mod->bsp.texcoords, GL_STATIC_DRAW); qglGenBuffers(1, &mod->bsp.lmtexcoord_buffer); qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.lmtexcoord_buffer); qglBufferData(GL_ARRAY_BUFFER, coordind * sizeof(GLfloat), mod->bsp.lmtexcoords, GL_STATIC_DRAW); qglGenBuffers(1, &mod->bsp.normal_buffer); qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.normal_buffer); qglBufferData(GL_ARRAY_BUFFER, vertind * sizeof(GLfloat), mod->bsp.normals, GL_STATIC_DRAW); qglGenBuffers(1, &mod->bsp.tangent_buffer); qglBindBuffer(GL_ARRAY_BUFFER, mod->bsp.tangent_buffer); qglBufferData(GL_ARRAY_BUFFER, tangind * sizeof(GLfloat), mod->bsp.tangents, GL_STATIC_DRAW); qglGenBuffers(1, &mod->bsp.index_buffer); qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mod->bsp.index_buffer); qglBufferData(GL_ELEMENT_ARRAY_BUFFER, mod->bsp.numIndexes * sizeof(GLushort), mod->bsp.indexes, GL_STATIC_DRAW); qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); for (int i = 0; i < mod->bsp.numsurfaces; i++) R_CreateSurfaceLightmap(&mod->bsp.surfaces[i]); } R_EndBuildingLightmaps(); qglBindBuffer(GL_ARRAY_BUFFER, 0); }