*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1036 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+28
-24
@@ -20,26 +20,36 @@ void setupstrips()
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &buf->u);
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}
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struct strip { int type, start, num; };
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struct strips { vector<GLint> first; vector<GLsizei> count; };
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struct stripbatch
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{
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int tex;
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vector<strip> strips;
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strips tris, tristrips, quads;
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};
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vector<strip> skystrips;
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stripbatch skystrips = { DEFAULT_SKY };
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stripbatch stripbatches[256];
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uchar renderedtex[256];
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int renderedtexs = 0;
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#define RENDERSTRIPS(strips, type) \
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if(strips.first.length()) \
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{ \
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if(hasMDA) glMultiDrawArrays_(type, strips.first.getbuf(), strips.count.getbuf(), strips.first.length()); \
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else loopv(strips.first) glDrawArrays(type, strips.first[i], strips.count[i]); \
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strips.first.setsizenodelete(0); \
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strips.count.setsizenodelete(0); \
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}
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void renderstripssky()
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{
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if(skystrips.empty()) return;
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if(skystrips.tris.first.empty() && skystrips.tristrips.first.empty() && skystrips.quads.first.empty()) return;
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int xs, ys;
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glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_SKY, xs, ys));
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loopv(skystrips) glDrawArrays(skystrips[i].type, skystrips[i].start, skystrips[i].num);
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skystrips.setsizenodelete(0);
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RENDERSTRIPS(skystrips.tris, GL_TRIANGLES);
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RENDERSTRIPS(skystrips.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(skystrips.quads, GL_QUADS);
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}
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void renderstrips()
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@@ -49,8 +59,9 @@ void renderstrips()
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{
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stripbatch &sb = stripbatches[j];
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glBindTexture(GL_TEXTURE_2D, lookuptexture(sb.tex, xs, ys));
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loopv(sb.strips) glDrawArrays(sb.strips[i].type, sb.strips[i].start, sb.strips[i].num);
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sb.strips.setsizenodelete(0);
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RENDERSTRIPS(sb.tris, GL_TRIANGLES);
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RENDERSTRIPS(sb.tristrips, GL_TRIANGLE_STRIP);
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RENDERSTRIPS(sb.quads, GL_QUADS);
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}
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renderedtexs = 0;
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@@ -61,36 +72,29 @@ void renderstrips()
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void addstrip(int type, int tex, int start, int n)
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{
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vector<strip> *strips;
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stripbatch *sb = NULL;
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if(tex==DEFAULT_SKY)
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{
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if(minimap) return;
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strips = &skystrips;
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sb = &skystrips;
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}
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else
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{
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stripbatch *sb = &stripbatches[renderedtex[tex]];
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sb = &stripbatches[renderedtex[tex]];
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if(sb->tex!=tex || sb>=&stripbatches[renderedtexs])
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{
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sb = &stripbatches[renderedtex[tex] = renderedtexs++];
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sb->tex = tex;
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}
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strips = &sb->strips;
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}
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if(type!=GL_TRIANGLE_STRIP && !strips->empty())
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strips &s = (type==GL_QUADS ? sb->quads : (type==GL_TRIANGLE_STRIP ? sb->tristrips : sb->tris));
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if(type!=GL_TRIANGLE_STRIP && s.first.length() && s.first.last()+s.count.last() == start)
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{
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strip &last = strips->last();
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if(last.type==type && last.start+last.num==start)
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{
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last.num += n;
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return;
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}
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s.count.last() += n;
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return;
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}
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strip &s = strips->add();
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s.type = type;
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s.start = start;
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s.num = n;
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s.first.add(start);
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s.count.add(n);
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}
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// generating the actual vertices is done dynamically every frame and sits at the
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