janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
284 lines
7.2 KiB
C++
284 lines
7.2 KiB
C++
/**
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* =========================================================================
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* File : FixedFunctionModelRenderer.cpp
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* Project : Pyrogenesis
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* Description : Implementation of FixedFunctionModelRenderer
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "graphics/SColor.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "renderer/FixedFunctionModelRenderer.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/VertexArray.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// FixedFunctionModelRenderer implementation
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struct FFModelDef : public CModelDefRPrivate
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{
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/// Indices are the same for all models, so share them
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u16* m_Indices;
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/// Static per-CModelDef vertex array
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VertexArray m_Array;
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/// UV coordinates are stored in the static array
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VertexArray::Attribute m_UV;
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FFModelDef(CModelDefPtr mdef);
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~FFModelDef() { delete[] m_Indices; }
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};
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FFModelDef::FFModelDef(CModelDefPtr mdef)
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: m_Array(false)
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{
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size_t numVertices = mdef->GetNumVertices();
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m_UV.type = GL_FLOAT;
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m_UV.elems = 2;
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m_Array.AddAttribute(&m_UV);
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m_Array.SetNumVertices(numVertices);
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m_Array.Layout();
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VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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ModelRenderer::BuildUV(mdef, UVit);
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_Indices = new u16[mdef->GetNumFaces()*3];
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ModelRenderer::BuildIndices(mdef, m_Indices);
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}
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struct FFModel
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{
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/// Dynamic per-CModel vertex array
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VertexArray m_Array;
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/// Position and lighting are recalculated on CPU every frame
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Color;
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FFModel() : m_Array(true) { }
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};
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struct FixedFunctionModelRendererInternals
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{
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/// Transformed vertex normals - required for recalculating lighting on skinned models
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std::vector<CVector3D> normals;
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/// Previously prepared modeldef
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FFModelDef* ffmodeldef;
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/// If true, primary color will only contain the diffuse term
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bool colorIsDiffuseOnly;
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};
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// Construction and Destruction
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FixedFunctionModelRenderer::FixedFunctionModelRenderer(bool colorIsDiffuseOnly)
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{
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m = new FixedFunctionModelRendererInternals;
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m->ffmodeldef = 0;
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m->colorIsDiffuseOnly = colorIsDiffuseOnly;
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}
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FixedFunctionModelRenderer::~FixedFunctionModelRenderer()
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{
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delete m;
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}
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// Build model data (and modeldef data if necessary)
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void* FixedFunctionModelRenderer::CreateModelData(CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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FFModelDef* ffmodeldef = (FFModelDef*)mdef->GetRenderData(m);
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if (!ffmodeldef)
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{
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ffmodeldef = new FFModelDef(mdef);
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mdef->SetRenderData(m, ffmodeldef);
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}
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// Build the per-model data
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FFModel* ffmodel = new FFModel;
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ffmodel->m_Position.type = GL_FLOAT;
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ffmodel->m_Position.elems = 3;
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ffmodel->m_Array.AddAttribute(&ffmodel->m_Position);
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ffmodel->m_Color.type = GL_UNSIGNED_BYTE;
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ffmodel->m_Color.elems = 4;
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ffmodel->m_Array.AddAttribute(&ffmodel->m_Color);
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ffmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
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ffmodel->m_Array.Layout();
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return ffmodel;
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}
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// Fill in and upload dynamic vertex array
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void FixedFunctionModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
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{
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FFModel* ffmodel = (FFModel*)data;
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if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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// build vertices
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if (m->normals.size() < numVertices)
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m->normals.resize(numVertices);
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VertexArrayIterator<CVector3D> Position = ffmodel->m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>((char*)&m->normals[0], sizeof(CVector3D));
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ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
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VertexArrayIterator<SColor4ub> Color = ffmodel->m_Color.GetIterator<SColor4ub>();
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ModelRenderer::BuildColor4ub(model, Normal, Color, m->colorIsDiffuseOnly);
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// upload everything to vertex buffer
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ffmodel->m_Array.Upload();
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}
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}
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// Cleanup per-model data.
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// Note that per-CModelDef data is deleted by the CModelDef itself.
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void FixedFunctionModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
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{
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FFModel* ffmodel = (FFModel*)data;
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delete ffmodel;
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}
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// Setup one rendering pass
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void FixedFunctionModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
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{
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debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
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glEnableClientState(GL_VERTEX_ARRAY);
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if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglActiveTextureARB(GL_TEXTURE1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(&texturematrix->_11);
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glMatrixMode(GL_MODELVIEW);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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}
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}
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// Cleanup one rendering pass
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void FixedFunctionModelRenderer::EndPass(int streamflags)
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{
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if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglActiveTextureARB(GL_TEXTURE1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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// Prepare UV coordinates for this modeldef
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void FixedFunctionModelRenderer::PrepareModelDef(int streamflags, CModelDefPtr def)
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{
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m->ffmodeldef = (FFModelDef*)def->GetRenderData(m);
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debug_assert(m->ffmodeldef);
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if (streamflags & STREAM_UV0)
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{
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u8* base = m->ffmodeldef->m_Array.Bind();
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GLsizei stride = (GLsizei)m->ffmodeldef->m_Array.GetStride();
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glTexCoordPointer(2, GL_FLOAT, stride, base + m->ffmodeldef->m_UV.offset);
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}
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}
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// Render one model
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void FixedFunctionModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
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{
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CModelDefPtr mdldef = model->GetModelDef();
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FFModel* ffmodel = (FFModel*)data;
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u8* base = ffmodel->m_Array.Bind();
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GLsizei stride = (GLsizei)ffmodel->m_Array.GetStride();
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glVertexPointer(3, GL_FLOAT, stride, base + ffmodel->m_Position.offset);
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if (streamflags & STREAM_COLOR)
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glColorPointer(3, ffmodel->m_Color.type, stride, base + ffmodel->m_Color.offset);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglClientActiveTextureARB(GL_TEXTURE1);
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pglActiveTextureARB(GL_TEXTURE1);
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glTexCoordPointer(3, GL_FLOAT, stride, base + ffmodel->m_Position.offset);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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}
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// render the lot
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size_t numFaces = mdldef->GetNumFaces();
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if (!g_Renderer.m_SkipSubmit) {
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices(),
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->ffmodeldef->m_Indices);
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}
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_ModelTris += numFaces;
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}
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