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glm_aliasmodel.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Alias model rendering (modern)
#ifdef RENDERER_OPTION_MODERN_OPENGL
#include "quakedef.h"
#include "gl_model.h"
#include "r_aliasmodel.h"
#include "tr_types.h"
#include "glsl/constants.glsl"
#include "rulesets.h"
#include "r_matrix.h"
#include "glm_vao.h"
#include "r_texture.h"
#include "r_brushmodel.h" // R_PointIsUnderwater only
#include "r_buffers.h"
#include "r_program.h"
#include "r_renderer.h"
void GLM_StateBeginAliasModelZPassBatch(void);
void GLM_StateBeginAliasModelBatch(qbool translucent, qbool additive);
void GLM_StateBeginAliasOutlineBatch(void);
#define MAXIMUM_ALIASMODEL_DRAWCALLS MAX_STANDARD_ENTITIES // ridiculous
#define MAXIMUM_MATERIAL_SAMPLERS 32
typedef enum aliasmodel_draw_type_s {
aliasmodel_draw_std,
aliasmodel_draw_alpha,
aliasmodel_draw_outlines,
aliasmodel_draw_outlines_spec,
aliasmodel_draw_shells,
aliasmodel_draw_postscene,
aliasmodel_draw_postscene_additive,
aliasmodel_draw_postscene_shells,
aliasmodel_draw_max
} aliasmodel_draw_type_t;
typedef struct DrawArraysIndirectCommand_s {
GLuint count;
GLuint instanceCount;
GLuint first;
GLuint baseInstance;
} DrawArraysIndirectCommand_t;
// Internal structure, filled in during initial pass over entities
typedef struct aliasmodel_draw_data_s {
// Need to split standard & alpha model draws to cope with # of texture units available
// Outlines & shells are easier as they have 0 & 1 textures respectively
DrawArraysIndirectCommand_t indirect_buffer[MAXIMUM_ALIASMODEL_DRAWCALLS];
texture_ref bound_textures[MAXIMUM_ALIASMODEL_DRAWCALLS][MAXIMUM_MATERIAL_SAMPLERS];
int num_textures[MAXIMUM_ALIASMODEL_DRAWCALLS];
int num_cmds[MAXIMUM_ALIASMODEL_DRAWCALLS];
int num_calls;
int current_call;
unsigned int indirect_buffer_offset;
} aliasmodel_draw_instructions_t;
static aliasmodel_draw_instructions_t alias_draw_instructions[aliasmodel_draw_max];
static int alias_draw_count;
typedef struct uniform_block_aliasmodel_s {
float modelViewMatrix[16];
// offset: 16 * float
float color[4];
float plrtopcolor[4];
float plrbotcolor[4];
int amFlags;
float yaw_angle_rad;
float shadelight;
float ambientlight;
int materialSamplerMapping;
float lerpFraction;
float minLumaMix;
float outline_normal_scale;
} uniform_block_aliasmodel_t;
typedef struct block_aliasmodels_s {
uniform_block_aliasmodel_t models[MAX_STANDARD_ENTITIES];
} uniform_block_aliasmodels_t;
extern float r_framelerp;
#define DRAW_DETAIL_TEXTURES (1 << 0)
#define DRAW_CAUSTIC_TEXTURES (1 << 1)
#define DRAW_REVERSED_DEPTH (1 << 2)
#define DRAW_LERP_MUZZLEHACK (1 << 3)
#define DRAW_FLAT_SHADING (1 << 4)
static uniform_block_aliasmodels_t aliasdata;
static int cached_mode;
#define GET_COLOR_VALUES(colr) (float[]){(float)gl_outline_color_##colr.color[0] / 255.0f,(float)gl_outline_color_##colr.color[1] / 255.0f,(float)gl_outline_color_##colr.color[2] / 255.0f}
static void R_SetAliasModelUniforms(int mode)
{
extern cvar_t gl_outline_use_player_color, gl_outline_color_model, gl_outline_color_team, gl_outline_color_enemy;
float scale = RuleSets_ModelOutlineScale();
float *color_model, *color_enemy, *color_team;
int use_player_color = gl_outline_use_player_color.integer;
color_model = GET_COLOR_VALUES(model);
color_enemy = gl_outline_color_enemy.string[0] ? GET_COLOR_VALUES(enemy) : color_model;
color_team = gl_outline_color_team .string[0] ? GET_COLOR_VALUES(team) : color_model;
if (cached_mode != mode) {
R_ProgramUniform1i(r_program_uniform_aliasmodel_drawmode, mode);
cached_mode = mode;
}
R_ProgramUniform1f(r_program_uniform_aliasmodel_outline_scale, scale);
R_ProgramUniform1i(r_program_uniform_aliasmodel_outline_use_player_color, use_player_color);
R_ProgramUniform3fv(r_program_uniform_aliasmodel_outline_color_model, color_model);
R_ProgramUniform3fv(r_program_uniform_aliasmodel_outline_color_enemy, color_enemy);
R_ProgramUniform3fv(r_program_uniform_aliasmodel_outline_color_team, color_team);
}
#undef GET_COLOR_VALUES
static int material_samplers_max;
static int TEXTURE_UNIT_MATERIAL;
static int TEXTURE_UNIT_CAUSTICS;
qbool GLM_CompileAliasModelProgram(void)
{
extern cvar_t r_lerpmuzzlehack, gl_smoothmodels;
unsigned int drawAlias_desiredOptions =
(r_refdef2.drawCaustics ? DRAW_CAUSTIC_TEXTURES : 0) |
(glConfig.reversed_depth ? DRAW_REVERSED_DEPTH : 0) |
(r_lerpmuzzlehack.integer ? DRAW_LERP_MUZZLEHACK : 0) |
(gl_smoothmodels.integer ? 0 : DRAW_FLAT_SHADING);
if (R_ProgramRecompileNeeded(r_program_aliasmodel, drawAlias_desiredOptions)) {
static char included_definitions[1024];
included_definitions[0] = '\0';
if (drawAlias_desiredOptions & DRAW_CAUSTIC_TEXTURES) {
material_samplers_max = glConfig.texture_units - 1;
TEXTURE_UNIT_CAUSTICS = 0;
TEXTURE_UNIT_MATERIAL = 1;
strlcat(included_definitions, "#define DRAW_CAUSTIC_TEXTURES\n", sizeof(included_definitions));
strlcat(included_definitions, "#define SAMPLER_CAUSTIC_TEXTURE 0\n", sizeof(included_definitions));
strlcat(included_definitions, "#define SAMPLER_MATERIAL_TEXTURE_START 1\n", sizeof(included_definitions));
}
else {
material_samplers_max = glConfig.texture_units;
TEXTURE_UNIT_MATERIAL = 0;
strlcat(included_definitions, "#define SAMPLER_MATERIAL_TEXTURE_START 0\n", sizeof(included_definitions));
}
strlcat(included_definitions, va("#define SAMPLER_COUNT %d\n", material_samplers_max), sizeof(included_definitions));
if (drawAlias_desiredOptions & DRAW_REVERSED_DEPTH) {
strlcat(included_definitions, "#define EZQ_REVERSED_DEPTH\n", sizeof(included_definitions));
}
if (drawAlias_desiredOptions & DRAW_LERP_MUZZLEHACK) {
strlcat(included_definitions, "#define EZQ_ALIASMODEL_MUZZLEHACK\n", sizeof(included_definitions));
}
if (drawAlias_desiredOptions & DRAW_FLAT_SHADING) {
strlcat(included_definitions, "#define EZQ_ALIASMODEL_FLATSHADING\n", sizeof(included_definitions));
}
// Initialise program for drawing image
R_ProgramCompileWithInclude(r_program_aliasmodel, included_definitions);
R_ProgramSetCustomOptions(r_program_aliasmodel, drawAlias_desiredOptions);
}
cached_mode = R_ProgramUniformGet1i(r_program_uniform_aliasmodel_drawmode, 0);
if (!R_BufferReferenceIsValid(r_buffer_aliasmodel_drawcall_indirect)) {
buffers.Create(r_buffer_aliasmodel_drawcall_indirect, buffertype_indirect, "aliasmodel-indirect-draw", sizeof(alias_draw_instructions[0].indirect_buffer) * aliasmodel_draw_max, NULL, bufferusage_once_per_frame);
}
if (!R_BufferReferenceIsValid(r_buffer_aliasmodel_model_data)) {
buffers.Create(r_buffer_aliasmodel_model_data, buffertype_storage, "alias-data", sizeof(aliasdata), NULL, bufferusage_once_per_frame);
}
return R_ProgramReady(r_program_aliasmodel);
}
void GLM_CreateAliasModelVAO(void)
{
R_GenVertexArray(vao_aliasmodel);
GLM_ConfigureVertexAttribPointer(vao_aliasmodel, r_buffer_aliasmodel_vertex_data, 0, 3, GL_FLOAT, GL_FALSE, sizeof(vbo_model_vert_t), VBO_FIELDOFFSET(vbo_model_vert_t, position), 0);
GLM_ConfigureVertexAttribPointer(vao_aliasmodel, r_buffer_aliasmodel_vertex_data, 1, 2, GL_FLOAT, GL_FALSE, sizeof(vbo_model_vert_t), VBO_FIELDOFFSET(vbo_model_vert_t, texture_coords), 0);
GLM_ConfigureVertexAttribPointer(vao_aliasmodel, r_buffer_aliasmodel_vertex_data, 2, 3, GL_FLOAT, GL_FALSE, sizeof(vbo_model_vert_t), VBO_FIELDOFFSET(vbo_model_vert_t, normal), 0);
GLM_ConfigureVertexAttribIPointer(vao_aliasmodel, r_buffer_instance_number, 3, 1, GL_UNSIGNED_INT, sizeof(GLuint), 0, 1);
GLM_ConfigureVertexAttribPointer(vao_aliasmodel, r_buffer_aliasmodel_vertex_data, 4, 3, GL_FLOAT, GL_FALSE, sizeof(vbo_model_vert_t), VBO_FIELDOFFSET(vbo_model_vert_t, direction), 0);
GLM_ConfigureVertexAttribIPointer(vao_aliasmodel, r_buffer_aliasmodel_vertex_data, 5, 1, GL_UNSIGNED_INT, sizeof(vbo_model_vert_t), VBO_FIELDOFFSET(vbo_model_vert_t, flags), 0);
R_BindVertexArray(vao_none);
}
static int AssignSampler(aliasmodel_draw_instructions_t* instr, texture_ref texture)
{
int i;
texture_ref* allocated_samplers;
if (!R_TextureReferenceIsValid(texture)) {
return 0;
}
if (instr->current_call >= sizeof(instr->bound_textures) / sizeof(instr->bound_textures[0])) {
return -1;
}
allocated_samplers = instr->bound_textures[instr->current_call];
for (i = 0; i < instr->num_textures[instr->current_call]; ++i) {
if (R_TextureReferenceEqual(texture, allocated_samplers[i])) {
return i;
}
}
if (instr->num_textures[instr->current_call] < material_samplers_max) {
allocated_samplers[instr->num_textures[instr->current_call]] = texture;
return instr->num_textures[instr->current_call]++;
}
return -1;
}
static qbool GLM_NextAliasModelDrawCall(aliasmodel_draw_instructions_t* instr, qbool bind_default_textures)
{
if (instr->num_calls >= sizeof(instr->num_textures) / sizeof(instr->num_textures[0])) {
return false;
}
instr->current_call = instr->num_calls;
instr->num_calls++;
instr->num_textures[instr->current_call] = 0;
if (bind_default_textures) {
if (R_ProgramCustomOptions(r_program_aliasmodel) & DRAW_CAUSTIC_TEXTURES) {
instr->bound_textures[instr->current_call][0] = underwatertexture;
instr->num_textures[instr->current_call]++;
}
}
return true;
}
static void GLM_QueueDrawCall(aliasmodel_draw_type_t type, int vbo_start, int vbo_count, int instance)
{
int pos;
aliasmodel_draw_instructions_t* instr = &alias_draw_instructions[type];
DrawArraysIndirectCommand_t* indirect;
if (!instr->num_calls) {
GLM_NextAliasModelDrawCall(instr, false);
}
if (instr->num_cmds[instr->current_call] >= sizeof(instr->indirect_buffer) / sizeof(instr->indirect_buffer[0])) {
return;
}
pos = instr->num_cmds[instr->current_call]++;
indirect = &instr->indirect_buffer[pos];
indirect->instanceCount = 1;
indirect->baseInstance = instance;
indirect->first = vbo_start;
indirect->count = vbo_count;
}
static void GLM_QueueAliasModelDrawImpl(
entity_t* ent, model_t* model, float* color, int vbo_start, int vbo_count, texture_ref texture,
int effects, float lerpFraction, int lerpFrameVertOffset, qbool outline, int render_effects
)
{
qbool shell = (effects & (EF_RED | EF_BLUE | EF_GREEN)) && R_TextureReferenceIsValid(shelltexture) && Ruleset_AllowPowerupShell(model);
uniform_block_aliasmodel_t* uniform;
aliasmodel_draw_type_t type = aliasmodel_draw_std;
aliasmodel_draw_type_t shelltype = aliasmodel_draw_shells;
aliasmodel_draw_instructions_t* instr;
int textureSampler = -1;
extern cvar_t gl_spec_xray;
int i;
// Compile here so we can work out how many samplers we have free to allocate per draw-call
if (!GLM_CompileAliasModelProgram()) {
return;
}
if (render_effects & RF_ADDITIVEBLEND) {
type = aliasmodel_draw_postscene_additive;
shell = false;
outline = false;
}
else if ((render_effects & RF_WEAPONMODEL) && color[3] < 1) {
type = aliasmodel_draw_postscene;
shelltype = aliasmodel_draw_postscene_shells;
outline = false;
}
else if (color[3] < 1) {
type = aliasmodel_draw_alpha;
outline = false;
}
instr = &alias_draw_instructions[type];
// Should never happen...
if (alias_draw_count >= sizeof(aliasdata.models) / sizeof(aliasdata.models[0])) {
return;
}
if (!instr->num_calls) {
GLM_NextAliasModelDrawCall(instr, true);
}
// Assign samplers - if we're over limit, need to flush and try again
textureSampler = AssignSampler(instr, texture);
if (textureSampler < 0) {
if (!GLM_NextAliasModelDrawCall(instr, true)) {
return;
}
textureSampler = AssignSampler(instr, texture);
}
// Store static data ready for upload
memset(&aliasdata.models[alias_draw_count], 0, sizeof(aliasdata.models[alias_draw_count]));
uniform = &aliasdata.models[alias_draw_count];
R_GetModelviewMatrix(uniform->modelViewMatrix);
uniform->amFlags =
(effects & EF_RED ? AMF_SHELLMODEL_RED : 0) |
(effects & EF_GREEN ? AMF_SHELLMODEL_GREEN : 0) |
(effects & EF_BLUE ? AMF_SHELLMODEL_BLUE : 0) |
(R_TextureReferenceIsValid(texture) ? AMF_TEXTURE_MATERIAL : 0) |
(render_effects & RF_CAUSTICS ? AMF_CAUSTICS : 0) |
(render_effects & RF_WEAPONMODEL ? AMF_WEAPONMODEL : 0) |
(ent->scoreboard != NULL ? ent->scoreboard->teammate ? AMF_TEAMMATE : 0 : 0) |
(ent->renderfx & RF_BEHINDWALL ? AMF_BEHINDWALL : 0) |
(ent->renderfx & RF_PLAYERMODEL ? AMF_PLAYERMODEL : 0) |
(ent->renderfx & RF_VWEPMODEL ? AMF_VWEPMODEL : 0);
uniform->yaw_angle_rad = ent->angles[YAW] * M_PI / 180.0;
uniform->shadelight = ent->shadelight;
uniform->ambientlight = ent->ambientlight;
uniform->lerpFraction = lerpFraction;
uniform->color[0] = color[0];
uniform->color[1] = color[1];
uniform->color[2] = color[2];
uniform->color[3] = color[3];
uniform->materialSamplerMapping = textureSampler;
uniform->minLumaMix = 1.0f - (ent->full_light ? bound(0, gl_fb_models.integer, 1) : 0);
uniform->outline_normal_scale = ent->outlineScale;
if(ent->scoreboard != NULL) {
int tc = 16 * (bound(0, ent->scoreboard->topcolor, 13)) + 8;
int bc = 16 * (bound(0, ent->scoreboard->bottomcolor, 13)) + 8;
byte top[] = { host_basepal[tc * 3], host_basepal[tc * 3 + 1], host_basepal[tc * 3 + 2] };
byte bot[] = { host_basepal[bc * 3], host_basepal[bc * 3 + 1], host_basepal[bc * 3 + 2] };
for(i = 0; i < 3; i++) uniform->plrtopcolor[i] = (float)top[i] / 256.0f;
for(i = 0; i < 3; i++) uniform->plrbotcolor[i] = (float)bot[i] / 256.0f;
}
// Add to queues
GLM_QueueDrawCall(type, vbo_start, vbo_count, alias_draw_count);
if (outline) {
GLM_QueueDrawCall(aliasmodel_draw_outlines, vbo_start, vbo_count, alias_draw_count);
}
if (shell) {
GLM_QueueDrawCall(shelltype, vbo_start, vbo_count, alias_draw_count);
}
if((render_effects & RF_PLAYERMODEL) && (render_effects & RF_BEHINDWALL) &&
(cls.demoplayback || cls.mvdplayback) && gl_spec_xray.value)
{
GLM_QueueDrawCall(aliasmodel_draw_outlines_spec, vbo_start, vbo_count, alias_draw_count);
}
alias_draw_count++;
}
// Called for .mdl & .md3
void GLM_DrawAliasModelFrame(
entity_t* ent, model_t* model, int poseVertIndex, int poseVertIndex2, int vertsPerPose,
texture_ref texture, qbool outline, int effects, int render_effects, float lerp_fraction
)
{
float color[4];
qbool invalidate_texture;
if (lerp_fraction == 1) {
poseVertIndex = poseVertIndex2;
lerp_fraction = 0;
}
// TODO: Vertex lighting etc
// TODO: Coloured lighting per-vertex?
R_AliasModelColor(ent, color, &invalidate_texture);
if (invalidate_texture) {
R_TextureReferenceInvalidate(texture);
}
if (r_refdef2.drawCaustics && R_PointIsUnderwater(ent->origin)) {
render_effects |= RF_CAUSTICS;
}
GLM_QueueAliasModelDrawImpl(
ent, model, color, poseVertIndex, vertsPerPose,
texture, effects, lerp_fraction, poseVertIndex2, outline, render_effects
);
}
// .mdl rendering
void GLM_DrawAliasFrame(
entity_t* ent, model_t* model, int pose1, int pose2,
texture_ref texture, texture_ref fb_texture,
qbool outline, int effects, int render_effects, float lerpfrac
)
{
aliashdr_t* paliashdr = (aliashdr_t*) Mod_Extradata(model);
int vertIndex = model->vbo_start + pose1 * paliashdr->vertsPerPose;
int nextVertIndex = model->vbo_start + pose2 * paliashdr->vertsPerPose;
GLM_DrawAliasModelFrame(
ent, model, vertIndex, nextVertIndex, paliashdr->vertsPerPose,
texture, outline, effects, render_effects, lerpfrac
);
}
void GLM_PrepareAliasModelBatches(void)
{
if (!GLM_CompileAliasModelProgram() || !alias_draw_count) {
return;
}
R_TraceEnterNamedRegion(__func__);
// Update VBO with data about each entity
buffers.Update(r_buffer_aliasmodel_model_data, sizeof(aliasdata.models[0]) * alias_draw_count, aliasdata.models);
buffers.BindRange(r_buffer_aliasmodel_model_data, EZQ_GL_BINDINGPOINT_ALIASMODEL_DRAWDATA, buffers.BufferOffset(r_buffer_aliasmodel_model_data), sizeof(aliasdata.models[0]) * alias_draw_count);
// Build & update list of indirect calls
{
int i, j;
int offset = 0;
for (i = 0; i < aliasmodel_draw_max; ++i) {
aliasmodel_draw_instructions_t* instr = &alias_draw_instructions[i];
int total_cmds = 0;
int size;
if (!instr->num_calls) {
continue;
}
instr->indirect_buffer_offset = offset;
for (j = 0; j < instr->num_calls; ++j) {
total_cmds += instr->num_cmds[j];
}
size = sizeof(instr->indirect_buffer[0]) * total_cmds;
buffers.UpdateSection(r_buffer_aliasmodel_drawcall_indirect, offset, size, instr->indirect_buffer);
offset += size;
}
}
R_TraceLeaveNamedRegion();
}
static void GLM_RenderPreparedEntities(aliasmodel_draw_type_t type)
{
aliasmodel_draw_instructions_t* instr = &alias_draw_instructions[type];
GLint mode = (type == aliasmodel_draw_shells || type == aliasmodel_draw_postscene_shells ? EZQ_ALIAS_MODE_SHELLS : EZQ_ALIAS_MODE_NORMAL);
unsigned int extra_offset = 0;
int i;
qbool translucent = (type != aliasmodel_draw_std && type != aliasmodel_draw_postscene_additive);
qbool additive = (type == aliasmodel_draw_postscene_additive);
qbool shells = (type == aliasmodel_draw_shells || type == aliasmodel_draw_postscene_shells);
if (!instr->num_calls || !GLM_CompileAliasModelProgram()) {
return;
}
buffers.Bind(r_buffer_aliasmodel_drawcall_indirect);
extra_offset = buffers.BufferOffset(r_buffer_aliasmodel_drawcall_indirect);
R_ProgramUse(r_program_aliasmodel);
R_SetAliasModelUniforms(mode);
// We have prepared the draw calls earlier in the frame so very trival logic here
if (r_refdef2.drawCaustics) {
renderer.TextureUnitBind(TEXTURE_UNIT_CAUSTICS, underwatertexture);
}
if (shells) {
renderer.TextureUnitBind(TEXTURE_UNIT_MATERIAL, shelltexture);
}
// Depth pre-pass to make viewmodel look good.
if (type == aliasmodel_draw_postscene) {
GLM_StateBeginAliasModelZPassBatch();
for (i = 0; i < instr->num_calls; ++i) {
GL_MultiDrawArraysIndirect(
GL_TRIANGLES,
(const void*)(uintptr_t)(instr->indirect_buffer_offset + extra_offset),
instr->num_cmds[i],
0
);
}
}
GLM_StateBeginAliasModelBatch(translucent, additive);
for (i = 0; i < instr->num_calls; ++i) {
if (!shells && instr->num_textures[i]) {
renderer.TextureUnitMultiBind(TEXTURE_UNIT_MATERIAL, instr->num_textures[i], instr->bound_textures[i]);
}
GL_MultiDrawArraysIndirect(
GL_TRIANGLES,
(const void*)(uintptr_t)(instr->indirect_buffer_offset + extra_offset),
instr->num_cmds[i],
0
);
}
if (type == aliasmodel_draw_std && alias_draw_instructions[aliasmodel_draw_outlines_spec].num_calls) {
instr = &alias_draw_instructions[aliasmodel_draw_outlines_spec];
R_TraceEnterNamedRegion("GLM_DrawOutlineBatch");
R_SetAliasModelUniforms(EZQ_ALIAS_MODE_OUTLINES_SPEC);
R_ApplyRenderingState(r_state_aliasmodel_outline_spec);
for (i = 0; i < instr->num_calls; ++i) {
GL_MultiDrawArraysIndirect(
GL_TRIANGLES,
(const void*)(uintptr_t)(instr->indirect_buffer_offset + extra_offset),
instr->num_cmds[i],
0
);
}
R_TraceLeaveNamedRegion();
}
if (type == aliasmodel_draw_std && alias_draw_instructions[aliasmodel_draw_outlines].num_calls) {
instr = &alias_draw_instructions[aliasmodel_draw_outlines];
R_TraceEnterNamedRegion("GLM_DrawOutlineBatch");
R_SetAliasModelUniforms(EZQ_ALIAS_MODE_OUTLINES);
GLM_StateBeginAliasOutlineBatch();
for (i = 0; i < instr->num_calls; ++i) {
GL_MultiDrawArraysIndirect(
GL_TRIANGLES,
(const void*)(uintptr_t)(instr->indirect_buffer_offset + extra_offset),
instr->num_cmds[i],
0
);
}
R_TraceLeaveNamedRegion();
}
}
void GLM_DrawAliasModelBatches(void)
{
GLM_RenderPreparedEntities(aliasmodel_draw_std);
GLM_RenderPreparedEntities(aliasmodel_draw_alpha);
GLM_RenderPreparedEntities(aliasmodel_draw_shells);
}
void GLM_DrawAliasModelPostSceneBatches(void)
{
GLM_RenderPreparedEntities(aliasmodel_draw_postscene);
GLM_RenderPreparedEntities(aliasmodel_draw_postscene_additive);
GLM_RenderPreparedEntities(aliasmodel_draw_postscene_shells);
}
void GLM_InitialiseAliasModelBatches(void)
{
alias_draw_count = 0;
memset(alias_draw_instructions, 0, sizeof(alias_draw_instructions));
}
void GLM_AliasModelShadow(entity_t* ent)
{
// MEAG: TODO
// aliashdr_t* paliashdr = (aliashdr_t *)Mod_Extradata(ent->model); // locate the proper data
}
#endif // RENDERER_OPTION_MODERN_OPENGL