ref: rename glpoly_t to glpoly2_t to make the changes more obvious and easier to notice
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7 changed files with 26 additions and 26 deletions
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@ -132,10 +132,10 @@ typedef struct
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// before: malloc( sizeof( glpoly_t ) + ( numverts - 4 ) * VERTEXSIZE * sizeof( float ))
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// before: malloc( sizeof( glpoly_t ) + ( numverts - 4 ) * VERTEXSIZE * sizeof( float ))
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// after (C): malloc( sizeof( glpoly_t ) + numverts * VERTEXSIZE * sizeof( float ))
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// after (C): malloc( sizeof( glpoly_t ) + numverts * VERTEXSIZE * sizeof( float ))
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// after (C++): malloc( sizeof( glpoly_t ) + ( numverts - 1 ) * VERTEXSIZE * sizeof( float ))
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// after (C++): malloc( sizeof( glpoly_t ) + ( numverts - 1 ) * VERTEXSIZE * sizeof( float ))
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typedef struct glpoly_s
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typedef struct glpoly2_s
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{
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{
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struct glpoly_s *next;
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struct glpoly2_s *next;
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struct glpoly_s *chain;
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struct glpoly2_s *chain;
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int numverts;
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int numverts;
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int flags; // for SURF_UNDERWATER
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int flags; // for SURF_UNDERWATER
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#ifdef __cplusplus
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#ifdef __cplusplus
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@ -143,7 +143,7 @@ typedef struct glpoly_s
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#else
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#else
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float verts[][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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float verts[][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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#endif
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#endif
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} glpoly_t;
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} glpoly2_t;
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typedef struct mnode_s
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typedef struct mnode_s
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{
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{
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@ -182,7 +182,7 @@ struct decal_s
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short entityIndex; // Entity this is attached to
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short entityIndex; // Entity this is attached to
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// Xash3D specific
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// Xash3D specific
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vec3_t position; // location of the decal center in world space.
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vec3_t position; // location of the decal center in world space.
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glpoly_t *polys; // precomputed decal vertices
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glpoly2_t *polys; // precomputed decal vertices
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intptr_t reserved[4]; // just for future expansions or mod-makers
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intptr_t reserved[4]; // just for future expansions or mod-makers
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};
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};
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@ -255,7 +255,7 @@ struct msurface_s
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int light_s, light_t; // gl lightmap coordinates
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int light_s, light_t; // gl lightmap coordinates
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glpoly_t *polys; // multiple if warped
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glpoly2_t *polys; // multiple if warped
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struct msurface_s *texturechain;
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struct msurface_s *texturechain;
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mtexinfo_t *texinfo;
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mtexinfo_t *texinfo;
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@ -492,10 +492,10 @@ R_DecalCreatePoly
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creates mesh for decal on first rendering
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creates mesh for decal on first rendering
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====================
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====================
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*/
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*/
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static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf )
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static glpoly2_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf )
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{
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{
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int lnumverts;
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int lnumverts;
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glpoly_t *poly;
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glpoly2_t *poly;
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float *v;
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float *v;
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int i;
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int i;
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@ -507,7 +507,7 @@ static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msu
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// allocate glpoly
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// allocate glpoly
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// REFTODO: com_studiocache pool!
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// REFTODO: com_studiocache pool!
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poly = Mem_Calloc( r_temppool, sizeof( glpoly_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly = Mem_Calloc( r_temppool, sizeof( glpoly2_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly->next = pdecal->polys;
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poly->next = pdecal->polys;
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poly->flags = surf->flags;
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poly->flags = surf->flags;
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pdecal->polys = poly;
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pdecal->polys = poly;
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@ -829,7 +829,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
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// triangles the same way.
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// triangles the same way.
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float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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float *R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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{
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{
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glpoly_t *p = pDecal->polys;
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glpoly2_t *p = pDecal->polys;
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int i, count;
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int i, count;
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float *v, *v2;
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float *v, *v2;
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@ -433,7 +433,7 @@ void R_DrawWaterSurfaces( void );
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void R_DrawBrushModel( cl_entity_t *e );
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void R_DrawBrushModel( cl_entity_t *e );
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void GL_SubdivideSurface( model_t *mod, msurface_t *fa );
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void GL_SubdivideSurface( model_t *mod, msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
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void DrawGLPoly( glpoly2_t *p, float xScale, float yScale );
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texture_t *R_TextureAnimation( msurface_t *s );
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texture_t *R_TextureAnimation( msurface_t *s );
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void GL_SetupFogColorForSurfaces( void );
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void GL_SetupFogColorForSurfaces( void );
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void R_DrawAlphaTextureChains( void );
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void R_DrawAlphaTextureChains( void );
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@ -132,7 +132,7 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
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int i, j, k, f, b;
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int i, j, k, f, b;
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float sample_size;
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float sample_size;
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vec3_t mins, maxs;
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vec3_t mins, maxs;
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glpoly_t *poly;
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glpoly2_t *poly;
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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if( numverts > ( SUBDIVIDE_SIZE - 4 ))
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gEngfuncs.Host_Error( "%s: too many vertexes on face ( %i )\n", __func__, numverts );
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gEngfuncs.Host_Error( "%s: too many vertexes on face ( %i )\n", __func__, numverts );
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@ -196,7 +196,7 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
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ClearBits( warpface->flags, SURF_DRAWTURB_QUADS );
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ClearBits( warpface->flags, SURF_DRAWTURB_QUADS );
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// add a point in the center to help keep warp valid
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// add a point in the center to help keep warp valid
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poly = Mem_Calloc( loadmodel->mempool, sizeof( glpoly_t ) + numverts * VERTEXSIZE * sizeof( float ));
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poly = Mem_Calloc( loadmodel->mempool, sizeof( glpoly2_t ) + numverts * VERTEXSIZE * sizeof( float ));
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poly->next = warpface->polys;
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poly->next = warpface->polys;
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poly->flags = warpface->flags;
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poly->flags = warpface->flags;
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warpface->polys = poly;
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warpface->polys = poly;
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@ -302,7 +302,7 @@ void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa )
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float sample_size;
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float sample_size;
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texture_t *tex;
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texture_t *tex;
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gl_texture_t *glt;
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gl_texture_t *glt;
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glpoly_t *poly;
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glpoly2_t *poly;
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if( !mod || !fa->texinfo || !fa->texinfo->texture )
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if( !mod || !fa->texinfo || !fa->texinfo->texture )
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return; // bad polygon ?
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return; // bad polygon ?
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@ -328,7 +328,7 @@ void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa )
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fa->polys = NULL;
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fa->polys = NULL;
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// quake simple models (healthkits etc) need to be reconstructed their polys because LM coords has changed after the map change
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// quake simple models (healthkits etc) need to be reconstructed their polys because LM coords has changed after the map change
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poly = Mem_Realloc( mod->mempool, poly, sizeof( glpoly_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly = Mem_Realloc( mod->mempool, poly, sizeof( glpoly2_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly->next = fa->polys;
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poly->next = fa->polys;
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poly->flags = fa->flags;
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poly->flags = fa->flags;
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fa->polys = poly;
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fa->polys = poly;
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@ -773,7 +773,7 @@ static void R_BuildLightMap( msurface_t *surf, byte *dest, int stride, qboolean
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DrawGLPoly
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DrawGLPoly
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================
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================
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*/
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*/
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void DrawGLPoly( glpoly_t *p, float xScale, float yScale )
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void DrawGLPoly( glpoly2_t *p, float xScale, float yScale )
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{
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{
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float *v;
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float *v;
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float sOffset, sy;
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float sOffset, sy;
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@ -851,7 +851,7 @@ DrawGLPolyChain
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Render lightmaps
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Render lightmaps
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================
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================
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*/
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*/
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static void DrawGLPolyChain( glpoly_t *p, float soffset, float toffset )
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static void DrawGLPolyChain( glpoly2_t *p, float soffset, float toffset )
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{
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{
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qboolean dynamic = true;
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qboolean dynamic = true;
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@ -3527,7 +3527,7 @@ static void R_DrawTriangleOutlines( void )
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{
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{
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int i, j;
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int i, j;
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msurface_t *surf;
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msurface_t *surf;
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glpoly_t *p;
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glpoly2_t *p;
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float *v;
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float *v;
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if( !gl_wireframe.value )
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if( !gl_wireframe.value )
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@ -283,13 +283,13 @@ R_AddSkyBoxSurface
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void R_AddSkyBoxSurface( msurface_t *fa )
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void R_AddSkyBoxSurface( msurface_t *fa )
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{
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{
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vec3_t verts[MAX_CLIP_VERTS];
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vec3_t verts[MAX_CLIP_VERTS];
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glpoly_t *p;
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glpoly2_t *p;
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float *v;
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float *v;
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int i;
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int i;
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if( FBitSet( tr.world->flags, FWORLD_SKYSPHERE ) && fa->polys && !FBitSet( tr.world->flags, FWORLD_CUSTOM_SKYBOX ))
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if( FBitSet( tr.world->flags, FWORLD_SKYSPHERE ) && fa->polys && !FBitSet( tr.world->flags, FWORLD_CUSTOM_SKYBOX ))
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{
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{
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glpoly_t *p = fa->polys;
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glpoly2_t *p = fa->polys;
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// draw the sky poly
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// draw the sky poly
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pglBegin( GL_POLYGON );
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pglBegin( GL_POLYGON );
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@ -569,7 +569,7 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
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{
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{
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float *v, nv, waveHeight;
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float *v, nv, waveHeight;
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float s, t, os, ot;
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float s, t, os, ot;
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glpoly_t *p;
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glpoly2_t *p;
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int i;
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int i;
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS ) && glConfig.context == CONTEXT_TYPE_GL;
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS ) && glConfig.context == CONTEXT_TYPE_GL;
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@ -511,10 +511,10 @@ R_DecalCreatePoly
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creates mesh for decal on first rendering
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creates mesh for decal on first rendering
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====================
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====================
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*/
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*/
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static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf )
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static glpoly2_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msurface_t *surf )
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{
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{
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int lnumverts;
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int lnumverts;
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glpoly_t *poly;
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glpoly2_t *poly;
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float *v;
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float *v;
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int i;
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int i;
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@ -527,7 +527,7 @@ static glpoly_t *R_DecalCreatePoly( decalinfo_t *decalinfo, decal_t *pdecal, msu
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// allocate glpoly
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// allocate glpoly
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// REFTODO: com_studiocache pool!
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// REFTODO: com_studiocache pool!
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poly = Mem_Calloc( r_temppool, sizeof( glpoly_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly = Mem_Calloc( r_temppool, sizeof( glpoly2_t ) + lnumverts * VERTEXSIZE * sizeof( float ));
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poly->next = pdecal->polys;
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poly->next = pdecal->polys;
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poly->flags = surf->flags;
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poly->flags = surf->flags;
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pdecal->polys = poly;
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pdecal->polys = poly;
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@ -853,7 +853,7 @@ void GAME_EXPORT R_DecalShoot( int textureIndex, int entityIndex, int modelIndex
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// triangles the same way.
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// triangles the same way.
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float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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float * GAME_EXPORT R_DecalSetupVerts( decal_t *pDecal, msurface_t *surf, int texture, int *outCount )
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{
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{
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glpoly_t *p = pDecal->polys;
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glpoly2_t *p = pDecal->polys;
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int i, count;
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int i, count;
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float *v, *v2;
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float *v, *v2;
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@ -500,7 +500,7 @@ void R_DrawWaterSurfaces( void );
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void R_DrawBrushModel( cl_entity_t *e );
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void R_DrawBrushModel( cl_entity_t *e );
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void GL_SubdivideSurface( msurface_t *fa );
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void GL_SubdivideSurface( msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void GL_BuildPolygonFromSurface( model_t *mod, msurface_t *fa );
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void DrawGLPoly( glpoly_t *p, float xScale, float yScale );
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void DrawGLPoly( glpoly2_t *p, float xScale, float yScale );
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texture_t *R_TextureAnimation( msurface_t *s );
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texture_t *R_TextureAnimation( msurface_t *s );
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void GL_SetupFogColorForSurfaces( void );
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void GL_SetupFogColorForSurfaces( void );
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void R_DrawAlphaTextureChains( void );
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void R_DrawAlphaTextureChains( void );
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