Comments & formatting

This commit is contained in:
Eric Wasylishen 2014-10-23 14:16:22 -06:00
parent 0234ffe6ff
commit 376a437df8
6 changed files with 86 additions and 58 deletions

View file

@ -1,5 +1,7 @@
#!/bin/sh
# cgc from https://developer.nvidia.com/cg-toolkit
rm -f r_alias_vertexshader.h
rm -f r_alias_vertexshader.vp

View file

@ -347,7 +347,7 @@ void GL_MakeAliasModelDisplayLists (qmodel_t *m, aliashdr_t *hdr)
for (i=0 ; i<paliashdr->numposes ; i++)
for (j=0 ; j<numorder ; j++)
*verts++ = poseverts[i][vertexorder[j]];
// ericw
GL_MakeAliasModelDisplayLists_VBO ();
}
@ -359,6 +359,9 @@ unsigned int r_meshvertexbuffer = 0;
================
GL_MakeAliasModelDisplayLists_VBO
Saves data needed to build the VBO for this model on the hunk. Afterwards this
is copied to Mod_Extradata.
Original code by MH from RMQEngine
================
*/
@ -372,14 +375,14 @@ void GL_MakeAliasModelDisplayLists_VBO (void)
if (!GLAlias_SupportsShaders())
return;
// first, copy the verts onto the hunk
verts = (trivertx_t *) Hunk_Alloc (paliashdr->numposes * paliashdr->numverts * sizeof(trivertx_t));
paliashdr->vertexes = (byte *)verts - (byte *)paliashdr;
for (i=0 ; i<paliashdr->numposes ; i++)
for (j=0 ; j<paliashdr->numverts ; j++)
verts[i*paliashdr->numverts + j] = poseverts[i][j];
// there can never be more than this number of verts and we just put them all on the hunk
maxverts_vbo = pheader->numtris * 3;
desc = (aliasmesh_t *) Hunk_Alloc (sizeof (aliasmesh_t) * maxverts_vbo);
@ -445,6 +448,9 @@ GLuint r_meshindexesvbo = 0;
================
GLMesh_LoadVertexBuffers
Loop over all precached alias models, and upload them into one big VBO plus
an GL_ELEMENT_ARRAY_BUFFER for the vertex indices.
Original code by MH from RMQEngine
================
*/
@ -454,10 +460,10 @@ void GLMesh_LoadVertexBuffers (void)
qmodel_t *m;
int totalindexes = 0;
int totalvbosize = 0;
if (!GLAlias_SupportsShaders())
return;
// pass 1 - count the sizes we need
for (j = 1; j < MAX_MODELS; j++)
{
@ -503,7 +509,7 @@ void GLMesh_LoadVertexBuffers (void)
aliasmesh_t *desc;
meshst_t *st;
float hscale, vscale;
if (!(m = cl.model_precache[j])) break;
if (m->type != mod_alias) continue;
@ -529,7 +535,7 @@ void GLMesh_LoadVertexBuffers (void)
for (v = 0; v < hdr->numverts_vbo; v++)
{
trivertx_t trivert = tv[desc[v].vertindex];
xyz[v].xyz[0] = trivert.v[0];
xyz[v].xyz[1] = trivert.v[1];
xyz[v].xyz[2] = trivert.v[2];

View file

@ -325,29 +325,35 @@ void D_FlushCaches (void)
static GLuint gl_arb_programs[16];
static int gl_num_arb_programs = 0;
// from RMQEngine
/*
====================
GL_CreateProgram
Compiles an ARB vertex program. from RMQEngine
====================
*/
GLuint GL_CreateProgram (const GLchar *source)
{
GLuint progid;
GLint errPos;
const GLubyte *errString;
GLenum errGLErr;
GL_GenProgramsARBFunc (1, &progid);
GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, progid);
errGLErr = glGetError ();
GL_ProgramStringARBFunc (GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen (source), source);
errGLErr = glGetError ();
// Find the error position
glGetIntegerv (GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
errString = glGetString (GL_PROGRAM_ERROR_STRING_ARB);
if (errGLErr != GL_NO_ERROR) Con_Printf ("Generic OpenGL Error\n");
if (errPos != -1) Con_Printf ("Program error at position: %d\n", errPos);
if (errString && errString[0]) Con_Printf ("Program error: %s\n", errString);
if (errGLErr != GL_NO_ERROR) Con_Warning ("GL_CreateProgram: Generic OpenGL Error\n");
if (errPos != -1) Con_Warning ("GL_CreateProgram: Program error at position: %d\n", errPos);
if (errString && errString[0]) Con_Warning ("GL_CreateProgram: Program error: %s\n", errString);
if ((errPos != -1) || (errString && errString[0]) || (errGLErr != GL_NO_ERROR))
{
Con_Printf ("Program:\n%s\n", source);
@ -362,12 +368,19 @@ GLuint GL_CreateProgram (const GLchar *source)
gl_arb_programs[gl_num_arb_programs] = progid;
gl_num_arb_programs++;
GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, 0);
return progid;
}
}
/*
====================
R_DeleteShaders
Deletes any ARB programs that have been created.
====================
*/
void R_DeleteShaders (void)
{
GL_DeleteProgramsARBFunc (sizeof(gl_arb_programs)/sizeof(GLuint), gl_arb_programs);

View file

@ -1018,7 +1018,7 @@ static void GL_CheckExtensions (void)
{
Con_Warning ("texture_non_power_of_two not supported\n");
}
// GL_ARB_vertex_program
//
if (COM_CheckParm("-novertexprogram"))
@ -1026,7 +1026,7 @@ static void GL_CheckExtensions (void)
else
{
qboolean ok = true;
if (!(GL_BindProgramARBFunc = (PFNGLBINDPROGRAMARBPROC) SDL_GL_GetProcAddress ("glBindProgramARB"))) ok = false;
if (!(GL_DeleteProgramsARBFunc = (PFNGLDELETEPROGRAMSARBPROC) SDL_GL_GetProcAddress ("glDeleteProgramsARB"))) ok = false;
if (!(GL_GenProgramsARBFunc = (PFNGLGENPROGRAMSARBPROC) SDL_GL_GetProcAddress ("glGenProgramsARB"))) ok = false;
@ -1049,7 +1049,7 @@ static void GL_CheckExtensions (void)
if (!(GL_VertexAttribPointerARBFunc = (PFNGLVERTEXATTRIBPOINTERARBPROC) SDL_GL_GetProcAddress ("glVertexAttribPointerARB"))) ok = false;
if (!(GL_EnableVertexAttribArrayARBFunc = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress ("glEnableVertexAttribArrayARB"))) ok = false;
if (!(GL_DisableVertexAttribArrayARBFunc = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) SDL_GL_GetProcAddress ("glDisableVertexAttribArrayARB"))) ok = false;
if (ok)
{
Con_Printf("FOUND: GL_ARB_vertex_program\n");
@ -1063,8 +1063,8 @@ static void GL_CheckExtensions (void)
}
/*
===============
GL_SetupState -- johnfitz
===============
GL_SetupState -- johnfitz
does all the stuff from GL_Init that needs to be done every time a new GL render context is created
===============
@ -1121,7 +1121,7 @@ static void GL_Init (void)
Cbuf_AddText ("gl_clear 1");
}
//johnfitz
R_DeleteShaders ();
GLAlias_CreateShaders ();
}

View file

@ -67,7 +67,7 @@ typedef struct {
} lerpdata_t;
//johnfitz
static GLuint shader;
static GLuint r_alias_vertex_program;
extern GLuint r_meshvbo;
extern GLuint r_meshindexesvbo;
@ -88,9 +88,16 @@ void *GLARB_GetNormalOffset (aliashdr_t *hdr, int pose)
qboolean GLAlias_SupportsShaders (void)
{
return gl_arb_vp_able && gl_vbo_able && gl_max_texture_units >= 3;
return gl_arb_vp_able && gl_vbo_able && gl_max_texture_units >= 3;
}
/*
=============
GLAlias_CreateShaders -- ericw
Creates the alias model vertex shader
=============
*/
void GLAlias_CreateShaders (void)
{
const GLchar *source =
@ -99,8 +106,8 @@ void GLAlias_CreateShaders (void)
if (!GLAlias_SupportsShaders())
return;
shader = GL_CreateProgram(source);
r_alias_vertex_program = GL_CreateProgram(source);
}
/*
@ -114,6 +121,17 @@ void GL_DrawAliasFrame_ARB (aliashdr_t *paliashdr, lerpdata_t lerpdata)
{
float blend;
// program local indices - copied from vpalias.h
const GLuint blendLoc = 9;
const GLuint shadevectorLoc = 10;
const GLuint lightColorLoc = 11;
// vertex attribute indices - copied from vpalias.h
const GLint pose1VertexAttrIndex = 0;
const GLint pose1NormalAttrIndex = 1;
const GLint pose2VertexAttrIndex = 2;
const GLint pose2NormalAttrIndex = 3;
if (lerpdata.pose1 != lerpdata.pose2)
{
blend = lerpdata.blend;
@ -122,62 +140,45 @@ void GL_DrawAliasFrame_ARB (aliashdr_t *paliashdr, lerpdata_t lerpdata)
{
blend = 0;
}
// N.B.: Copied from vpalias.h
// program local indices
const GLuint blendLoc = 9;
const GLuint shadevectorLoc = 10;
const GLuint lightColorLoc = 11;
// vertex attribute indices
const GLint pose1VertexAttrIndex = 0;
const GLint pose1NormalAttrIndex = 1;
const GLint pose2VertexAttrIndex = 2;
const GLint pose2NormalAttrIndex = 3;
GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, shader);
GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, r_alias_vertex_program);
glEnable ( GL_VERTEX_PROGRAM_ARB );
// ericw -- bind it and stuff
GL_BindBufferFunc (GL_ARRAY_BUFFER, r_meshvbo);
GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, r_meshindexesvbo);
GL_VertexAttribPointerARBFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose1));
GL_EnableVertexAttribArrayARBFunc (pose1VertexAttrIndex);
GL_VertexAttribPointerARBFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose2));
GL_EnableVertexAttribArrayARBFunc (pose2VertexAttrIndex);
GL_ClientActiveTextureFunc (GL_TEXTURE0_ARB);
glTexCoordPointer (2, GL_FLOAT, 0, (void *)(intptr_t)currententity->model->vbostofs);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
GL_ClientActiveTextureFunc (GL_TEXTURE1_ARB);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
GL_ClientActiveTextureFunc (GL_TEXTURE2_ARB);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
// GL_TRUE to normalize the signed bytes to [-1 .. 1]
GL_VertexAttribPointerARBFunc (pose1NormalAttrIndex, 3, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose1));
GL_EnableVertexAttribArrayARBFunc (pose1NormalAttrIndex);
GL_VertexAttribPointerARBFunc (pose2NormalAttrIndex, 3, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2));
GL_EnableVertexAttribArrayARBFunc (pose2NormalAttrIndex);
// set uniforms
// set uniforms
GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, blendLoc, blend, /* unused */ 0, 0, 0);
GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, shadevectorLoc, shadevector[0], shadevector[1], shadevector[2], /* unused */ 0);
GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha);
// draw
// draw
glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, (void *)(intptr_t)currententity->model->vboindexofs);
// clean up
// clean up
GL_DisableVertexAttribArrayARBFunc (pose1VertexAttrIndex);
GL_DisableVertexAttribArrayARBFunc (pose2VertexAttrIndex);
@ -213,8 +214,9 @@ void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata)
float blend, iblend;
qboolean lerping;
// call fast path if possible
if (GLAlias_SupportsShaders() && !r_drawflat_cheatsafe && shading)
// call fast path if possible. if the shader compliation failed for some reason,
// r_alias_vertex_program will be 0.
if (GLAlias_SupportsShaders() && (r_alias_vertex_program != 0) && !r_drawflat_cheatsafe && shading)
{
GL_DrawAliasFrame_ARB (paliashdr, lerpdata);
return;
@ -517,14 +519,16 @@ void R_SetupAliasLighting (entity_t *e)
quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1);
//ericw -- shadevector is passed to the shader to compute shadedots inside the
//shader, see r_alias_vertexshader.glsl
radiansangle = (quantizedangle / 16.0) * 2.0 * 3.14159;
shadevector[0] = cos(-radiansangle);
shadevector[1] = sin(-radiansangle);
shadevector[2] = 1;
VectorNormalize(shadevector);
//ericw --
shadedots = r_avertexnormal_dots[quantizedangle];
VectorScale (lightcolor, 1.0f / 200.0f, lightcolor);
}

View file

@ -1,5 +1,8 @@
#version 110
// Note: were not loading this directly but first compiling it to ARB_vertex_program
// using compile_vertexshader.sh
uniform float Blend;
uniform vec3 ShadeVector;
uniform vec4 LightColor;