ioq3/code/renderergl2/tr_vbo.c

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/*
===========================================================================
Copyright (C) 2007-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL source code 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.
XreaL source code 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_vbo.c
#include "tr_local.h"
void R_VaoPackTangent(int16_t *out, vec4_t v)
{
out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
out[3] = v[3] * 32767.0f + (v[3] > 0.0f ? 0.5f : -0.5f);
}
void R_VaoPackNormal(int16_t *out, vec3_t v)
{
out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
out[3] = 0;
}
int R_VaoPackTexCoord(byte *out, vec2_t st)
{
if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT)
{
uint16_t *num = (uint16_t *)out;
*num++ = FloatToHalf(st[0]);
*num++ = FloatToHalf(st[1]);
return sizeof(*num) * 2;
}
else
{
float *num = (float *)out;
*num++ = st[0];
*num++ = st[1];
return sizeof(*num) * 2;
}
}
int R_VaoPackColors(byte *out, vec4_t color)
{
if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT)
{
uint16_t *num = (uint16_t *)out;
*num++ = FloatToHalf(color[0]);
*num++ = FloatToHalf(color[1]);
*num++ = FloatToHalf(color[2]);
*num++ = FloatToHalf(color[3]);
return sizeof(*num) * 4;
}
else
{
float *num = (float *)out;
*num++ = color[0];
*num++ = color[1];
*num++ = color[2];
*num++ = color[3];
return sizeof(*num) * 4;
}
}
void R_VaoUnpackTangent(vec4_t v, int16_t *pack)
{
v[0] = pack[0] / 32767.0f;
v[1] = pack[1] / 32767.0f;
v[2] = pack[2] / 32767.0f;
v[3] = pack[3] / 32767.0f;
}
void R_VaoUnpackNormal(vec3_t v, int16_t *pack)
{
v[0] = pack[0] / 32767.0f;
v[1] = pack[1] / 32767.0f;
v[2] = pack[2] / 32767.0f;
}
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void Vao_SetVertexPointers(vao_t *vao)
{
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int attribIndex;
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// set vertex pointers
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
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{
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uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &vao->attribs[attribIndex];
if (vAtb->enabled)
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{
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qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
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if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
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qglEnableVertexAttribArray(attribIndex);
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if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled |= attribBit;
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}
else
{
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// don't disable vertex attribs when using vertex array objects
// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
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qglDisableVertexAttribArray(attribIndex);
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if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled &= ~attribBit;
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}
}
}
/*
============
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R_CreateVao
============
*/
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vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage)
{
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vao_t *vao;
int glUsage;
switch (usage)
{
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case VAO_USAGE_STATIC:
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glUsage = GL_STATIC_DRAW;
break;
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case VAO_USAGE_DYNAMIC:
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glUsage = GL_DYNAMIC_DRAW;
break;
default:
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Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage);
return NULL;
}
if(strlen(name) >= MAX_QPATH)
{
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ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name);
}
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if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit");
}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vao->name, name, sizeof(vao->name));
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if (glRefConfig.vertexArrayObject)
{
qglGenVertexArrays(1, &vao->vao);
qglBindVertexArray(vao->vao);
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}
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vao->vertexesSize = vertexesSize;
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qglGenBuffers(1, &vao->vertexesVBO);
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBufferData(GL_ARRAY_BUFFER, vertexesSize, vertexes, glUsage);
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vao->indexesSize = indexesSize;
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qglGenBuffers(1, &vao->indexesIBO);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, indexesSize, indexes, glUsage);
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glState.currentVao = vao;
GL_CheckErrors();
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return vao;
}
/*
============
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R_CreateVao2
============
*/
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vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
{
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vao_t *vao;
int i;
byte *data;
int dataSize;
int dataOfs;
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int glUsage = GL_STATIC_DRAW;
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if(!numVertexes || !numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
{
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ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
}
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if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
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memset(vao, 0, sizeof(*vao));
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Q_strncpyz(vao->name, name, sizeof(vao->name));
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// since these vertex attributes are never altered, interleave them
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vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vao->attribs[ATTR_INDEX_POSITION ].count = 3;
vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
vao->attribs[ATTR_INDEX_COLOR ].count = 4;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT;
vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
vao->attribs[ATTR_INDEX_TEXCOORD ].type = glRefConfig.packedTexcoordDataType;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = glRefConfig.packedTexcoordDataType;
vao->attribs[ATTR_INDEX_COLOR ].type = glRefConfig.packedColorDataType;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
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vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(verts[0].normal);
vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(verts[0].tangent);
vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += glRefConfig.packedColorDataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(verts[0].lightdir);
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vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArrays(1, &vao->vao);
qglBindVertexArray(vao->vao);
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}
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// create VBO
dataSize *= numVertexes;
data = ri.Hunk_AllocateTempMemory(dataSize);
dataOfs = 0;
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for (i = 0; i < numVertexes; i++)
{
// xyz
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memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
dataOfs += sizeof(verts[i].xyz);
// normal
memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
dataOfs += sizeof(verts[i].normal);
// tangent
memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
dataOfs += sizeof(verts[i].tangent);
// texcoords
dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st);
// lightmap texcoords
dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].lightmap);
// colors
dataOfs += R_VaoPackColors(data + dataOfs, verts[i].vertexColors);
// light directions
memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir));
dataOfs += sizeof(verts[i].lightdir);
}
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vao->vertexesSize = dataSize;
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qglGenBuffers(1, &vao->vertexesVBO);
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBufferData(GL_ARRAY_BUFFER, vao->vertexesSize, data, glUsage);
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// create IBO
vao->indexesSize = numIndexes * sizeof(glIndex_t);
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qglGenBuffers(1, &vao->indexesIBO);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vao->indexesSize, indexes, glUsage);
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Vao_SetVertexPointers(vao);
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glState.currentVao = vao;
GL_CheckErrors();
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ri.Hunk_FreeTempMemory(data);
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return vao;
}
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/*
============
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R_BindVao
============
*/
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void R_BindVao(vao_t * vao)
{
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if(!vao)
{
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//R_BindNullVao();
ri.Error(ERR_DROP, "R_BindVao: NULL vao");
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
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GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name));
}
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if(glState.currentVao != vao)
{
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glState.currentVao = vao;
glState.vertexAttribsInterpolation = 0;
glState.vertexAnimation = qfalse;
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backEnd.pc.c_vaoBinds++;
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if (glRefConfig.vertexArrayObject)
{
qglBindVertexArray(vao->vao);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1)
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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// tess VAO always has buffers bound
if (vao == tess.vao)
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
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}
else
{
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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// tess VAO doesn't have vertex pointers set until data is uploaded
if (vao != tess.vao)
Vao_SetVertexPointers(vao);
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}
}
}
/*
============
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R_BindNullVao
============
*/
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void R_BindNullVao(void)
{
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GLimp_LogComment("--- R_BindNullVao ---\n");
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if(glState.currentVao)
{
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if (glRefConfig.vertexArrayObject)
{
qglBindVertexArray(0);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
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if (1) qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
else
{
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qglBindBuffer(GL_ARRAY_BUFFER, 0);
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
glState.currentVao = NULL;
}
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GL_CheckErrors();
}
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/*
============
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R_InitVaos
============
*/
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void R_InitVaos(void)
{
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int vertexesSize, indexesSize;
int offset;
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ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n");
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tr.numVaos = 0;
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vertexesSize = sizeof(tess.xyz[0]);
vertexesSize += sizeof(tess.normal[0]);
vertexesSize += sizeof(tess.tangent[0]);
vertexesSize += sizeof(tess.vertexColors[0]);
vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
vertexesSize += sizeof(tess.lightdir[0]);
vertexesSize *= SHADER_MAX_VERTEXES;
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indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC);
offset = 0;
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tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3;
tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT;
tess.vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
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tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
// these next two are actually interleaved
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset + sizeof(tess.texCoords[0][0]);
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offset += sizeof(tess.texCoords[0][0]) * 2 * SHADER_MAX_VERTEXES;
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tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
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tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.vertexColors[0]);
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]);
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tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz;
tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords;
tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal;
tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent;
tess.attribPointers[ATTR_INDEX_COLOR] = tess.vertexColors;
tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
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Vao_SetVertexPointers(tess.vao);
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R_BindNullVao();
GL_CheckErrors();
}
/*
============
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R_ShutdownVaos
============
*/
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void R_ShutdownVaos(void)
{
int i;
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vao_t *vao;
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ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n");
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R_BindNullVao();
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
if(vao->vao)
qglDeleteVertexArrays(1, &vao->vao);
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if(vao->vertexesVBO)
{
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qglDeleteBuffers(1, &vao->vertexesVBO);
}
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if(vao->indexesIBO)
{
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qglDeleteBuffers(1, &vao->indexesIBO);
}
}
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tr.numVaos = 0;
}
/*
============
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R_VaoList_f
============
*/
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void R_VaoList_f(void)
{
int i;
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vao_t *vao;
int vertexesSize = 0;
int indexesSize = 0;
ri.Printf(PRINT_ALL, " size name\n");
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
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ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024),
(vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
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vertexesSize += vao->vertexesSize;
}
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
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ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024),
(vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
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indexesSize += vao->indexesSize;
}
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ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos);
ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024),
(vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024),
(indexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
}
/*
==============
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RB_UpdateTessVao
Adapted from Tess_UpdateVBOs from xreal
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Update the default VAO to replace the client side vertex arrays
==============
*/
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void RB_UpdateTessVao(unsigned int attribBits)
{
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GLimp_LogComment("--- RB_UpdateTessVao ---\n");
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backEnd.pc.c_dynamicVaoDraws++;
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// update the default VAO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
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int attribIndex;
int attribUpload;
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R_BindVao(tess.vao);
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// orphan old vertex buffer so we don't stall on it
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qglBufferData(GL_ARRAY_BUFFER, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW);
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// if nothing to set, set everything
if(!(attribBits & ATTR_BITS))
attribBits = ATTR_BITS;
attribUpload = attribBits;
if((attribUpload & ATTR_TEXCOORD) || (attribUpload & ATTR_LIGHTCOORD))
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{
// these are interleaved, so we update both if either need it
// this translates to updating ATTR_TEXCOORD twice as large as it needs
attribUpload &= ~ATTR_LIGHTCOORD;
attribUpload |= ATTR_TEXCOORD;
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}
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
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uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
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if (attribUpload & attribBit)
{
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// note: tess has a VBO where stride == size
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qglBufferSubData(GL_ARRAY_BUFFER, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
}
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if (attribBits & attribBit)
{
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if (!glRefConfig.vertexArrayObject)
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qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
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if (!(glState.vertexAttribsEnabled & attribBit))
{
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qglEnableVertexAttribArray(attribIndex);
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glState.vertexAttribsEnabled |= attribBit;
}
}
else
{
if ((glState.vertexAttribsEnabled & attribBit))
{
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qglDisableVertexAttribArray(attribIndex);
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glState.vertexAttribsEnabled &= ~attribBit;
}
}
}
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// orphan old index buffer so we don't stall on it
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qglBufferData(GL_ELEMENT_ARRAY_BUFFER, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW);
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qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
}
}