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[glsl] Clean up build_surf_displist
This makes it much easier to see just what is being done to build a polygon to be passed to the GPU, and it served as a test for the lightmap st changes since Vulkan currently never used them.
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1 changed files with 44 additions and 50 deletions
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@ -472,75 +472,69 @@ static void
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build_surf_displist (model_t **models, msurface_t *surf, int base,
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dstring_t *vert_list)
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{
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int numverts;
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int numtris;
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int numindices;
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int i;
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vec_t *vec;
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mvertex_t *vertices;
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medge_t *edges;
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int *surfedges;
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int index;
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bspvert_t *verts;
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glslpoly_t *poly;
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GLushort *ind;
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float s, t;
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mod_brush_t *brush;
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if (surf->model_index < 0) {
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brush = &models[-surf->model_index - 1]->brush;
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} else {
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brush = &r_refdef.worldmodel->brush;
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}
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vertices = brush->vertexes;
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edges = brush->edges;
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surfedges = brush->surfedges;
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mvertex_t *vertices = brush->vertexes;
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medge_t *edges = brush->edges;
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int *surfedges = brush->surfedges;
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numverts = surf->numedges;
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numtris = numverts - 2;
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numindices = numtris * 3;
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verts = alloca (numverts * sizeof (bspvert_t));
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poly = malloc (field_offset (glslpoly_t, indices[numindices]));
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// create triangle soup for the polygon (this was written targeting
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// GLES 2, which didn't have primitive restart)
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int numverts = surf->numedges;
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int numtris = numverts - 2;
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int numindices = numtris * 3;
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glslpoly_t *poly = malloc (field_offset (glslpoly_t, indices[numindices]));
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poly->count = numindices;
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for (i = 0, ind = poly->indices; i < numtris; i++) {
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*ind++ = base;
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*ind++ = base + i + 1;
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*ind++ = base + i + 2;
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for (int i = 0, ind = 0; i < numtris; i++) {
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// pretend we can use a triangle fan
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poly->indices[ind++] = base;
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poly->indices[ind++] = base + i + 1;
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poly->indices[ind++] = base + i + 2;
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}
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surf->polys = (glpoly_t *) poly;
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bspvert_t *verts = alloca (numverts * sizeof (bspvert_t));
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mtexinfo_t *texinfo = surf->texinfo;
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for (i = 0; i < numverts; i++) {
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index = surfedges[surf->firstedge + i];
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if (index > 0)
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for (int i = 0; i < numverts; i++) {
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vec_t *vec;
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int index = surfedges[surf->firstedge + i];
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if (index > 0) {
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// forward edge
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vec = vertices[edges[index].v[0]].position;
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else
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} else {
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// reverse edge
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vec = vertices[edges[-index].v[1]].position;
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s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3];
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t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3];
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}
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VectorCopy (vec, verts[i].vertex);
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verts[i].vertex[3] = 1;
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verts[i].tlst[0] = s / texinfo->texture->width;
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verts[i].tlst[1] = t / texinfo->texture->height;
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verts[i].vertex[3] = 1; // homogeneous coord
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//lightmap texture coordinates
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if (!surf->lightpic) {
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// sky and water textures don't have lightmaps
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vec2f_t st = {
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DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3],
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DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3],
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};
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verts[i].tlst[0] = st[0] / texinfo->texture->width;
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verts[i].tlst[1] = st[1] / texinfo->texture->height;
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if (surf->lightpic) {
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//lightmap texture coordinates
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//every lit surface has its own lighmap at a 1/16 resolution
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//(ie, 16 albedo pixels for every lightmap pixel)
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const vrect_t *rect = surf->lightpic->rect;
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vec2f_t lmorg = (vec2f_t) { VEC2_EXP (&rect->x) } * 16 + 8;
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vec2f_t texorg = { VEC2_EXP (surf->texturemins) };
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st = ((st - texorg + lmorg) / 16) * surf->lightpic->size;
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verts[i].tlst[2] = st[0];
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verts[i].tlst[3] = st[1];
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} else {
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// no lightmap for this surface (probably sky or water), so
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// make the lightmap texture polygone degenerate
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verts[i].tlst[2] = 0;
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verts[i].tlst[3] = 0;
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continue;
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}
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s = DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3];
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t = DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3];
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s -= surf->texturemins[0];
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t -= surf->texturemins[1];
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s += surf->lightpic->rect->x * 16 + 8;
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t += surf->lightpic->rect->y * 16 + 8;
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s /= 16;
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t /= 16;
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verts[i].tlst[2] = s * surf->lightpic->size;
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verts[i].tlst[3] = t * surf->lightpic->size;
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}
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dstring_append (vert_list, (char *) verts, numverts * sizeof (bspvert_t));
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}
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