mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 12:32:09 +00:00
OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
This commit is contained in:
parent
f8355ba2fb
commit
08fcecc829
7 changed files with 92 additions and 604 deletions
|
@ -1696,7 +1696,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
|
|||
// position/normal/tangent/bitangent are always set in case of animation
|
||||
oldFrame = glState.vertexAttribsOldFrame;
|
||||
newFrame = glState.vertexAttribsNewFrame;
|
||||
animated = (oldFrame != newFrame) && (glState.vertexAttribsInterpolation > 0.0f);
|
||||
animated = glState.vertexAnimation;
|
||||
|
||||
if((attribBits & ATTR_POSITION) && (!(glState.vertexAttribPointersSet & ATTR_POSITION) || animated))
|
||||
{
|
||||
|
@ -1845,7 +1845,7 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
|
|||
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
|
||||
}
|
||||
|
||||
if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
|
||||
if (glState.vertexAnimation)
|
||||
{
|
||||
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
|
||||
}
|
||||
|
|
|
@ -1566,6 +1566,7 @@ typedef struct {
|
|||
uint32_t vertexAttribsNewFrame;
|
||||
uint32_t vertexAttribsOldFrame;
|
||||
float vertexAttribsInterpolation;
|
||||
qboolean vertexAnimation;
|
||||
shaderProgram_t *currentProgram;
|
||||
FBO_t *currentFBO;
|
||||
VBO_t *currentVBO;
|
||||
|
@ -2514,7 +2515,7 @@ void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
|
|||
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
|
||||
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
|
||||
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
|
||||
void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix );
|
||||
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
|
||||
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
|
||||
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
|
||||
|
||||
|
|
|
@ -221,14 +221,22 @@ extern float EvalWaveForm( const waveForm_t *wf );
|
|||
extern float EvalWaveFormClamped( const waveForm_t *wf );
|
||||
|
||||
|
||||
static void ComputeTexMatrix( shaderStage_t *pStage, int bundleNum, float *outmatrix)
|
||||
static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb)
|
||||
{
|
||||
int tm;
|
||||
float matrix[16], currentmatrix[16];
|
||||
float matrix[6], currentmatrix[6];
|
||||
textureBundle_t *bundle = &pStage->bundle[bundleNum];
|
||||
|
||||
Matrix16Identity(outmatrix);
|
||||
Matrix16Identity(currentmatrix);
|
||||
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
|
||||
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
|
||||
|
||||
currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f;
|
||||
currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f;
|
||||
|
||||
outMatrix[0] = 1.0f; outMatrix[2] = 0.0f;
|
||||
outMatrix[1] = 0.0f; outMatrix[3] = 1.0f;
|
||||
|
||||
outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f;
|
||||
|
||||
for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
|
||||
switch ( bundle->texMods[tm].type )
|
||||
|
@ -239,59 +247,73 @@ static void ComputeTexMatrix( shaderStage_t *pStage, int bundleNum, float *outma
|
|||
break;
|
||||
|
||||
case TMOD_TURBULENT:
|
||||
RB_CalcTurbulentTexMatrix( &bundle->texMods[tm].wave,
|
||||
matrix );
|
||||
outmatrix[12] = matrix[12];
|
||||
outmatrix[13] = matrix[13];
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]);
|
||||
break;
|
||||
|
||||
case TMOD_ENTITY_TRANSLATE:
|
||||
RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord,
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord, matrix );
|
||||
break;
|
||||
|
||||
case TMOD_SCROLL:
|
||||
RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll,
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
break;
|
||||
|
||||
case TMOD_SCALE:
|
||||
RB_CalcScaleTexMatrix( bundle->texMods[tm].scale,
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
break;
|
||||
|
||||
case TMOD_STRETCH:
|
||||
RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave,
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
break;
|
||||
|
||||
case TMOD_TRANSFORM:
|
||||
RB_CalcTransformTexMatrix( &bundle->texMods[tm],
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
break;
|
||||
|
||||
case TMOD_ROTATE:
|
||||
RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed,
|
||||
matrix );
|
||||
Matrix16Multiply(matrix, currentmatrix, outmatrix);
|
||||
Matrix16Copy(outmatrix, currentmatrix);
|
||||
break;
|
||||
|
||||
default:
|
||||
ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name );
|
||||
break;
|
||||
}
|
||||
|
||||
switch ( bundle->texMods[tm].type )
|
||||
{
|
||||
case TMOD_NONE:
|
||||
case TMOD_TURBULENT:
|
||||
default:
|
||||
break;
|
||||
|
||||
case TMOD_ENTITY_TRANSLATE:
|
||||
case TMOD_SCROLL:
|
||||
case TMOD_SCALE:
|
||||
case TMOD_STRETCH:
|
||||
case TMOD_TRANSFORM:
|
||||
case TMOD_ROTATE:
|
||||
outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
|
||||
outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
|
||||
|
||||
outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
|
||||
outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
|
||||
|
||||
outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
|
||||
outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
|
||||
|
||||
currentmatrix[0] = outMatrix[0];
|
||||
currentmatrix[1] = outMatrix[1];
|
||||
currentmatrix[2] = outMatrix[2];
|
||||
currentmatrix[3] = outMatrix[3];
|
||||
currentmatrix[4] = outOffTurb[0];
|
||||
currentmatrix[5] = outOffTurb[1];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -692,7 +714,8 @@ static void ForwardDlight( void ) {
|
|||
dlight_t *dl;
|
||||
shaderProgram_t *sp;
|
||||
vec4_t vector;
|
||||
matrix_t matrix;
|
||||
vec4_t texMatrix;
|
||||
vec4_t texOffTurb;
|
||||
|
||||
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
|
||||
continue; // this surface definately doesn't have any of this light
|
||||
|
@ -795,13 +818,9 @@ static void ForwardDlight( void ) {
|
|||
GL_SelectTexture(0);
|
||||
}
|
||||
|
||||
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||
|
||||
VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
|
||||
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
|
||||
|
@ -926,7 +945,7 @@ static void RB_FogPass( void ) {
|
|||
if (deformGen != DGEN_NONE)
|
||||
index |= FOGDEF_USE_DEFORM_VERTEXES;
|
||||
|
||||
if (glState.vertexAttribsInterpolation)
|
||||
if (glState.vertexAnimation)
|
||||
index |= FOGDEF_USE_VERTEX_ANIMATION;
|
||||
|
||||
sp = &tr.fogShader[index];
|
||||
|
@ -983,7 +1002,7 @@ static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
|
|||
{
|
||||
unsigned int vertexAttribs = input->shader->vertexAttribs;
|
||||
|
||||
if(glState.vertexAttribsInterpolation > 0.0f)
|
||||
if(glState.vertexAnimation)
|
||||
{
|
||||
vertexAttribs |= ATTR_POSITION2;
|
||||
if (vertexAttribs & ATTR_NORMAL)
|
||||
|
@ -1002,7 +1021,6 @@ static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
|
|||
static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
||||
{
|
||||
int stage;
|
||||
matrix_t matrix;
|
||||
|
||||
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
||||
float eyeT = 0;
|
||||
|
@ -1018,6 +1036,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
{
|
||||
shaderStage_t *pStage = input->xstages[stage];
|
||||
shaderProgram_t *sp;
|
||||
vec4_t texMatrix;
|
||||
vec4_t texOffTurb;
|
||||
|
||||
if ( !pStage )
|
||||
{
|
||||
|
@ -1051,7 +1071,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
|
||||
}
|
||||
|
||||
if (glState.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
|
||||
if (glState.vertexAnimation)
|
||||
{
|
||||
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
|
||||
}
|
||||
|
@ -1174,16 +1194,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
}
|
||||
|
||||
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||
|
||||
{
|
||||
vec4_t vector;
|
||||
VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
}
|
||||
ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
|
||||
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
|
||||
|
@ -1228,8 +1241,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
{
|
||||
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
||||
{
|
||||
image_t *img;
|
||||
|
||||
if (pStage->bundle[i].image[0])
|
||||
{
|
||||
switch(i)
|
||||
|
@ -1258,8 +1269,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
{
|
||||
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
||||
{
|
||||
image_t *img;
|
||||
|
||||
if (pStage->bundle[i].image[0])
|
||||
{
|
||||
switch(i)
|
||||
|
|
|
@ -84,42 +84,16 @@ static float EvalWaveFormClamped( const waveForm_t *wf )
|
|||
}
|
||||
|
||||
/*
|
||||
** RB_CalcStretchTexCoords
|
||||
** RB_CalcStretchTexMatrix
|
||||
*/
|
||||
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st )
|
||||
{
|
||||
float p;
|
||||
texModInfo_t tmi;
|
||||
|
||||
p = 1.0f / EvalWaveForm( wf );
|
||||
|
||||
tmi.matrix[0][0] = p;
|
||||
tmi.matrix[1][0] = 0;
|
||||
tmi.translate[0] = 0.5f - 0.5f * p;
|
||||
|
||||
tmi.matrix[0][1] = 0;
|
||||
tmi.matrix[1][1] = p;
|
||||
tmi.translate[1] = 0.5f - 0.5f * p;
|
||||
|
||||
RB_CalcTransformTexCoords( &tmi, st );
|
||||
}
|
||||
|
||||
void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix )
|
||||
{
|
||||
float p;
|
||||
texModInfo_t tmi;
|
||||
|
||||
p = 1.0f / EvalWaveForm( wf );
|
||||
|
||||
tmi.matrix[0][0] = p;
|
||||
tmi.matrix[1][0] = 0;
|
||||
tmi.translate[0] = 0.5f - 0.5f * p;
|
||||
|
||||
tmi.matrix[0][1] = 0;
|
||||
tmi.matrix[1][1] = p;
|
||||
tmi.translate[1] = 0.5f - 0.5f * p;
|
||||
|
||||
RB_CalcTransformTexMatrix( &tmi, matrix );
|
||||
matrix[0] = p; matrix[2] = 0; matrix[4] = 0.5f - 0.5f * p;
|
||||
matrix[1] = 0; matrix[3] = p; matrix[5] = 0.5f - 0.5f * p;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -618,88 +592,6 @@ COLORS
|
|||
*/
|
||||
|
||||
|
||||
/*
|
||||
** RB_CalcColorFromEntity
|
||||
*/
|
||||
void RB_CalcColorFromEntity( unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
int *pColors = ( int * ) dstColors;
|
||||
int c;
|
||||
|
||||
if ( !backEnd.currentEntity )
|
||||
return;
|
||||
|
||||
c = * ( int * ) backEnd.currentEntity->e.shaderRGBA;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
||||
{
|
||||
*pColors = c;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcColorFromOneMinusEntity
|
||||
*/
|
||||
void RB_CalcColorFromOneMinusEntity( unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
int *pColors = ( int * ) dstColors;
|
||||
unsigned char invModulate[4];
|
||||
int c;
|
||||
|
||||
if ( !backEnd.currentEntity )
|
||||
return;
|
||||
|
||||
invModulate[0] = 255 - backEnd.currentEntity->e.shaderRGBA[0];
|
||||
invModulate[1] = 255 - backEnd.currentEntity->e.shaderRGBA[1];
|
||||
invModulate[2] = 255 - backEnd.currentEntity->e.shaderRGBA[2];
|
||||
invModulate[3] = 255 - backEnd.currentEntity->e.shaderRGBA[3]; // this trashes alpha, but the AGEN block fixes it
|
||||
|
||||
c = * ( int * ) invModulate;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, pColors++ )
|
||||
{
|
||||
*pColors = c;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcAlphaFromEntity
|
||||
*/
|
||||
void RB_CalcAlphaFromEntity( unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( !backEnd.currentEntity )
|
||||
return;
|
||||
|
||||
dstColors += 3;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
||||
{
|
||||
*dstColors = backEnd.currentEntity->e.shaderRGBA[3];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcAlphaFromOneMinusEntity
|
||||
*/
|
||||
void RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( !backEnd.currentEntity )
|
||||
return;
|
||||
|
||||
dstColors += 3;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
||||
{
|
||||
*dstColors = 0xff - backEnd.currentEntity->e.shaderRGBA[3];
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcWaveColorSingle
|
||||
*/
|
||||
|
@ -723,29 +615,6 @@ float RB_CalcWaveColorSingle( const waveForm_t *wf )
|
|||
return glow;
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcWaveColor
|
||||
*/
|
||||
void RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
int v;
|
||||
float glow;
|
||||
int *colors = ( int * ) dstColors;
|
||||
byte color[4];
|
||||
|
||||
glow = RB_CalcWaveColorSingle( wf );
|
||||
|
||||
v = ri.ftol(255 * glow);
|
||||
color[0] = color[1] = color[2] = v;
|
||||
color[3] = 255;
|
||||
v = *(int *)color;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, colors++ ) {
|
||||
*colors = v;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcWaveAlphaSingle
|
||||
*/
|
||||
|
@ -754,25 +623,6 @@ float RB_CalcWaveAlphaSingle( const waveForm_t *wf )
|
|||
return EvalWaveFormClamped( wf );
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcWaveAlpha
|
||||
*/
|
||||
void RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors )
|
||||
{
|
||||
int i;
|
||||
int v;
|
||||
float glow;
|
||||
|
||||
glow = EvalWaveFormClamped( wf );
|
||||
|
||||
v = 255 * glow;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
||||
{
|
||||
dstColors[3] = v;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcModulateColorsByFog
|
||||
*/
|
||||
|
@ -793,45 +643,6 @@ void RB_CalcModulateColorsByFog( unsigned char *colors ) {
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcModulateAlphasByFog
|
||||
*/
|
||||
void RB_CalcModulateAlphasByFog( unsigned char *colors ) {
|
||||
int i;
|
||||
float texCoords[SHADER_MAX_VERTEXES][2];
|
||||
|
||||
// calculate texcoords so we can derive density
|
||||
// this is not wasted, because it would only have
|
||||
// been previously called if the surface was opaque
|
||||
RB_CalcFogTexCoords( texCoords[0] );
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
|
||||
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
|
||||
colors[3] *= f;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcModulateRGBAsByFog
|
||||
*/
|
||||
void RB_CalcModulateRGBAsByFog( unsigned char *colors ) {
|
||||
int i;
|
||||
float texCoords[SHADER_MAX_VERTEXES][2];
|
||||
|
||||
// calculate texcoords so we can derive density
|
||||
// this is not wasted, because it would only have
|
||||
// been previously called if the surface was opaque
|
||||
RB_CalcFogTexCoords( texCoords[0] );
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, colors += 4 ) {
|
||||
float f = 1.0 - R_FogFactor( texCoords[i][0], texCoords[i][1] );
|
||||
colors[0] *= f;
|
||||
colors[1] *= f;
|
||||
colors[2] *= f;
|
||||
colors[3] *= f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
====================================================================
|
||||
|
@ -928,118 +739,27 @@ void RB_CalcFogTexCoords( float *st ) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
** RB_CalcEnvironmentTexCoords
|
||||
** RB_CalcTurbulentFactors
|
||||
*/
|
||||
void RB_CalcEnvironmentTexCoords( float *st )
|
||||
void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now )
|
||||
{
|
||||
int i;
|
||||
float *v, *normal;
|
||||
vec3_t viewer, reflected;
|
||||
float d;
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
for (i = 0 ; i < tess.numVertexes ; i++, v += 4, normal += 4, st += 2 )
|
||||
{
|
||||
VectorSubtract (backEnd.or.viewOrigin, v, viewer);
|
||||
VectorNormalizeFast (viewer);
|
||||
|
||||
d = DotProduct (normal, viewer);
|
||||
|
||||
reflected[0] = normal[0]*2*d - viewer[0];
|
||||
reflected[1] = normal[1]*2*d - viewer[1];
|
||||
reflected[2] = normal[2]*2*d - viewer[2];
|
||||
|
||||
st[0] = 0.5 + reflected[1] * 0.5;
|
||||
st[1] = 0.5 - reflected[2] * 0.5;
|
||||
}
|
||||
*now = wf->phase + tess.shaderTime * wf->frequency;
|
||||
*amplitude = wf->amplitude;
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcTurbulentTexCoords
|
||||
** RB_CalcScaleTexMatrix
|
||||
*/
|
||||
void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
|
||||
{
|
||||
int i;
|
||||
float now;
|
||||
|
||||
now = ( wf->phase + tess.shaderTime * wf->frequency );
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
||||
{
|
||||
float s = st[0];
|
||||
float t = st[1];
|
||||
|
||||
st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
|
||||
st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix )
|
||||
{
|
||||
float now;
|
||||
|
||||
now = ( wf->phase + tess.shaderTime * wf->frequency );
|
||||
|
||||
// bit of a hack here, hide amplitude and now in the matrix
|
||||
// the vertex program will extract them and perform a turbulent pass last if it's nonzero
|
||||
|
||||
matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = wf->amplitude;
|
||||
matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = 0.0f; matrix[13] = now;
|
||||
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
|
||||
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcScaleTexCoords
|
||||
*/
|
||||
void RB_CalcScaleTexCoords( const float scale[2], float *st )
|
||||
{
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
||||
{
|
||||
st[0] *= scale[0];
|
||||
st[1] *= scale[1];
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
|
||||
{
|
||||
matrix[ 0] = scale[0]; matrix[ 4] = 0.0f; matrix[ 8] = 0.0f; matrix[12] = 0.0f;
|
||||
matrix[ 1] = 0.0f; matrix[ 5] = scale[1]; matrix[ 9] = 0.0f; matrix[13] = 0.0f;
|
||||
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
|
||||
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
|
||||
matrix[0] = scale[0]; matrix[2] = 0.0f; matrix[4] = 0.0f;
|
||||
matrix[1] = 0.0f; matrix[3] = scale[1]; matrix[5] = 0.0f;
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcScrollTexCoords
|
||||
** RB_CalcScrollTexMatrix
|
||||
*/
|
||||
void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
|
||||
{
|
||||
int i;
|
||||
float timeScale = tess.shaderTime;
|
||||
float adjustedScrollS, adjustedScrollT;
|
||||
|
||||
adjustedScrollS = scrollSpeed[0] * timeScale;
|
||||
adjustedScrollT = scrollSpeed[1] * timeScale;
|
||||
|
||||
// clamp so coordinates don't continuously get larger, causing problems
|
||||
// with hardware limits
|
||||
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
|
||||
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
||||
{
|
||||
st[0] += adjustedScrollS;
|
||||
st[1] += adjustedScrollT;
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
|
||||
{
|
||||
float timeScale = tess.shaderTime;
|
||||
|
@ -1053,73 +773,28 @@ void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
|
|||
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
|
||||
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
|
||||
|
||||
|
||||
matrix[ 0] = 1.0f; matrix[ 4] = 0.0f; matrix[ 8] = adjustedScrollS; matrix[12] = 0.0f;
|
||||
matrix[ 1] = 0.0f; matrix[ 5] = 1.0f; matrix[ 9] = adjustedScrollT; matrix[13] = 0.0f;
|
||||
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
|
||||
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
|
||||
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
|
||||
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcTransformTexCoords
|
||||
** RB_CalcTransformTexMatrix
|
||||
*/
|
||||
void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *st )
|
||||
{
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < tess.numVertexes; i++, st += 2 )
|
||||
{
|
||||
float s = st[0];
|
||||
float t = st[1];
|
||||
|
||||
st[0] = s * tmi->matrix[0][0] + t * tmi->matrix[1][0] + tmi->translate[0];
|
||||
st[1] = s * tmi->matrix[0][1] + t * tmi->matrix[1][1] + tmi->translate[1];
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix )
|
||||
{
|
||||
matrix[ 0] = tmi->matrix[0][0]; matrix[ 4] = tmi->matrix[1][0]; matrix[ 8] = tmi->translate[0]; matrix[12] = 0.0f;
|
||||
matrix[ 1] = tmi->matrix[0][1]; matrix[ 5] = tmi->matrix[1][1]; matrix[ 9] = tmi->translate[1]; matrix[13] = 0.0f;
|
||||
matrix[ 2] = 0.0f; matrix[ 6] = 0.0f; matrix[10] = 1.0f; matrix[14] = 0.0f;
|
||||
matrix[ 3] = 0.0f; matrix[ 7] = 0.0f; matrix[11] = 0.0f; matrix[15] = 1.0f;
|
||||
matrix[0] = tmi->matrix[0][0]; matrix[2] = tmi->matrix[1][0]; matrix[4] = tmi->translate[0];
|
||||
matrix[1] = tmi->matrix[0][1]; matrix[3] = tmi->matrix[1][1]; matrix[5] = tmi->translate[1];
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcRotateTexCoords
|
||||
** RB_CalcRotateTexMatrix
|
||||
*/
|
||||
void RB_CalcRotateTexCoords( float degsPerSecond, float *st )
|
||||
{
|
||||
float timeScale = tess.shaderTime;
|
||||
float degs;
|
||||
int index;
|
||||
float sinValue, cosValue;
|
||||
texModInfo_t tmi;
|
||||
|
||||
degs = -degsPerSecond * timeScale;
|
||||
index = degs * ( FUNCTABLE_SIZE / 360.0f );
|
||||
|
||||
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
|
||||
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
|
||||
|
||||
tmi.matrix[0][0] = cosValue;
|
||||
tmi.matrix[1][0] = -sinValue;
|
||||
tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
||||
|
||||
tmi.matrix[0][1] = sinValue;
|
||||
tmi.matrix[1][1] = cosValue;
|
||||
tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
||||
|
||||
RB_CalcTransformTexCoords( &tmi, st );
|
||||
}
|
||||
|
||||
void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
|
||||
{
|
||||
float timeScale = tess.shaderTime;
|
||||
float degs;
|
||||
int index;
|
||||
float sinValue, cosValue;
|
||||
texModInfo_t tmi;
|
||||
|
||||
degs = -degsPerSecond * timeScale;
|
||||
index = degs * ( FUNCTABLE_SIZE / 360.0f );
|
||||
|
@ -1127,213 +802,6 @@ void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix )
|
|||
sinValue = tr.sinTable[ index & FUNCTABLE_MASK ];
|
||||
cosValue = tr.sinTable[ ( index + FUNCTABLE_SIZE / 4 ) & FUNCTABLE_MASK ];
|
||||
|
||||
tmi.matrix[0][0] = cosValue;
|
||||
tmi.matrix[1][0] = -sinValue;
|
||||
tmi.translate[0] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
||||
|
||||
tmi.matrix[0][1] = sinValue;
|
||||
tmi.matrix[1][1] = cosValue;
|
||||
tmi.translate[1] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
||||
|
||||
RB_CalcTransformTexMatrix( &tmi, matrix );
|
||||
matrix[0] = cosValue; matrix[2] = -sinValue; matrix[4] = 0.5 - 0.5 * cosValue + 0.5 * sinValue;
|
||||
matrix[1] = sinValue; matrix[3] = cosValue; matrix[5] = 0.5 - 0.5 * sinValue - 0.5 * cosValue;
|
||||
}
|
||||
/*
|
||||
** RB_CalcSpecularAlpha
|
||||
**
|
||||
** Calculates specular coefficient and places it in the alpha channel
|
||||
*/
|
||||
vec3_t lightOrigin = { -960, 1980, 96 }; // FIXME: track dynamically
|
||||
|
||||
void RB_CalcSpecularAlpha( unsigned char *alphas ) {
|
||||
int i;
|
||||
float *v, *normal;
|
||||
vec3_t viewer, reflected;
|
||||
float l, d;
|
||||
int b;
|
||||
vec3_t lightDir;
|
||||
int numVertexes;
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
alphas += 3;
|
||||
|
||||
numVertexes = tess.numVertexes;
|
||||
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) {
|
||||
float ilength;
|
||||
|
||||
VectorSubtract( lightOrigin, v, lightDir );
|
||||
// ilength = Q_rsqrt( DotProduct( lightDir, lightDir ) );
|
||||
VectorNormalizeFast( lightDir );
|
||||
|
||||
// calculate the specular color
|
||||
d = DotProduct (normal, lightDir);
|
||||
// d *= ilength;
|
||||
|
||||
// we don't optimize for the d < 0 case since this tends to
|
||||
// cause visual artifacts such as faceted "snapping"
|
||||
reflected[0] = normal[0]*2*d - lightDir[0];
|
||||
reflected[1] = normal[1]*2*d - lightDir[1];
|
||||
reflected[2] = normal[2]*2*d - lightDir[2];
|
||||
|
||||
VectorSubtract (backEnd.or.viewOrigin, v, viewer);
|
||||
ilength = Q_rsqrt( DotProduct( viewer, viewer ) );
|
||||
l = DotProduct (reflected, viewer);
|
||||
l *= ilength;
|
||||
|
||||
if (l < 0) {
|
||||
b = 0;
|
||||
} else {
|
||||
l = l*l;
|
||||
l = l*l;
|
||||
b = l * 255;
|
||||
if (b > 255) {
|
||||
b = 255;
|
||||
}
|
||||
}
|
||||
|
||||
*alphas = b;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** RB_CalcDiffuseColor
|
||||
**
|
||||
** The basic vertex lighting calc
|
||||
*/
|
||||
#if idppc_altivec
|
||||
static void RB_CalcDiffuseColor_altivec( unsigned char *colors )
|
||||
{
|
||||
int i;
|
||||
float *v, *normal;
|
||||
trRefEntity_t *ent;
|
||||
int ambientLightInt;
|
||||
vec3_t lightDir;
|
||||
int numVertexes;
|
||||
vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff,
|
||||
0x00, 0x00, 0x00, 0xff);
|
||||
vector float ambientLightVec;
|
||||
vector float directedLightVec;
|
||||
vector float lightDirVec;
|
||||
vector float normalVec0, normalVec1;
|
||||
vector float incomingVec0, incomingVec1, incomingVec2;
|
||||
vector float zero, jVec;
|
||||
vector signed int jVecInt;
|
||||
vector signed short jVecShort;
|
||||
vector unsigned char jVecChar, normalPerm;
|
||||
ent = backEnd.currentEntity;
|
||||
ambientLightInt = ent->ambientLightInt;
|
||||
// A lot of this could be simplified if we made sure
|
||||
// entities light info was 16-byte aligned.
|
||||
jVecChar = vec_lvsl(0, ent->ambientLight);
|
||||
ambientLightVec = vec_ld(0, (vector float *)ent->ambientLight);
|
||||
jVec = vec_ld(11, (vector float *)ent->ambientLight);
|
||||
ambientLightVec = vec_perm(ambientLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->directedLight);
|
||||
directedLightVec = vec_ld(0,(vector float *)ent->directedLight);
|
||||
jVec = vec_ld(11,(vector float *)ent->directedLight);
|
||||
directedLightVec = vec_perm(directedLightVec,jVec,jVecChar);
|
||||
|
||||
jVecChar = vec_lvsl(0, ent->lightDir);
|
||||
lightDirVec = vec_ld(0,(vector float *)ent->lightDir);
|
||||
jVec = vec_ld(11,(vector float *)ent->lightDir);
|
||||
lightDirVec = vec_perm(lightDirVec,jVec,jVecChar);
|
||||
|
||||
zero = (vector float)vec_splat_s8(0);
|
||||
VectorCopy( ent->lightDir, lightDir );
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
normalPerm = vec_lvsl(0,normal);
|
||||
numVertexes = tess.numVertexes;
|
||||
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
|
||||
normalVec0 = vec_ld(0,(vector float *)normal);
|
||||
normalVec1 = vec_ld(11,(vector float *)normal);
|
||||
normalVec0 = vec_perm(normalVec0,normalVec1,normalPerm);
|
||||
incomingVec0 = vec_madd(normalVec0, lightDirVec, zero);
|
||||
incomingVec1 = vec_sld(incomingVec0,incomingVec0,4);
|
||||
incomingVec2 = vec_add(incomingVec0,incomingVec1);
|
||||
incomingVec1 = vec_sld(incomingVec1,incomingVec1,4);
|
||||
incomingVec2 = vec_add(incomingVec2,incomingVec1);
|
||||
incomingVec0 = vec_splat(incomingVec2,0);
|
||||
incomingVec0 = vec_max(incomingVec0,zero);
|
||||
normalPerm = vec_lvsl(12,normal);
|
||||
jVec = vec_madd(incomingVec0, directedLightVec, ambientLightVec);
|
||||
jVecInt = vec_cts(jVec,0); // RGBx
|
||||
jVecShort = vec_pack(jVecInt,jVecInt); // RGBxRGBx
|
||||
jVecChar = vec_packsu(jVecShort,jVecShort); // RGBxRGBxRGBxRGBx
|
||||
jVecChar = vec_sel(jVecChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
|
||||
vec_ste((vector unsigned int)jVecChar,0,(unsigned int *)&colors[i*4]); // store color
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
static void RB_CalcDiffuseColor_scalar( unsigned char *colors )
|
||||
{
|
||||
int i, j;
|
||||
float *v, *normal;
|
||||
float incoming;
|
||||
trRefEntity_t *ent;
|
||||
int ambientLightInt;
|
||||
vec3_t ambientLight;
|
||||
vec3_t lightDir;
|
||||
vec3_t directedLight;
|
||||
int numVertexes;
|
||||
ent = backEnd.currentEntity;
|
||||
ambientLightInt = ent->ambientLightInt;
|
||||
VectorCopy( ent->ambientLight, ambientLight );
|
||||
VectorCopy( ent->directedLight, directedLight );
|
||||
VectorCopy( ent->lightDir, lightDir );
|
||||
|
||||
v = tess.xyz[0];
|
||||
normal = tess.normal[0];
|
||||
|
||||
numVertexes = tess.numVertexes;
|
||||
for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4) {
|
||||
incoming = DotProduct (normal, lightDir);
|
||||
if ( incoming <= 0 ) {
|
||||
*(int *)&colors[i*4] = ambientLightInt;
|
||||
continue;
|
||||
}
|
||||
j = ri.ftol(ambientLight[0] + incoming * directedLight[0]);
|
||||
if ( j > 255 ) {
|
||||
j = 255;
|
||||
}
|
||||
colors[i*4+0] = j;
|
||||
|
||||
j = ri.ftol(ambientLight[1] + incoming * directedLight[1]);
|
||||
if ( j > 255 ) {
|
||||
j = 255;
|
||||
}
|
||||
colors[i*4+1] = j;
|
||||
|
||||
j = ri.ftol(ambientLight[2] + incoming * directedLight[2]);
|
||||
if ( j > 255 ) {
|
||||
j = 255;
|
||||
}
|
||||
colors[i*4+2] = j;
|
||||
|
||||
colors[i*4+3] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
void RB_CalcDiffuseColor( unsigned char *colors )
|
||||
{
|
||||
#if idppc_altivec
|
||||
if (com_altivec->integer) {
|
||||
// must be in a seperate function or G3 systems will crash.
|
||||
RB_CalcDiffuseColor_altivec( colors );
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
RB_CalcDiffuseColor_scalar( colors );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2336,6 +2336,7 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
case TCGEN_TEXTURE:
|
||||
case TCGEN_LIGHTMAP:
|
||||
case TCGEN_ENVIRONMENT_MAPPED:
|
||||
case TCGEN_VECTOR:
|
||||
break;
|
||||
default:
|
||||
skip = qtrue;
|
||||
|
@ -2529,6 +2530,7 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
pStage->bundle[TB_LIGHTMAP] = pStage->bundle[TB_DIFFUSEMAP];
|
||||
pStage->bundle[TB_DIFFUSEMAP].image[0] = tr.whiteImage;
|
||||
pStage->bundle[TB_DIFFUSEMAP].isLightmap = qfalse;
|
||||
pStage->bundle[TB_DIFFUSEMAP].tcGen = TCGEN_TEXTURE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1621,11 +1621,12 @@ void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
|||
|
||||
glState.vertexAttribsOldFrame = refEnt->oldframe;
|
||||
glState.vertexAttribsNewFrame = refEnt->frame;
|
||||
glState.vertexAnimation = qtrue;
|
||||
|
||||
RB_EndSurface();
|
||||
|
||||
// So we don't lerp surfaces that shouldn't be lerped
|
||||
glState.vertexAttribsInterpolation = 0;
|
||||
glState.vertexAnimation = qfalse;
|
||||
}
|
||||
|
||||
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
|
||||
|
|
|
@ -608,6 +608,7 @@ void R_BindVBO(VBO_t * vbo)
|
|||
glState.vertexAttribsInterpolation = 0;
|
||||
glState.vertexAttribsOldFrame = 0;
|
||||
glState.vertexAttribsNewFrame = 0;
|
||||
glState.vertexAnimation = qfalse;
|
||||
|
||||
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
|
||||
|
||||
|
@ -856,6 +857,9 @@ void RB_UpdateVBOs(unsigned int attribBits)
|
|||
{
|
||||
R_BindVBO(tess.vbo);
|
||||
|
||||
// orphan old buffer so we don't stall on it
|
||||
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
if(attribBits & ATTR_BITS)
|
||||
{
|
||||
if(attribBits & ATTR_POSITION)
|
||||
|
@ -923,6 +927,9 @@ void RB_UpdateVBOs(unsigned int attribBits)
|
|||
{
|
||||
R_BindIBO(tess.ibo);
|
||||
|
||||
// orphan old buffer so we don't stall on it
|
||||
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.ibo->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue