Merge branch 'master' into sdl2

This commit is contained in:
Zack Middleton 2013-11-17 19:01:35 -06:00
commit 3736968943
32 changed files with 1002 additions and 1005 deletions

View File

@ -112,7 +112,6 @@ cvar_t *cl_conXOffset;
cvar_t *cl_inGameVideo;
cvar_t *cl_serverStatusResendTime;
cvar_t *cl_trn;
cvar_t *cl_lanForcePackets;

View File

@ -157,11 +157,8 @@ int S_OGG_Callback_seek(void *datasource, ogg_int64_t offset, int whence)
case SEEK_END :
{
// Quake 3 seems to have trouble with FS_SEEK_END
// so we use the file length and FS_SEEK_SET
// set the file position in the actual file with the Q3 function
retVal = FS_Seek(stream->file, (long) stream->length + (long) offset, FS_SEEK_SET);
retVal = FS_Seek(stream->file, (long) offset, FS_SEEK_END);
// something has gone wrong, so we return here
if(retVal < 0)

View File

@ -146,11 +146,8 @@ int S_OggOpus_Callback_seek(void *datasource, opus_int64 offset, int whence)
case SEEK_END :
{
// Quake 3 seems to have trouble with FS_SEEK_END
// so we use the file length and FS_SEEK_SET
// set the file position in the actual file with the Q3 function
retVal = FS_Seek(stream->file, (long) stream->length + (long) offset, FS_SEEK_SET);
retVal = FS_Seek(stream->file, (long) offset, FS_SEEK_END);
// something has gone wrong, so we return here
if(retVal < 0)

View File

@ -312,6 +312,44 @@ static qboolean S_AL_BufferEvict( void )
return qfalse;
}
/*
=================
S_AL_GenBuffers
=================
*/
static qboolean S_AL_GenBuffers(ALsizei numBuffers, ALuint *buffers, const char *name)
{
ALenum error;
S_AL_ClearError( qfalse );
qalGenBuffers( numBuffers, buffers );
error = qalGetError();
// If we ran out of buffers, start evicting the least recently used sounds
while( error == AL_INVALID_VALUE )
{
if( !S_AL_BufferEvict( ) )
{
Com_Printf( S_COLOR_RED "ERROR: Out of audio buffers\n");
return qfalse;
}
// Try again
S_AL_ClearError( qfalse );
qalGenBuffers( numBuffers, buffers );
error = qalGetError();
}
if( error != AL_NO_ERROR )
{
Com_Printf( S_COLOR_RED "ERROR: Can't create a sound buffer for %s - %s\n",
name, S_AL_ErrorMsg(error));
return qfalse;
}
return qtrue;
}
/*
=================
S_AL_BufferLoad
@ -354,14 +392,10 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
format = S_AL_Format(info.width, info.channels);
// Create a buffer
S_AL_ClearError( qfalse );
qalGenBuffers(1, &curSfx->buffer);
if((error = qalGetError()) != AL_NO_ERROR)
if (!S_AL_GenBuffers(1, &curSfx->buffer, curSfx->filename))
{
S_AL_BufferUseDefault(sfx);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Can't create a sound buffer for %s - %s\n",
curSfx->filename, S_AL_ErrorMsg(error));
return;
}
@ -383,6 +417,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
{
if( !S_AL_BufferEvict( ) )
{
qalDeleteBuffers(1, &curSfx->buffer);
S_AL_BufferUseDefault(sfx);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Out of memory loading %s\n", curSfx->filename);
@ -397,6 +432,7 @@ static void S_AL_BufferLoad(sfxHandle_t sfx, qboolean cache)
// Some other error condition
if(error != AL_NO_ERROR)
{
qalDeleteBuffers(1, &curSfx->buffer);
S_AL_BufferUseDefault(sfx);
Hunk_FreeTempMemory(data);
Com_Printf( S_COLOR_RED "ERROR: Can't fill sound buffer for %s - %s\n",
@ -964,7 +1000,7 @@ static void S_AL_SrcKill(srcHandle_t src)
curSource->isPlaying = qfalse;
}
// Remove the buffer
// Detach any buffers
qalSourcei(curSource->alSource, AL_BUFFER, 0);
curSource->sfx = 0;
@ -1481,6 +1517,10 @@ void S_AL_SrcUpdate( void )
if(!curSource->isPlaying)
{
qalSourcei(curSource->alSource, AL_LOOPING, AL_TRUE);
curSource->isPlaying = qtrue;
qalSourcePlay(curSource->alSource);
if(curSource->priority == SRCPRI_AMBIENT)
{
// If there are other ambient looping sources with the same sound,
@ -1538,10 +1578,6 @@ void S_AL_SrcUpdate( void )
}
curSfx->loopActiveCnt++;
qalSourcei(curSource->alSource, AL_LOOPING, AL_TRUE);
curSource->isPlaying = qtrue;
qalSourcePlay(curSource->alSource);
}
// Update locality
@ -1623,9 +1659,15 @@ ALuint S_AL_SrcGet(srcHandle_t src)
//===========================================================================
// Q3A cinematics use up to 12 buffers at once
#define MAX_STREAM_BUFFERS 20
static srcHandle_t streamSourceHandles[MAX_RAW_STREAMS];
static qboolean streamPlaying[MAX_RAW_STREAMS];
static ALuint streamSources[MAX_RAW_STREAMS];
static ALuint streamBuffers[MAX_RAW_STREAMS][MAX_STREAM_BUFFERS];
static int streamNumBuffers[MAX_RAW_STREAMS];
static int streamBufIndex[MAX_RAW_STREAMS];
/*
=================
@ -1683,6 +1725,9 @@ static void S_AL_AllocateStreamChannel(int stream, int entityNum)
streamSourceHandles[stream] = cursrc;
streamSources[stream] = alsrc;
streamNumBuffers[stream] = 0;
streamBufIndex[stream] = 0;
}
/*
@ -1695,6 +1740,15 @@ static void S_AL_FreeStreamChannel( int stream )
if ((stream < 0) || (stream >= MAX_RAW_STREAMS))
return;
// Detach any buffers
qalSourcei(streamSources[stream], AL_BUFFER, 0);
// Delete the buffers
if (streamNumBuffers[stream] > 0) {
qalDeleteBuffers(streamNumBuffers[stream], streamBuffers[stream]);
streamNumBuffers[stream] = 0;
}
// Release the output streamSource
S_AL_SrcUnlock(streamSourceHandles[stream]);
S_AL_SrcKill(streamSourceHandles[stream]);
@ -1710,6 +1764,7 @@ S_AL_RawSamples
static
void S_AL_RawSamples(int stream, int samples, int rate, int width, int channels, const byte *data, float volume, int entityNum)
{
int numBuffers;
ALuint buffer;
ALuint format;
@ -1731,8 +1786,40 @@ void S_AL_RawSamples(int stream, int samples, int rate, int width, int channels,
}
}
// Create a buffer, and stuff the data into it
qalGenBuffers(1, &buffer);
qalGetSourcei(streamSources[stream], AL_BUFFERS_QUEUED, &numBuffers);
if (numBuffers == MAX_STREAM_BUFFERS)
{
Com_DPrintf(S_COLOR_RED"WARNING: Steam dropping raw samples, reached MAX_STREAM_BUFFERS\n");
return;
}
// Allocate a new AL buffer if needed
if (numBuffers == streamNumBuffers[stream])
{
ALuint oldBuffers[MAX_STREAM_BUFFERS];
int i;
if (!S_AL_GenBuffers(1, &buffer, "stream"))
return;
Com_Memcpy(oldBuffers, &streamBuffers[stream], sizeof (oldBuffers));
// Reorder buffer array in order of oldest to newest
for ( i = 0; i < streamNumBuffers[stream]; ++i )
streamBuffers[stream][i] = oldBuffers[(streamBufIndex[stream] + i) % streamNumBuffers[stream]];
// Add the new buffer to end
streamBuffers[stream][streamNumBuffers[stream]] = buffer;
streamBufIndex[stream] = streamNumBuffers[stream];
streamNumBuffers[stream]++;
}
// Select next buffer in loop
buffer = streamBuffers[stream][ streamBufIndex[stream] ];
streamBufIndex[stream] = (streamBufIndex[stream] + 1) % streamNumBuffers[stream];
// Fill buffer
qalBufferData(buffer, format, (ALvoid *)data, (samples * width * channels), rate);
// Shove the data onto the streamSource
@ -1743,6 +1830,13 @@ void S_AL_RawSamples(int stream, int samples, int rate, int width, int channels,
// Volume
S_AL_Gain (streamSources[stream], volume * s_volume->value * s_alGain->value);
}
// Start stream
if(!streamPlaying[stream])
{
qalSourcePlay( streamSources[stream] );
streamPlaying[stream] = qtrue;
}
}
/*
@ -1762,13 +1856,12 @@ void S_AL_StreamUpdate( int stream )
if(streamSourceHandles[stream] == -1)
return;
// Un-queue any buffers, and delete them
// Un-queue any buffers
qalGetSourcei( streamSources[stream], AL_BUFFERS_PROCESSED, &numBuffers );
while( numBuffers-- )
{
ALuint buffer;
qalSourceUnqueueBuffers(streamSources[stream], 1, &buffer);
qalDeleteBuffers(1, &buffer);
}
// Start the streamSource playing if necessary
@ -1799,8 +1892,6 @@ S_AL_StreamDie
static
void S_AL_StreamDie( int stream )
{
int numBuffers;
if ((stream < 0) || (stream >= MAX_RAW_STREAMS))
return;
@ -1810,15 +1901,6 @@ void S_AL_StreamDie( int stream )
streamPlaying[stream] = qfalse;
qalSourceStop(streamSources[stream]);
// Un-queue any buffers, and delete them
qalGetSourcei( streamSources[stream], AL_BUFFERS_PROCESSED, &numBuffers );
while( numBuffers-- )
{
ALuint buffer;
qalSourceUnqueueBuffers(streamSources[stream], 1, &buffer);
qalDeleteBuffers(1, &buffer);
}
S_AL_FreeStreamChannel(stream);
}
@ -1910,22 +1992,17 @@ S_AL_StopBackgroundTrack
static
void S_AL_StopBackgroundTrack( void )
{
int numBuffers;
if(!musicPlaying)
return;
// Stop playing
qalSourceStop(musicSource);
// Un-queue any buffers, and delete them
qalGetSourcei( musicSource, AL_BUFFERS_PROCESSED, &numBuffers );
while( numBuffers-- )
{
ALuint buffer;
qalSourceUnqueueBuffers(musicSource, 1, &buffer);
qalDeleteBuffers(1, &buffer);
}
// Detach any buffers
qalSourcei(musicSource, AL_BUFFER, 0);
// Delete the buffers
qalDeleteBuffers(NUM_MUSIC_BUFFERS, musicBuffers);
// Free the musicSource
S_AL_MusicSourceFree();
@ -2058,7 +2135,8 @@ void S_AL_StartBackgroundTrack( const char *intro, const char *loop )
}
// Generate the musicBuffers
qalGenBuffers(NUM_MUSIC_BUFFERS, musicBuffers);
if (!S_AL_GenBuffers(NUM_MUSIC_BUFFERS, musicBuffers, "music"))
return;
// Queue the musicBuffers up
for(i = 0; i < NUM_MUSIC_BUFFERS; i++)
@ -2419,6 +2497,8 @@ qboolean S_AL_Init( soundInterface_t *si )
streamSourceHandles[i] = -1;
streamPlaying[i] = qfalse;
streamSources[i] = 0;
streamNumBuffers[i] = 0;
streamBufIndex[i] = 0;
}
// New console variables

View File

@ -275,9 +275,9 @@ typedef struct qfile_us {
typedef struct {
qfile_ut handleFiles;
qboolean handleSync;
int baseOffset;
int fileSize;
int zipFilePos;
int zipFileLen;
qboolean zipFile;
qboolean streamed;
char name[MAX_ZPATH];
@ -1262,6 +1262,7 @@ long FS_FOpenFileReadDir(const char *filename, searchpath_t *search, fileHandle_
// open the file in the zip
unzOpenCurrentFile(fsh[*file].handleFiles.file.z);
fsh[*file].zipFilePos = pakFile->pos;
fsh[*file].zipFileLen = pakFile->len;
if(fs_debug->integer)
{
@ -1628,29 +1629,60 @@ int FS_Seek( fileHandle_t f, long offset, int origin ) {
}
if (fsh[f].streamed) {
int r;
fsh[f].streamed = qfalse;
FS_Seek( f, offset, origin );
r = FS_Seek( f, offset, origin );
fsh[f].streamed = qtrue;
return r;
}
if (fsh[f].zipFile == qtrue) {
//FIXME: this is incomplete and really, really
//crappy (but better than what was here before)
//FIXME: this is really, really crappy
//(but better than what was here before)
byte buffer[PK3_SEEK_BUFFER_SIZE];
int remainder = offset;
int remainder;
int currentPosition = FS_FTell( f );
if( offset < 0 || origin == FS_SEEK_END ) {
Com_Error( ERR_FATAL, "Negative offsets and FS_SEEK_END not implemented "
"for FS_Seek on pk3 file contents" );
return -1;
// change negative offsets into FS_SEEK_SET
if ( offset < 0 ) {
switch( origin ) {
case FS_SEEK_END:
remainder = fsh[f].zipFileLen + offset;
break;
case FS_SEEK_CUR:
remainder = currentPosition + offset;
break;
case FS_SEEK_SET:
default:
remainder = 0;
break;
}
if ( remainder < 0 ) {
remainder = 0;
}
origin = FS_SEEK_SET;
} else {
if ( origin == FS_SEEK_END ) {
remainder = fsh[f].zipFileLen - currentPosition + offset;
} else {
remainder = offset;
}
}
switch( origin ) {
case FS_SEEK_SET:
if ( remainder == currentPosition ) {
return offset;
}
unzSetOffset(fsh[f].handleFiles.file.z, fsh[f].zipFilePos);
unzOpenCurrentFile(fsh[f].handleFiles.file.z);
//fallthrough
case FS_SEEK_END:
case FS_SEEK_CUR:
while( remainder > PK3_SEEK_BUFFER_SIZE ) {
FS_Read( buffer, PK3_SEEK_BUFFER_SIZE, f );
@ -1658,12 +1690,10 @@ int FS_Seek( fileHandle_t f, long offset, int origin ) {
}
FS_Read( buffer, remainder, f );
return offset;
break;
default:
Com_Error( ERR_FATAL, "Bad origin in FS_Seek" );
return -1;
break;
}
} else {
FILE *file;
@ -4012,11 +4042,6 @@ int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
}
if ( *f ) {
if (fsh[*f].zipFile == qtrue) {
fsh[*f].baseOffset = unztell(fsh[*f].handleFiles.file.z);
} else {
fsh[*f].baseOffset = ftell(fsh[*f].handleFiles.file.o);
}
fsh[*f].fileSize = r;
fsh[*f].streamed = qfalse;

View File

@ -76,8 +76,12 @@ COM_StripExtension
void COM_StripExtension( const char *in, char *out, int destsize )
{
const char *dot = strrchr(in, '.'), *slash;
if (dot && (!(slash = strrchr(in, '/')) || slash < dot))
Q_strncpyz(out, in, (destsize < dot-in+1 ? destsize : dot-in+1));
destsize = (destsize < dot-in+1 ? destsize : dot-in+1);
if ( in == out && destsize > 1 )
out[destsize-1] = '\0';
else
Q_strncpyz(out, in, destsize);
}

View File

@ -694,7 +694,7 @@ int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode );
// opens a file for reading, writing, or appending depending on the value of mode
int FS_Seek( fileHandle_t f, long offset, int origin );
// seek on a file (doesn't work for zip files!!!!!!!!)
// seek on a file
qboolean FS_FilenameCompare( const char *s1, const char *s2 );
@ -1063,19 +1063,6 @@ void * QDECL Sys_LoadGameDll( const char *name, intptr_t (QDECL **entryPoint)(in
intptr_t (QDECL *systemcalls)(intptr_t, ...) );
void Sys_UnloadDll( void *dllHandle );
void Sys_UnloadGame( void );
void *Sys_GetGameAPI( void *parms );
void Sys_UnloadCGame( void );
void *Sys_GetCGameAPI( void );
void Sys_UnloadUI( void );
void *Sys_GetUIAPI( void );
//bot libraries
void Sys_UnloadBotLib( void );
void *Sys_GetBotLibAPI( void *parms );
char *Sys_GetCurrentUser( void );
void QDECL Sys_Error( const char *error, ...) __attribute__ ((noreturn, format (printf, 1, 2)));

View File

@ -86,6 +86,19 @@ flare_t *r_activeFlares, *r_inactiveFlares;
int flareCoeff;
/*
==================
R_SetFlareCoeff
==================
*/
static void R_SetFlareCoeff( void ) {
if(r_flareCoeff->value == 0.0f)
flareCoeff = atof(FLARE_STDCOEFF);
else
flareCoeff = r_flareCoeff->value;
}
/*
==================
R_ClearFlares
@ -102,6 +115,8 @@ void R_ClearFlares( void ) {
r_flareStructs[i].next = r_inactiveFlares;
r_inactiveFlares = &r_flareStructs[i];
}
R_SetFlareCoeff();
}
@ -450,11 +465,7 @@ void RB_RenderFlares (void) {
if(r_flareCoeff->modified)
{
if(r_flareCoeff->value == 0.0f)
flareCoeff = atof(FLARE_STDCOEFF);
else
flareCoeff = r_flareCoeff->value;
R_SetFlareCoeff();
r_flareCoeff->modified = qfalse;
}

View File

@ -1,8 +1,8 @@
attribute vec4 attr_Position;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
#if defined(USE_VERTEX_ANIMATION)
attribute vec4 attr_Position2;
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#endif
@ -167,7 +167,7 @@ vec4 CalcColor(vec3 position, vec3 normal)
if (u_AlphaGen == AGEN_LIGHTING_SPECULAR)
{
vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position.xyz);
vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position);
vec3 reflected = -reflect(lightDir, normal);
color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0);
@ -184,10 +184,10 @@ vec4 CalcColor(vec3 position, vec3 normal)
#endif
#if defined(USE_FOG)
float CalcFog(vec4 position)
float CalcFog(vec3 position)
{
float s = dot(position, u_FogDistance) * 8.0;
float t = dot(position, u_FogDepth);
float s = (dot(position, u_FogDistance.xyz) + u_FogDistance.w) * 8.0;
float t = dot(position, u_FogDepth.xyz) + u_FogDepth.w;
float eyeOutside = step(0.0, -u_FogEyeT);
float fogged = step(eyeOutside, t);
@ -202,27 +202,27 @@ float CalcFog(vec4 position)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0));
#else
vec4 position = attr_Position;
vec3 normal = attr_Normal;
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
#endif
#if defined(USE_DEFORM_VERTEXES)
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
position = DeformPosition(position, normal, attr_TexCoord0.st);
#endif
gl_Position = u_ModelViewProjectionMatrix * position;
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
#if defined(USE_TCGEN)
vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
vec2 tex = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
var_DiffuseTex = tex;
#endif
@ -232,7 +232,7 @@ void main()
#endif
#if defined(USE_RGBAGEN)
var_Color = CalcColor(position.xyz, normal);
var_Color = CalcColor(position, normal);
#else
var_Color = u_VertColor * attr_Color + u_BaseColor;
#endif

View File

@ -24,6 +24,10 @@ uniform sampler2D u_ShadowMap;
uniform samplerCube u_CubeMap;
#endif
#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
#endif
#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
@ -42,17 +46,22 @@ varying vec4 var_TexCoords;
varying vec4 var_Color;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
#if defined(USE_VERT_TANGENT_SPACE)
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#else
varying vec3 var_Normal;
varying vec3 var_ViewDir;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@ -289,6 +298,25 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
return attenuation;
}
// from http://www.thetenthplanet.de/archives/1180
mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx( p );
vec3 dp2 = dFdy( p );
vec2 duv1 = dFdx( uv );
vec2 duv2 = dFdy( uv );
// solve the linear system
vec3 dp2perp = cross( dp2, N );
vec3 dp1perp = cross( N, dp1 );
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
return mat3( T * invmax, B * invmax, N );
}
void main()
{
@ -296,20 +324,26 @@ void main()
float NL, NH, NE, EH;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_VERT_TANGENT_SPACE)
mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
#else
mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
#endif
#endif
#if defined(USE_DELUXEMAP)
L = (2.0 * texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(1.0));
#if defined(USE_TANGENT_SPACE_LIGHT)
L = L * tangentToWorld;
#endif
L = texture2D(u_DeluxeMap, var_TexCoords.zw).xyz - vec3(0.5);
L = L * u_EnableTextures.y + var_LightDir.xyz;
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
L = var_LightDir.xyz;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_VERT_TANGENT_SPACE)
E = normalize(vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w));
#else
E = normalize(var_ViewDir);
#endif
#endif
#if defined(USE_LIGHTMAP)
@ -328,11 +362,7 @@ void main()
vec2 texCoords = var_TexCoords.xy;
#if defined(USE_PARALLAXMAP)
#if defined(USE_TANGENT_SPACE_LIGHT)
vec3 offsetDir = E;
#else
vec3 offsetDir = E * tangentToWorld;
#endif
vec3 offsetDir = normalize(E * tangentToWorld);
offsetDir.xy *= -0.05 / offsetDir.z;
@ -348,16 +378,13 @@ void main()
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_NORMALMAP)
#if defined(SWIZZLE_NORMALMAP)
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0);
N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
#else
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
#endif
N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
#if !defined(USE_TANGENT_SPACE_LIGHT)
N.xy *= u_EnableTextures.x;
N.z = sqrt(0.25 - dot(N.xy, N.xy));
N = normalize(tangentToWorld * N);
#endif
#elif defined(USE_TANGENT_SPACE_LIGHT)
N = vec3(0.0, 0.0, 1.0);
#else
N = normalize(var_Normal.xyz);
#endif
@ -369,11 +396,7 @@ void main()
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
#if defined(USE_TANGENT_SPACE_LIGHT)
shadowValue *= step(0.0, var_PrimaryLightDir.z);
#else
shadowValue *= step(0.0, dot(var_Normal.xyz, var_PrimaryLightDir.xyz));
#endif
#if defined(SHADOWMAP_MODULATE)
//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
@ -389,12 +412,7 @@ void main()
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
vec3 ambientColor = lightColor;
#if defined(USE_TANGENT_SPACE_LIGHT)
float surfNL = L.z;
#else
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
#endif
// Scale the incoming light to compensate for the baked-in light angle
// attenuation.
@ -412,6 +430,7 @@ void main()
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
specular = (specular - vec4(1.0)) * u_EnableTextures.z + vec4(1.0);
#if defined(USE_GAMMA2_TEXTURES)
specular.rgb *= specular.rgb;
#endif
@ -466,11 +485,8 @@ void main()
reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
vec3 R = reflect(E, N);
#if defined(USE_TANGENT_SPACE_LIGHT)
R = tangentToWorld * R;
#endif
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
#if defined(USE_LIGHTMAP)
cubeLightColor *= lightSample.rgb;
@ -480,7 +496,7 @@ void main()
cubeLightColor *= lightColor * NL + ambientColor;
#endif
//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
gl_FragColor.rgb += cubeLightColor * reflectance;
#endif

View File

@ -6,29 +6,36 @@ attribute vec4 attr_Color;
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
attribute vec3 attr_Tangent;
attribute vec3 attr_Bitangent;
#if defined(USE_VERT_TANGENT_SPACE)
attribute vec4 attr_Tangent;
#endif
#if defined(USE_VERTEX_ANIMATION)
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#if defined(USE_VERT_TANGENT_SPACE)
attribute vec3 attr_Tangent2;
attribute vec3 attr_Bitangent2;
#endif
#endif
#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
attribute vec3 attr_LightDirection;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_DELUXEMAP)
uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
uniform vec3 u_ViewOrigin;
uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCGEN)
uniform int u_TCGen0;
uniform vec3 u_TCGen0Vector0;
uniform vec3 u_TCGen0Vector1;
uniform vec3 u_LocalViewOrigin;
#endif
#if defined(USE_TCMOD)
@ -51,8 +58,8 @@ uniform float u_VertexLerp;
#if defined(USE_LIGHT_VECTOR)
uniform vec4 u_LightOrigin;
uniform float u_LightRadius;
uniform vec3 u_DirectedLight;
#if defined(USE_FAST_LIGHT)
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
#endif
#endif
@ -66,17 +73,22 @@ varying vec4 var_TexCoords;
varying vec4 var_Color;
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
varying vec4 var_Normal;
varying vec4 var_Tangent;
varying vec4 var_Bitangent;
#else
varying vec3 var_Normal;
varying vec3 var_ViewDir;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@ -150,15 +162,22 @@ float CalcLightAttenuation(vec3 dir, float sqrRadius)
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp) * 2.0 - vec3(1.0));
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = normalize(mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp) * 2.0 - vec3(1.0));
#endif
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal;
vec3 tangent = attr_Tangent;
vec3 bitangent = attr_Bitangent;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 tangent = attr_Tangent.xyz * 2.0 - vec3(1.0);
#endif
#endif
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 bitangent = cross(normal, tangent);
bitangent *= attr_Tangent.w * 2.0 - 1.0;
#endif
#if defined(USE_TCGEN)
@ -178,13 +197,15 @@ void main()
#if defined(USE_MODELMATRIX)
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
#if defined(USE_VERT_TANGENT_SPACE)
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
#endif
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
#elif defined(USE_LIGHT)
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
@ -213,38 +234,30 @@ void main()
var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHT_VECTOR)
var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
#else
var_LightDir = vec4(L, 0.0);
#endif
#if defined(USE_DELUXEMAP)
var_LightDir *= 1.0 - u_EnableTextures.y;
#endif
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 viewDir = u_ViewOrigin - position;
#endif
#if defined(USE_TANGENT_SPACE_LIGHT)
mat3 tangentToWorld = mat3(tangent, bitangent, normal);
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
viewDir = viewDir * tangentToWorld;
#endif
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
// store view direction in tangent space to save on varyings
var_Normal = vec4(normal, viewDir.x);
var_Tangent = vec4(tangent, viewDir.y);
var_Bitangent = vec4(bitangent, viewDir.z);
#else
var_Normal = normal;
var_ViewDir = viewDir;
#endif
#endif
}

View File

@ -152,9 +152,9 @@ void RB_SurfaceAnim( md4Surface_t *surface ) {
tess.xyz[baseVertex + j][1] = tempVert[1];
tess.xyz[baseVertex + j][2] = tempVert[2];
tess.normal[baseVertex + j][0] = tempNormal[0];
tess.normal[baseVertex + j][1] = tempNormal[1];
tess.normal[baseVertex + j][2] = tempNormal[2];
tess.normal[baseVertex + j][0] = (uint8_t)(tempNormal[0] * 127.5f + 128.0f);
tess.normal[baseVertex + j][1] = (uint8_t)(tempNormal[1] * 127.5f + 128.0f);
tess.normal[baseVertex + j][2] = (uint8_t)(tempNormal[2] * 127.5f + 128.0f);
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];
@ -548,9 +548,9 @@ void RB_MDRSurfaceAnim( md4Surface_t *surface )
tess.xyz[baseVertex + j][1] = tempVert[1];
tess.xyz[baseVertex + j][2] = tempVert[2];
tess.normal[baseVertex + j][0] = tempNormal[0];
tess.normal[baseVertex + j][1] = tempNormal[1];
tess.normal[baseVertex + j][2] = tempNormal[2];
tess.normal[baseVertex + j][0] = (uint8_t)(tempNormal[0] * 127.5f + 128.0f);
tess.normal[baseVertex + j][1] = (uint8_t)(tempNormal[1] * 127.5f + 128.0f);
tess.normal[baseVertex + j][2] = (uint8_t)(tempNormal[2] * 127.5f + 128.0f);
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];

View File

@ -449,7 +449,7 @@ void RB_BeginDrawingView (void) {
{
if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
{
FBO_Bind(tr.screenScratchFbo);
FBO_Bind(NULL);
}
else
{
@ -859,7 +859,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
FBO_Bind(NULL);
}
else
{
@ -946,7 +946,7 @@ const void *RB_StretchPic ( const void *data ) {
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
FBO_Bind(NULL);
}
else
{
@ -1443,7 +1443,7 @@ const void *RB_ClearDepth(const void *data)
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
FBO_Bind(tr.screenScratchFbo);
FBO_Bind(NULL);
}
else
{
@ -1512,32 +1512,13 @@ const void *RB_SwapBuffers( const void *data ) {
{
// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else if (tr.renderFbo)
{
FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
if (tr.screenScratchFbo)
{
vec4_t color;
color[0] =
color[1] =
color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
color[3] = 1.0f;
// turn off colormask when copying final image
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
}
}
if ( !glState.finishCalled ) {
@ -1654,11 +1635,11 @@ const void *RB_PostProcess(const void *data)
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
{
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
RB_ToneMap(srcFbo, srcBox, tr.screenScratchFbo, dstBox, autoExposure);
RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure);
}
else if (r_cameraExposure->value == 0.0f)
{
FBO_FastBlit(srcFbo, srcBox, tr.screenScratchFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
@ -1669,15 +1650,15 @@ const void *RB_PostProcess(const void *data)
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
FBO_Blit(srcFbo, srcBox, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
}
}
if (r_drawSunRays->integer)
RB_SunRays(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox);
RB_SunRays(NULL, srcBox, NULL, dstBox);
if (1)
RB_BokehBlur(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox, backEnd.refdef.blurFactor);
RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
@ -1685,27 +1666,27 @@ const void *RB_PostProcess(const void *data)
{
vec4i_t dstBox;
VectorSet4(dstBox, 0, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 128, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
#if 0
@ -1717,8 +1698,8 @@ const void *RB_PostProcess(const void *data)
if (cubemapIndex)
{
VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
}
}
#endif

View File

@ -653,8 +653,8 @@ ParseFace
static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
int i, j;
srfBspSurface_t *cv;
srfTriangle_t *tri;
int numVerts, numTriangles, badTriangles;
glIndex_t *tri;
int numVerts, numIndexes, badTriangles;
int realLightmapNum;
realLightmapNum = LittleLong( ds->lightmapNum );
@ -675,14 +675,14 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
surf->shader = tr.defaultShader;
}
numTriangles = LittleLong(ds->numIndexes) / 3;
numIndexes = LittleLong(ds->numIndexes);
//cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
cv = (void *)surf->data;
cv->surfaceType = SF_FACE;
cv->numTriangles = numTriangles;
cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
cv->numIndexes = numIndexes;
cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low);
cv->numVerts = numVerts;
cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
@ -740,29 +740,29 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
// copy triangles
badTriangles = 0;
indexes += LittleLong(ds->firstIndex);
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
tri[j] = LittleLong(indexes[i + j]);
if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
if(tri[j] >= numVerts)
{
ri.Error(ERR_DROP, "Bad index in face surface");
}
}
if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2]))
{
tri--;
tri -= 3;
badTriangles++;
}
}
if (badTriangles)
{
ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
cv->numTriangles -= badTriangles;
ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles);
cv->numIndexes -= badTriangles * 3;
}
// take the plane information from the lightmap vector
@ -781,11 +781,11 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
{
srfVert_t *dv[3];
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &cv->verts[tri->indexes[0]];
dv[1] = &cv->verts[tri->indexes[1]];
dv[2] = &cv->verts[tri->indexes[2]];
dv[0] = &cv->verts[tri[0]];
dv[1] = &cv->verts[tri[1]];
dv[2] = &cv->verts[tri[2]];
R_CalcTangentVectors(dv);
}
@ -904,9 +904,9 @@ ParseTriSurf
*/
static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
srfBspSurface_t *cv;
srfTriangle_t *tri;
glIndex_t *tri;
int i, j;
int numVerts, numTriangles, badTriangles;
int numVerts, numIndexes, badTriangles;
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
@ -918,14 +918,14 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
}
numVerts = LittleLong(ds->numVerts);
numTriangles = LittleLong(ds->numIndexes) / 3;
numIndexes = LittleLong(ds->numIndexes);
//cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
cv = (void *)surf->data;
cv->surfaceType = SF_TRIANGLES;
cv->numTriangles = numTriangles;
cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
cv->numIndexes = numIndexes;
cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low);
cv->numVerts = numVerts;
cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
@ -984,29 +984,29 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
// copy triangles
badTriangles = 0;
indexes += LittleLong(ds->firstIndex);
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
tri[j] = LittleLong(indexes[i + j]);
if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
if(tri[j] >= numVerts)
{
ri.Error(ERR_DROP, "Bad index in face surface");
}
}
if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2]))
{
tri--;
tri -= 3;
badTriangles++;
}
}
if (badTriangles)
{
ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
cv->numTriangles -= badTriangles;
ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles);
cv->numIndexes -= badTriangles * 3;
}
#ifdef USE_VERT_TANGENT_SPACE
@ -1014,11 +1014,11 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
{
srfVert_t *dv[3];
for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &cv->verts[tri->indexes[0]];
dv[1] = &cv->verts[tri->indexes[1]];
dv[2] = &cv->verts[tri->indexes[2]];
dv[0] = &cv->verts[tri[0]];
dv[1] = &cv->verts[tri[1]];
dv[2] = &cv->verts[tri[2]];
R_CalcTangentVectors(dv);
}
@ -1747,9 +1747,9 @@ void R_MovePatchSurfacesToHunk(void) {
hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );
hunkgrid->numTriangles = grid->numTriangles;
hunkgrid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
Com_Memcpy(hunkgrid->triangles, grid->triangles, grid->numTriangles * sizeof(srfTriangle_t));
hunkgrid->numIndexes = grid->numIndexes;
hunkgrid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
Com_Memcpy(hunkgrid->indexes, grid->indexes, grid->numIndexes * sizeof(glIndex_t));
hunkgrid->numVerts = grid->numVerts;
hunkgrid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
@ -1810,12 +1810,14 @@ static void CopyVert(const srfVert_t * in, srfVert_t * out)
out->xyz[j] = in->xyz[j];
#ifdef USE_VERT_TANGENT_SPACE
out->tangent[j] = in->tangent[j];
out->bitangent[j] = in->bitangent[j];
//out->bitangent[j] = in->bitangent[j];
#endif
out->normal[j] = in->normal[j];
out->lightdir[j] = in->lightdir[j];
}
out->tangent[3] = in->tangent[3];
for(j = 0; j < 2; j++)
{
out->st[j] = in->st[j];
@ -1841,8 +1843,8 @@ static void R_CreateWorldVBOs(void)
int numVerts;
srfVert_t *verts;
int numTriangles;
srfTriangle_t *triangles;
int numIndexes;
glIndex_t *indexes;
int numSortedSurfaces, numSurfaces;
msurface_t *surface, **firstSurf, **lastSurf, **currSurf;
@ -1851,6 +1853,9 @@ static void R_CreateWorldVBOs(void)
VBO_t *vbo;
IBO_t *ibo;
int maxVboSize = 4 * 1024 * 1024;
int maxIboSize = 4 * 1024 * 1024;
int startTime, endTime;
startTime = ri.Milliseconds();
@ -1859,10 +1864,28 @@ static void R_CreateWorldVBOs(void)
numSortedSurfaces = 0;
for(surface = &s_worldData.surfaces[0]; surface < &s_worldData.surfaces[s_worldData.numsurfaces]; surface++)
{
if(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)
{
numSortedSurfaces++;
}
srfBspSurface_t *bspSurf;
shader_t *shader = surface->shader;
if (shader->isPortal)
continue;
if (shader->isSky)
continue;
if (ShaderRequiresCPUDeforms(shader))
continue;
// check for this now so we can use srfBspSurface_t* universally in the rest of the function
if (!(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES))
continue;
bspSurf = (srfBspSurface_t *) surface->data;
if (!bspSurf->numIndexes || !bspSurf->numVerts)
continue;
numSortedSurfaces++;
}
// presort surfaces
@ -1871,10 +1894,28 @@ static void R_CreateWorldVBOs(void)
j = 0;
for(surface = &s_worldData.surfaces[0]; surface < &s_worldData.surfaces[s_worldData.numsurfaces]; surface++)
{
if(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)
{
surfacesSorted[j++] = surface;
}
srfBspSurface_t *bspSurf;
shader_t *shader = surface->shader;
if (shader->isPortal)
continue;
if (shader->isSky)
continue;
if (ShaderRequiresCPUDeforms(shader))
continue;
// check for this now so we can use srfBspSurface_t* universally in the rest of the function
if (!(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES))
continue;
bspSurf = (srfBspSurface_t *) surface->data;
if (!bspSurf->numIndexes || !bspSurf->numVerts)
continue;
surfacesSorted[j++] = surface;
}
qsort(surfacesSorted, numSortedSurfaces, sizeof(*surfacesSorted), BSPSurfaceCompare);
@ -1882,121 +1923,86 @@ static void R_CreateWorldVBOs(void)
k = 0;
for(firstSurf = lastSurf = surfacesSorted; firstSurf < &surfacesSorted[numSortedSurfaces]; firstSurf = lastSurf)
{
while(lastSurf < &surfacesSorted[numSortedSurfaces] && (*lastSurf)->shader->sortedIndex == (*firstSurf)->shader->sortedIndex)
lastSurf++;
int currVboSize, currIboSize;
// Find range of surfaces to merge by:
// - Collecting a number of surfaces which fit under maxVboSize/maxIboSize, or
// - All the surfaces with a single shader which go over maxVboSize/maxIboSize
currVboSize = currIboSize = 0;
while (currVboSize < maxVboSize && currIboSize < maxIboSize && lastSurf < &surfacesSorted[numSortedSurfaces])
{
int addVboSize, addIboSize, currShaderIndex;
addVboSize = addIboSize = 0;
currShaderIndex = (*lastSurf)->shader->sortedIndex;
for(currSurf = lastSurf; currSurf < &surfacesSorted[numSortedSurfaces] && (*currSurf)->shader->sortedIndex == currShaderIndex; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
addVboSize += bspSurf->numVerts * sizeof(srfVert_t);
addIboSize += bspSurf->numIndexes * sizeof(glIndex_t);
}
if ((currVboSize != 0 && addVboSize + currVboSize > maxVboSize)
|| (currIboSize != 0 && addIboSize + currIboSize > maxIboSize))
break;
lastSurf = currSurf;
currVboSize += addVboSize;
currIboSize += addIboSize;
}
// count verts/indexes/surfaces
numVerts = 0;
numTriangles = 0;
numIndexes = 0;
numSurfaces = 0;
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
switch (bspSurf->surfaceType)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
if(bspSurf->numVerts)
numVerts += bspSurf->numVerts;
if(bspSurf->numTriangles)
numTriangles += bspSurf->numTriangles;
numSurfaces++;
break;
default:
break;
}
numVerts += bspSurf->numVerts;
numIndexes += bspSurf->numIndexes;
numSurfaces++;
}
if(!numVerts || !numTriangles)
continue;
ri.Printf(PRINT_ALL, "...calculating world VBO %d ( %i verts %i tris )\n", k, numVerts, numTriangles);
ri.Printf(PRINT_ALL, "...calculating world VBO %d ( %i verts %i tris )\n", k, numVerts, numIndexes / 3);
// create arrays
verts = ri.Hunk_AllocateTempMemory(numVerts * sizeof(srfVert_t));
triangles = ri.Hunk_AllocateTempMemory(numTriangles * sizeof(srfTriangle_t));
indexes = ri.Hunk_AllocateTempMemory(numIndexes * sizeof(glIndex_t));
// set up triangle indices
// set up indices and copy vertices
numVerts = 0;
numTriangles = 0;
numIndexes = 0;
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
glIndex_t *surfIndex;
switch (bspSurf->surfaceType)
bspSurf->firstIndex = numIndexes;
bspSurf->minIndex = numVerts + bspSurf->indexes[0];
bspSurf->maxIndex = numVerts + bspSurf->indexes[0];
for(i = 0, surfIndex = bspSurf->indexes; i < bspSurf->numIndexes; i++, surfIndex++)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
bspSurf->firstIndex = numTriangles * 3;
if(bspSurf->numTriangles)
{
srfTriangle_t *tri;
bspSurf->minIndex = numVerts + bspSurf->triangles->indexes[0];
bspSurf->maxIndex = numVerts + bspSurf->triangles->indexes[0];
for(i = 0, tri = bspSurf->triangles; i < bspSurf->numTriangles; i++, tri++)
{
for(j = 0; j < 3; j++)
{
triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
bspSurf->minIndex = MIN(bspSurf->minIndex, numVerts + tri->indexes[j]);
bspSurf->maxIndex = MAX(bspSurf->maxIndex, numVerts + tri->indexes[j]);
}
}
numTriangles += bspSurf->numTriangles;
}
if(bspSurf->numVerts)
numVerts += bspSurf->numVerts;
break;
default:
break;
indexes[numIndexes++] = numVerts + *surfIndex;
bspSurf->minIndex = MIN(bspSurf->minIndex, numVerts + *surfIndex);
bspSurf->maxIndex = MAX(bspSurf->maxIndex, numVerts + *surfIndex);
}
}
// build vertices
numVerts = 0;
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
bspSurf->firstVert = numVerts;
switch (bspSurf->surfaceType)
for(i = 0; i < bspSurf->numVerts; i++)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
bspSurf->firstVert = numVerts;
if(bspSurf->numVerts)
{
for(i = 0; i < bspSurf->numVerts; i++)
{
CopyVert(&bspSurf->verts[i], &verts[numVerts + i]);
}
numVerts += bspSurf->numVerts;
}
break;
default:
break;
CopyVert(&bspSurf->verts[i], &verts[numVerts++]);
}
}
#ifdef USE_VERT_TANGENT_SPACE
vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", k), numVerts, verts,
ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT | ATTR_BITANGENT |
ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT |
ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
#else
vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", k), numVerts, verts,
@ -2004,36 +2010,21 @@ static void R_CreateWorldVBOs(void)
ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
#endif
ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", k), numTriangles, triangles, VBO_USAGE_STATIC);
ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", k), numIndexes, indexes, VBO_USAGE_STATIC);
// point triangle surfaces to VBO
// point bsp surfaces to VBO
for (currSurf = firstSurf; currSurf < lastSurf; currSurf++)
{
srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data;
switch (bspSurf->surfaceType)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
if( bspSurf->numVerts && bspSurf->numTriangles)
{
bspSurf->vbo = vbo;
bspSurf->ibo = ibo;
}
break;
default:
break;
}
bspSurf->vbo = vbo;
bspSurf->ibo = ibo;
}
ri.Hunk_FreeTempMemory(triangles);
ri.Hunk_FreeTempMemory(indexes);
ri.Hunk_FreeTempMemory(verts);
k++;
}
ri.Free(surfacesSorted);
@ -2104,7 +2095,7 @@ static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
// Two passes, allocate surfaces first, then load them full of data
// This ensures surfaces are close together to reduce L2 cache misses when using VBOs,
// which don't actually use the verts and tris
// which don't actually use the verts and indexes
in = (void *)(fileBase + surfs->fileofs);
out = s_worldData.surfaces;
for ( i = 0 ; i < count ; i++, in++, out++ ) {
@ -3090,7 +3081,7 @@ void R_MergeLeafSurfaces(void)
vec3_t bounds[2];
int numSurfsToMerge;
int numTriangles;
int numIndexes;
int numVerts;
int firstIndex;
@ -3102,24 +3093,13 @@ void R_MergeLeafSurfaces(void)
surf1 = s_worldData.surfaces + i;
// retrieve vbo
switch(*surf1->data)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
vbo = ((srfBspSurface_t *)(surf1->data))->vbo;
break;
default:
vbo = NULL;
break;
}
vbo = ((srfBspSurface_t *)(surf1->data))->vbo;
// count verts, indexes, and surfaces
numSurfsToMerge = 0;
numTriangles = 0;
numIndexes = 0;
numVerts = 0;
for (j = 0; j < numWorldSurfaces; j++)
for (j = i; j < numWorldSurfaces; j++)
{
msurface_t *surf2;
srfBspSurface_t *bspSurf;
@ -3130,23 +3110,12 @@ void R_MergeLeafSurfaces(void)
surf2 = s_worldData.surfaces + j;
bspSurf = (srfBspSurface_t *) surf2->data;
switch(bspSurf->surfaceType)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
numTriangles += bspSurf->numTriangles;
numVerts += bspSurf->numVerts;
break;
default:
break;
}
numIndexes += bspSurf->numIndexes;
numVerts += bspSurf->numVerts;
numSurfsToMerge++;
}
if (numVerts == 0 || numTriangles == 0 || numSurfsToMerge < 2)
if (numVerts == 0 || numIndexes == 0 || numSurfsToMerge < 2)
{
continue;
}
@ -3158,12 +3127,12 @@ void R_MergeLeafSurfaces(void)
numIboIndexes = 0;
// allocate indexes
iboIndexes = outIboIndexes = ri.Malloc(numTriangles * 3 * sizeof(*outIboIndexes));
iboIndexes = outIboIndexes = ri.Malloc(numIndexes * sizeof(*outIboIndexes));
// Merge surfaces (indexes) and calculate bounds
ClearBounds(bounds[0], bounds[1]);
firstIndex = numIboIndexes;
for (j = 0; j < numWorldSurfaces; j++)
for (j = i; j < numWorldSurfaces; j++)
{
msurface_t *surf2;
srfBspSurface_t *bspSurf;
@ -3177,24 +3146,12 @@ void R_MergeLeafSurfaces(void)
AddPointToBounds(surf2->cullinfo.bounds[1], bounds[0], bounds[1]);
bspSurf = (srfBspSurface_t *) surf2->data;
switch(bspSurf->surfaceType)
for (k = 0; k < bspSurf->numIndexes; k++)
{
case SF_FACE:
case SF_GRID:
case SF_TRIANGLES:
for (k = 0; k < bspSurf->numTriangles; k++)
{
*outIboIndexes++ = bspSurf->triangles[k].indexes[0] + bspSurf->firstVert;
*outIboIndexes++ = bspSurf->triangles[k].indexes[1] + bspSurf->firstVert;
*outIboIndexes++ = bspSurf->triangles[k].indexes[2] + bspSurf->firstVert;
numIboIndexes += 3;
}
break;
// never happens, but silences a compile warning
default:
break;
*outIboIndexes++ = bspSurf->indexes[k] + bspSurf->firstVert;
numIboIndexes++;
}
break;
}
vboSurf = ri.Hunk_Alloc(sizeof(*vboSurf), h_low);
@ -3204,14 +3161,14 @@ void R_MergeLeafSurfaces(void)
vboSurf->vbo = vbo;
vboSurf->ibo = ibo;
vboSurf->numTriangles = numTriangles;
vboSurf->numIndexes = numIndexes;
vboSurf->numVerts = numVerts;
vboSurf->firstIndex = firstIndex;
vboSurf->minIndex = *(iboIndexes + firstIndex);
vboSurf->maxIndex = *(iboIndexes + firstIndex);
for (j = 1; j < numTriangles * 3; j++)
for (j = 0; j < numIndexes; j++)
{
vboSurf->minIndex = MIN(vboSurf->minIndex, *(iboIndexes + firstIndex + j));
vboSurf->maxIndex = MAX(vboSurf->maxIndex, *(iboIndexes + firstIndex + j));

View File

@ -442,12 +442,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
qglClear(GL_COLOR_BUFFER_BIT);
}
if (tr.screenScratchFbo)
{
FBO_Bind(tr.screenScratchFbo);
qglClear(GL_COLOR_BUFFER_BIT);
}
FBO_Bind(NULL);
}

View File

@ -213,13 +213,13 @@ static int neighbors[8][2] = {
}
#ifdef USE_VERT_TANGENT_SPACE
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numTriangles,
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes,
glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
{
int i, j;
srfVert_t *dv[3];
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
srfTriangle_t *tri;
glIndex_t *tri;
// FIXME: use more elegant way
for(i = 0; i < width; i++)
@ -231,53 +231,15 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
}
}
for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
for(i = 0, tri = indexes; i < numIndexes; i += 3, tri += 3)
{
dv[0] = &ctrl2[tri->indexes[0]];
dv[1] = &ctrl2[tri->indexes[1]];
dv[2] = &ctrl2[tri->indexes[2]];
dv[0] = &ctrl2[tri[0]];
dv[1] = &ctrl2[tri[1]];
dv[2] = &ctrl2[tri[2]];
R_CalcTangentVectors(dv);
}
#if 0
for(i = 0; i < (width * height); i++)
{
dv0 = &ctrl2[i];
VectorNormalize(dv0->normal);
#if 0
VectorNormalize(dv0->tangent);
VectorNormalize(dv0->bitangent);
#else
d = DotProduct(dv0->tangent, dv0->normal);
VectorMA(dv0->tangent, -d, dv0->normal, dv0->tangent);
VectorNormalize(dv0->tangent);
d = DotProduct(dv0->bitangent, dv0->normal);
VectorMA(dv0->bitangent, -d, dv0->normal, dv0->bitangent);
VectorNormalize(dv0->bitangent);
#endif
}
#endif
#if 0
// do another extra smoothing for normals to avoid flat shading
for(i = 0; i < (width * height); i++)
{
for(j = 0; j < (width * height); j++)
{
if(R_CompareVert(&ctrl2[i], &ctrl2[j], qfalse))
{
VectorAdd(ctrl2[i].normal, ctrl2[j].normal, ctrl2[i].normal);
}
}
VectorNormalize(ctrl2[i].normal);
}
#endif
for(i = 0; i < width; i++)
{
for(j = 0; j < height; j++)
@ -285,26 +247,25 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
dv[0] = &ctrl2[j * width + i];
dv[1] = &ctrl[j][i];
VectorCopy(dv[0]->tangent, dv[1]->tangent);
VectorCopy(dv[0]->bitangent, dv[1]->bitangent);
VectorCopy4(dv[0]->tangent, dv[1]->tangent);
}
}
}
#endif
static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2])
static int MakeMeshIndexes(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE],
glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
{
int i, j;
int numTriangles;
int numIndexes;
int w, h;
srfVert_t *dv;
static srfVert_t ctrl2[MAX_GRID_SIZE * MAX_GRID_SIZE];
h = height - 1;
w = width - 1;
numTriangles = 0;
numIndexes = 0;
for(i = 0; i < h; i++)
{
for(j = 0; j < w; j++)
@ -317,15 +278,13 @@ static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE
v3 = v2 + width;
v4 = v3 + 1;
triangles[numTriangles].indexes[0] = v2;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v1;
numTriangles++;
indexes[numIndexes++] = v2;
indexes[numIndexes++] = v3;
indexes[numIndexes++] = v1;
triangles[numTriangles].indexes[0] = v1;
triangles[numTriangles].indexes[1] = v3;
triangles[numTriangles].indexes[2] = v4;
numTriangles++;
indexes[numIndexes++] = v1;
indexes[numIndexes++] = v3;
indexes[numIndexes++] = v4;
}
}
@ -339,7 +298,7 @@ static int MakeMeshTriangles(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE
}
}
return numTriangles;
return numIndexes;
}
@ -418,7 +377,7 @@ R_CreateSurfaceGridMesh
*/
srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], float errorTable[2][MAX_GRID_SIZE],
int numTriangles, srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2]) {
int numIndexes, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3]) {
int i, j, size;
srfVert_t *vert;
vec3_t tmpVec;
@ -437,9 +396,9 @@ srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
grid->heightLodError = /*ri.Hunk_Alloc*/ ri.Malloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Malloc(grid->numTriangles * sizeof(srfTriangle_t));
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numIndexes = numIndexes;
grid->indexes = ri.Malloc(grid->numIndexes * sizeof(glIndex_t));
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
grid->numVerts = (width * height);
grid->verts = ri.Malloc(grid->numVerts * sizeof(srfVert_t));
@ -453,9 +412,9 @@ srfBspSurface_t *R_CreateSurfaceGridMesh(int width, int height,
grid->heightLodError = ri.Hunk_Alloc( height * 4 );
Com_Memcpy( grid->heightLodError, errorTable[1], height * 4 );
grid->numTriangles = numTriangles;
grid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
Com_Memcpy(grid->triangles, triangles, numTriangles * sizeof(srfTriangle_t));
grid->numIndexes = numIndexes;
grid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low);
Com_Memcpy(grid->indexes, indexes, numIndexes * sizeof(glIndex_t));
grid->numVerts = (width * height);
grid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
@ -493,7 +452,7 @@ R_FreeSurfaceGridMesh
void R_FreeSurfaceGridMesh( srfBspSurface_t *grid ) {
ri.Free(grid->widthLodError);
ri.Free(grid->heightLodError);
ri.Free(grid->triangles);
ri.Free(grid->indexes);
ri.Free(grid->verts);
ri.Free(grid);
}
@ -514,8 +473,8 @@ srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
int t;
srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE];
float errorTable[2][MAX_GRID_SIZE];
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
int consecutiveComplete;
for ( i = 0 ; i < width ; i++ ) {
@ -669,16 +628,16 @@ srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
}
#endif
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
#ifdef USE_VERT_TANGENT_SPACE
MakeMeshTangentVectors(width, height, ctrl, numTriangles, triangles);
MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
#endif
return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
return R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
}
/*
@ -693,8 +652,8 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
oldwidth = 0;
width = grid->width + 1;
@ -724,8 +683,8 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
@ -735,7 +694,7 @@ srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row,
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;
@ -753,8 +712,8 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
float errorTable[2][MAX_GRID_SIZE];
float lodRadius;
vec3_t lodOrigin;
int numTriangles;
static srfTriangle_t triangles[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2];
int numIndexes;
static glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3];
oldheight = 0;
width = grid->width;
@ -784,8 +743,8 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
// put all the aproximating points on the curve
//PutPointsOnCurve( ctrl, width, height );
// calculate triangles
numTriangles = MakeMeshTriangles(width, height, ctrl, triangles);
// calculate indexes
numIndexes = MakeMeshIndexes(width, height, ctrl, indexes);
// calculate normals
MakeMeshNormals( width, height, ctrl );
@ -795,7 +754,7 @@ srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, ve
// free the old grid
R_FreeSurfaceGridMesh(grid);
// create a new grid
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numTriangles, triangles);
grid = R_CreateSurfaceGridMesh(width, height, ctrl, errorTable, numIndexes, indexes);
grid->lodRadius = lodRadius;
VectorCopy(lodOrigin, grid->lodOrigin);
return grid;

View File

@ -526,22 +526,6 @@ void FBO_Init(void)
R_CheckFBO(tr.targetLevelsFbo);
}
if (r_softOverbright->integer)
{
//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
FBO_Bind(tr.screenScratchFbo);
//FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
FBO_AttachTextureImage(tr.screenScratchImage, 0);
// FIXME: hack: share zbuffer between render fbo and pre-screen fbo
//FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
R_CheckFBO(tr.screenScratchFbo);
}
for (i = 0; i < 2; i++)
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);

View File

@ -86,6 +86,19 @@ flare_t *r_activeFlares, *r_inactiveFlares;
int flareCoeff;
/*
==================
R_SetFlareCoeff
==================
*/
static void R_SetFlareCoeff( void ) {
if(r_flareCoeff->value == 0.0f)
flareCoeff = atof(FLARE_STDCOEFF);
else
flareCoeff = r_flareCoeff->value;
}
/*
==================
R_ClearFlares
@ -102,6 +115,8 @@ void R_ClearFlares( void ) {
r_flareStructs[i].next = r_inactiveFlares;
r_inactiveFlares = &r_flareStructs[i];
}
R_SetFlareCoeff();
}
@ -451,11 +466,7 @@ void RB_RenderFlares (void) {
if(r_flareCoeff->modified)
{
if(r_flareCoeff->value == 0.0f)
flareCoeff = atof(FLARE_STDCOEFF);
else
flareCoeff = r_flareCoeff->value;
R_SetFlareCoeff();
r_flareCoeff->modified = qfalse;
}

View File

@ -84,6 +84,8 @@ static uniformInfo_t uniformsInfo[] =
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_Texture1Env", GLSL_INT },
@ -526,9 +528,6 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
if(attribs & ATTR_BITANGENT)
qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT, "attr_Bitangent");
#endif
if(attribs & ATTR_NORMAL)
@ -552,9 +551,6 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
#ifdef USE_VERT_TANGENT_SPACE
if(attribs & ATTR_TANGENT2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
if(attribs & ATTR_BITANGENT2)
qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2");
#endif
GLSL_LinkProgram(program->program);
@ -997,27 +993,19 @@ void GLSL_InitGPUShaders(void)
for (i = 0; i < LIGHTDEF_COUNT; i++)
{
int lightType = i & LIGHTDEF_LIGHTTYPE_MASK;
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
// skip impossible combos
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
continue;
if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
if (!lightType && (i & LIGHTDEF_USE_PARALLAXMAP))
continue;
if ((i & LIGHTDEF_USE_CUBEMAP) && !r_cubeMapping->integer)
if (!lightType && (i & LIGHTDEF_USE_SHADOWMAP))
continue;
if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
continue;
if (!(i & LIGHTDEF_LIGHTTYPE_MASK))
{
if (i & LIGHTDEF_USE_SHADOWMAP)
continue;
if (i & LIGHTDEF_USE_CUBEMAP)
continue;
}
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
extradefines[0] = '\0';
@ -1026,30 +1014,30 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
if (r_specularIsMetallic->value)
Q_strcat(extradefines, 1024, va("#define SPECULAR_IS_METALLIC\n"));
Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
if (r_dlightMode->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
if (1)
{
Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
}
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (i & LIGHTDEF_LIGHTTYPE_MASK)
if (lightType)
{
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
if (fastLight)
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
switch (i & LIGHTDEF_LIGHTTYPE_MASK)
switch (lightType)
{
case LIGHTDEF_USE_LIGHTMAP:
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_deluxeMapping->integer && !fastLight)
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
break;
case LIGHTDEF_USE_LIGHT_VECTOR:
@ -1062,62 +1050,59 @@ void GLSL_InitGPUShaders(void)
default:
break;
}
}
if (r_normalMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
if (r_normalMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
if (r_normalMapping->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
if (r_normalMapping->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
if (r_normalMapping->integer == 3)
Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
if (r_normalMapping->integer == 3)
Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT | ATTR_BITANGENT;
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT;
#endif
}
if (r_specularMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
switch (r_specularMapping->integer)
{
case 1:
default:
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
break;
case 4:
Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
break;
case 5:
Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
break;
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
}
if (r_specularMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
switch (r_specularMapping->integer)
{
case 1:
default:
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
break;
case 4:
Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
break;
case 5:
Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
break;
}
}
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
}
if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if ((i & LIGHTDEF_USE_CUBEMAP))
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
if (i & LIGHTDEF_USE_SHADOWMAP)
{
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
@ -1142,7 +1127,7 @@ void GLSL_InitGPUShaders(void)
#ifdef USE_VERT_TANGENT_SPACE
if (r_normalMapping->integer)
{
attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2;
attribs |= ATTR_TANGENT2;
}
#endif
}
@ -1409,12 +1394,10 @@ void GLSL_ShutdownGPUShaders(void)
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2);
#ifdef USE_VERT_TANGENT_SPACE
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
#endif
qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR);
qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION);
@ -1574,20 +1557,6 @@ void GLSL_VertexAttribsState(uint32_t stateBits)
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT);
}
}
if(diff & ATTR_BITANGENT)
{
if(stateBits & ATTR_BITANGENT)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT);
}
}
#endif
if(diff & ATTR_COLOR)
@ -1660,20 +1629,6 @@ void GLSL_VertexAttribsState(uint32_t stateBits)
qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2);
}
}
if(diff & ATTR_BITANGENT2)
{
if(stateBits & ATTR_BITANGENT2)
{
GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
}
else
{
GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n");
qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2);
}
}
#endif
glState.vertexAttribsState = stateBits;
@ -1683,17 +1638,18 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
qboolean animated;
int newFrame, oldFrame;
VBO_t *vbo = glState.currentVBO;
if(!glState.currentVBO)
if(!vbo)
{
ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound");
return;
}
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name));
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", vbo->name));
// position/normal/tangent/bitangent are always set in case of animation
// position/normal/tangent are always set in case of animation
oldFrame = glState.vertexAttribsOldFrame;
newFrame = glState.vertexAttribsNewFrame;
animated = glState.vertexAnimation;
@ -1702,7 +1658,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + newFrame * glState.currentVBO->size_xyz));
qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, vbo->stride_xyz, BUFFER_OFFSET(vbo->ofs_xyz + newFrame * vbo->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION;
}
@ -1710,7 +1666,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, glState.currentVBO->stride_st, BUFFER_OFFSET(glState.currentVBO->ofs_st));
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, vbo->stride_st, BUFFER_OFFSET(vbo->ofs_st));
glState.vertexAttribPointersSet |= ATTR_TEXCOORD;
}
@ -1718,7 +1674,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, glState.currentVBO->stride_lightmap, BUFFER_OFFSET(glState.currentVBO->ofs_lightmap));
qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, vbo->stride_lightmap, BUFFER_OFFSET(vbo->ofs_lightmap));
glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD;
}
@ -1726,7 +1682,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + newFrame * glState.currentVBO->size_normal));
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_UNSIGNED_BYTE, GL_TRUE, vbo->stride_normal, BUFFER_OFFSET(vbo->ofs_normal + newFrame * vbo->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL;
}
@ -1735,24 +1691,16 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + newFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 4, GL_UNSIGNED_BYTE, GL_TRUE, vbo->stride_tangent, BUFFER_OFFSET(vbo->ofs_tangent + newFrame * vbo->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT;
}
if((attribBits & ATTR_BITANGENT) && (!(glState.vertexAttribPointersSet & ATTR_BITANGENT) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + newFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT;
}
#endif
if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n");
qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, glState.currentVBO->stride_vertexcolor, BUFFER_OFFSET(glState.currentVBO->ofs_vertexcolor));
qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, vbo->stride_vertexcolor, BUFFER_OFFSET(vbo->ofs_vertexcolor));
glState.vertexAttribPointersSet |= ATTR_COLOR;
}
@ -1760,7 +1708,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n");
qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, glState.currentVBO->stride_lightdir, BUFFER_OFFSET(glState.currentVBO->ofs_lightdir));
qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, vbo->stride_lightdir, BUFFER_OFFSET(vbo->ofs_lightdir));
glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION;
}
@ -1768,7 +1716,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + oldFrame * glState.currentVBO->size_xyz));
qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, vbo->stride_xyz, BUFFER_OFFSET(vbo->ofs_xyz + oldFrame * vbo->size_xyz));
glState.vertexAttribPointersSet |= ATTR_POSITION2;
}
@ -1776,7 +1724,7 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + oldFrame * glState.currentVBO->size_normal));
qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_UNSIGNED_BYTE, GL_TRUE, vbo->stride_normal, BUFFER_OFFSET(vbo->ofs_normal + oldFrame * vbo->size_normal));
glState.vertexAttribPointersSet |= ATTR_NORMAL2;
}
@ -1785,17 +1733,9 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + oldFrame * glState.currentVBO->size_normal)); // FIXME
qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 4, GL_UNSIGNED_BYTE, GL_TRUE, vbo->stride_tangent, BUFFER_OFFSET(vbo->ofs_tangent + oldFrame * vbo->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_TANGENT2;
}
if((attribBits & ATTR_BITANGENT2) && (!(glState.vertexAttribPointersSet & ATTR_BITANGENT2) || animated))
{
GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n");
qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + oldFrame * glState.currentVBO->size_normal)); // FIXME
glState.vertexAttribPointersSet |= ATTR_BITANGENT2;
}
#endif
}

View File

@ -2875,9 +2875,6 @@ void R_CreateBuiltinImages( void ) {
Com_Memset( data, 255, sizeof( data ) );
tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
Com_Memset( data, 128, sizeof( data ) );
tr.greyImage = R_CreateImage("*grey", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, GL_RGBA8);
if (r_dlightMode->integer >= 2)
{
for( x = 0; x < MAX_DLIGHTS; x++)
@ -2934,9 +2931,6 @@ void R_CreateBuiltinImages( void ) {
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
if (r_softOverbright->integer)
tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
if (glRefConfig.framebufferObject)
{
tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);

View File

@ -116,7 +116,6 @@ typedef struct VBO_s
uint32_t ofs_lightdir;
#ifdef USE_VERT_TANGENT_SPACE
uint32_t ofs_tangent;
uint32_t ofs_bitangent;
#endif
uint32_t stride_xyz;
uint32_t stride_normal;
@ -126,7 +125,6 @@ typedef struct VBO_s
uint32_t stride_lightdir;
#ifdef USE_VERT_TANGENT_SPACE
uint32_t stride_tangent;
uint32_t stride_bitangent;
#endif
uint32_t size_xyz;
uint32_t size_normal;
@ -515,19 +513,17 @@ enum
ATTR_INDEX_TEXCOORD0 = 1,
ATTR_INDEX_TEXCOORD1 = 2,
ATTR_INDEX_TANGENT = 3,
ATTR_INDEX_BITANGENT = 4,
ATTR_INDEX_NORMAL = 5,
ATTR_INDEX_COLOR = 6,
ATTR_INDEX_PAINTCOLOR = 7,
ATTR_INDEX_LIGHTDIRECTION = 8,
ATTR_INDEX_BONE_INDEXES = 9,
ATTR_INDEX_BONE_WEIGHTS = 10,
ATTR_INDEX_NORMAL = 4,
ATTR_INDEX_COLOR = 5,
ATTR_INDEX_PAINTCOLOR = 6,
ATTR_INDEX_LIGHTDIRECTION = 7,
ATTR_INDEX_BONE_INDEXES = 8,
ATTR_INDEX_BONE_WEIGHTS = 9,
// GPU vertex animations
ATTR_INDEX_POSITION2 = 11,
ATTR_INDEX_TANGENT2 = 12,
ATTR_INDEX_BITANGENT2 = 13,
ATTR_INDEX_NORMAL2 = 14
ATTR_INDEX_POSITION2 = 10,
ATTR_INDEX_TANGENT2 = 11,
ATTR_INDEX_NORMAL2 = 12
};
enum
@ -613,26 +609,23 @@ enum
ATTR_TEXCOORD = 0x0002,
ATTR_LIGHTCOORD = 0x0004,
ATTR_TANGENT = 0x0008,
ATTR_BITANGENT = 0x0010,
ATTR_NORMAL = 0x0020,
ATTR_COLOR = 0x0040,
ATTR_PAINTCOLOR = 0x0080,
ATTR_LIGHTDIRECTION = 0x0100,
ATTR_BONE_INDEXES = 0x0200,
ATTR_BONE_WEIGHTS = 0x0400,
ATTR_NORMAL = 0x0010,
ATTR_COLOR = 0x0020,
ATTR_PAINTCOLOR = 0x0040,
ATTR_LIGHTDIRECTION = 0x0080,
ATTR_BONE_INDEXES = 0x0100,
ATTR_BONE_WEIGHTS = 0x0200,
// for .md3 interpolation
ATTR_POSITION2 = 0x0800,
ATTR_TANGENT2 = 0x1000,
ATTR_BITANGENT2 = 0x2000,
ATTR_NORMAL2 = 0x4000,
ATTR_POSITION2 = 0x0400,
ATTR_TANGENT2 = 0x0800,
ATTR_NORMAL2 = 0x1000,
ATTR_DEFAULT = ATTR_POSITION,
ATTR_BITS = ATTR_POSITION |
ATTR_TEXCOORD |
ATTR_LIGHTCOORD |
ATTR_TANGENT |
ATTR_BITANGENT |
ATTR_NORMAL |
ATTR_COLOR |
ATTR_PAINTCOLOR |
@ -641,7 +634,6 @@ enum
ATTR_BONE_WEIGHTS |
ATTR_POSITION2 |
ATTR_TANGENT2 |
ATTR_BITANGENT2 |
ATTR_NORMAL2
};
@ -680,12 +672,10 @@ enum
LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
LIGHTDEF_ENTITY = 0x0004,
LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
LIGHTDEF_USE_DELUXEMAP = 0x0010,
LIGHTDEF_USE_PARALLAXMAP = 0x0020,
LIGHTDEF_USE_SHADOWMAP = 0x0040,
LIGHTDEF_USE_CUBEMAP = 0x0080,
LIGHTDEF_ALL = 0x00FF,
LIGHTDEF_COUNT = 0x0100
LIGHTDEF_USE_PARALLAXMAP = 0x0010,
LIGHTDEF_USE_SHADOWMAP = 0x0020,
LIGHTDEF_ALL = 0x003F,
LIGHTDEF_COUNT = 0x0040
};
enum
@ -722,6 +712,8 @@ typedef enum
UNIFORM_SHADOWMVP2,
UNIFORM_SHADOWMVP3,
UNIFORM_ENABLETEXTURES,
UNIFORM_DIFFUSETEXMATRIX,
UNIFORM_DIFFUSETEXOFFTURB,
UNIFORM_TEXTURE1ENV,
@ -986,8 +978,7 @@ typedef struct
vec2_t lightmap;
vec3_t normal;
#ifdef USE_VERT_TANGENT_SPACE
vec3_t tangent;
vec3_t bitangent;
vec4_t tangent;
#endif
vec3_t lightdir;
vec4_t vertexColors;
@ -998,17 +989,11 @@ typedef struct
} srfVert_t;
#ifdef USE_VERT_TANGENT_SPACE
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#else
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#endif
typedef struct
{
int indexes[3];
int neighbors[3];
} srfTriangle_t;
// srfBspSurface_t covers SF_GRID, SF_TRIANGLES, SF_POLY, and SF_VBO_MESH
typedef struct srfBspSurface_s
{
@ -1024,9 +1009,9 @@ typedef struct srfBspSurface_s
float cullRadius;
cplane_t cullPlane;
// triangle definitions
int numTriangles;
srfTriangle_t *triangles;
// indexes
int numIndexes;
glIndex_t *indexes;
// vertexes
int numVerts;
@ -1326,8 +1311,8 @@ typedef struct mdvSurface_s
mdvVertex_t *verts;
mdvSt_t *st;
int numTriangles;
srfTriangle_t *triangles;
int numIndexes;
glIndex_t *indexes;
struct mdvModel_s *model;
} mdvSurface_t;
@ -1609,7 +1594,6 @@ typedef struct {
image_t *fogImage;
image_t *dlightImage; // inverse-quare highlight for projective adding
image_t *flareImage;
image_t *greyImage; // full of 0x80
image_t *whiteImage; // full of 0xff
image_t *identityLightImage; // full of tr.identityLightByte
@ -1621,7 +1605,6 @@ typedef struct {
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
image_t *textureScratchImage[2];
image_t *screenScratchImage;
image_t *quarterImage[2];
image_t *calcLevelsImage;
image_t *targetLevelsImage;
@ -1640,7 +1623,6 @@ typedef struct {
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
FBO_t *textureScratchFbo[2];
FBO_t *screenScratchFbo;
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
@ -2104,10 +2086,9 @@ typedef struct shaderCommands_s
{
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
uint8_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
#ifdef USE_VERT_TANGENT_SPACE
vec4_t tangent[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t bitangent[SHADER_MAX_VERTEXES] QALIGN(16);
uint8_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
#endif
vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
vec4_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
@ -2279,7 +2260,7 @@ VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize,
VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vertexes, uint32_t stateBits, vboUsage_t usage);
IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, vboUsage_t usage);
IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t * triangles, vboUsage_t usage);
IBO_t *R_CreateIBO2(const char *name, int numIndexes, glIndex_t * inIndexes, vboUsage_t usage);
void R_BindVBO(VBO_t * vbo);
void R_BindNullVBO(void);

View File

@ -454,6 +454,8 @@ qboolean R_CalcTangentVectors(srfVert_t * dv[3])
/* do each vertex */
for(i = 0; i < 3; i++)
{
vec3_t bitangent, nxt;
// calculate s tangent vector
s = dv[i]->st[0] + 10.0f;
t = dv[i]->st[1];
@ -475,12 +477,16 @@ qboolean R_CalcTangentVectors(srfVert_t * dv[3])
bary[1] = ((dv[2]->st[0] - s) * (dv[0]->st[1] - t) - (dv[0]->st[0] - s) * (dv[2]->st[1] - t)) / bb;
bary[2] = ((dv[0]->st[0] - s) * (dv[1]->st[1] - t) - (dv[1]->st[0] - s) * (dv[0]->st[1] - t)) / bb;
dv[i]->bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
dv[i]->bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
dv[i]->bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
bitangent[0] = bary[0] * dv[0]->xyz[0] + bary[1] * dv[1]->xyz[0] + bary[2] * dv[2]->xyz[0];
bitangent[1] = bary[0] * dv[0]->xyz[1] + bary[1] * dv[1]->xyz[1] + bary[2] * dv[2]->xyz[1];
bitangent[2] = bary[0] * dv[0]->xyz[2] + bary[1] * dv[1]->xyz[2] + bary[2] * dv[2]->xyz[2];
VectorSubtract(dv[i]->bitangent, dv[i]->xyz, dv[i]->bitangent);
VectorNormalize(dv[i]->bitangent);
VectorSubtract(bitangent, dv[i]->xyz, bitangent);
VectorNormalize(bitangent);
// store bitangent handedness
CrossProduct(dv[i]->normal, dv[i]->tangent, nxt);
dv[i]->tangent[3] = (DotProduct(nxt, bitangent) < 0.0f) ? -1.0f : 1.0f;
// debug code
//% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
@ -1288,9 +1294,9 @@ void R_PlaneForSurface (surfaceType_t *surfType, cplane_t *plane) {
return;
case SF_TRIANGLES:
tri = (srfBspSurface_t *)surfType;
v1 = tri->verts + tri->triangles[0].indexes[0];
v2 = tri->verts + tri->triangles[0].indexes[1];
v3 = tri->verts + tri->triangles[0].indexes[2];
v1 = tri->verts + tri->indexes[0];
v2 = tri->verts + tri->indexes[1];
v3 = tri->verts + tri->indexes[2];
PlaneFromPoints( plane4, v1->xyz, v2->xyz, v3->xyz );
VectorCopy( plane4, plane->normal );
plane->dist = plane4[3];
@ -1556,7 +1562,8 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
for ( i = 0; i < tess.numIndexes; i += 3 )
{
vec3_t normal;
vec3_t normal, tNormal;
float len;
VectorSubtract( tess.xyz[tess.indexes[i]], tr.viewParms.or.origin, normal );
@ -1567,7 +1574,11 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
shortest = len;
}
if ( DotProduct( normal, tess.normal[tess.indexes[i]] ) >= 0 )
tNormal[0] = tess.normal[tess.indexes[i]][0] / 127.5f - 1.0f;
tNormal[1] = tess.normal[tess.indexes[i]][1] / 127.5f - 1.0f;
tNormal[2] = tess.normal[tess.indexes[i]][2] / 127.5f - 1.0f;
if ( DotProduct( normal, tNormal ) >= 0 )
{
numTriangles--;
}

View File

@ -269,7 +269,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
int numClipPoints;
float *v;
srfBspSurface_t *cv;
srfTriangle_t *tri;
glIndex_t *tri;
srfVert_t *dv;
vec3_t normal;
vec3_t projectionDir;
@ -414,11 +414,11 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
continue;
}
for(k = 0, tri = surf->triangles; k < surf->numTriangles; k++, tri++)
for(k = 0, tri = surf->indexes; k < surf->numIndexes; k += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
v = surf->verts[tri->indexes[j]].xyz;
v = surf->verts[tri[j]].xyz;
VectorMA(v, MARKER_OFFSET, surf->cullPlane.normal, clipPoints[0][j]);
}
@ -437,12 +437,12 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
srfBspSurface_t *surf = (srfBspSurface_t *) surfaces[i];
for(k = 0, tri = surf->triangles; k < surf->numTriangles; k++, tri++)
for(k = 0, tri = surf->indexes; k < surf->numIndexes; k += 3, tri += 3)
{
for(j = 0; j < 3; j++)
{
v = surf->verts[tri->indexes[j]].xyz;
VectorMA(v, MARKER_OFFSET, surf->verts[tri->indexes[j]].normal, clipPoints[0][j]);
v = surf->verts[tri[j]].xyz;
VectorMA(v, MARKER_OFFSET, surf->verts[tri[j]].normal, clipPoints[0][j]);
}
// add the fragments of this face

View File

@ -394,7 +394,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
mdvFrame_t *frame;
mdvSurface_t *surf;//, *surface;
int *shaderIndex;
srfTriangle_t *tri;
glIndex_t *tri;
mdvVertex_t *v;
mdvSt_t *st;
mdvTag_t *tag;
@ -551,15 +551,15 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
}
// swap all the triangles
surf->numTriangles = md3Surf->numTriangles;
surf->triangles = tri = ri.Hunk_Alloc(sizeof(*tri) * md3Surf->numTriangles, h_low);
surf->numIndexes = md3Surf->numTriangles * 3;
surf->indexes = tri = ri.Hunk_Alloc(sizeof(*tri) * 3 * md3Surf->numTriangles, h_low);
md3Tri = (md3Triangle_t *) ((byte *) md3Surf + md3Surf->ofsTriangles);
for(j = 0; j < md3Surf->numTriangles; j++, tri++, md3Tri++)
for(j = 0; j < md3Surf->numTriangles; j++, tri += 3, md3Tri++)
{
tri->indexes[0] = LittleLong(md3Tri->indexes[0]);
tri->indexes[1] = LittleLong(md3Tri->indexes[1]);
tri->indexes[2] = LittleLong(md3Tri->indexes[2]);
tri[0] = LittleLong(md3Tri->indexes[0]);
tri[1] = LittleLong(md3Tri->indexes[1]);
tri[2] = LittleLong(md3Tri->indexes[2]);
}
// swap all the XyzNormals
@ -623,15 +623,15 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
for(f = 0; f < mdvModel->numFrames; f++)
{
for(j = 0, tri = surf->triangles; j < surf->numTriangles; j++, tri++)
for(j = 0, tri = surf->indexes; j < surf->numIndexes; j += 3, tri += 3)
{
v0 = surf->verts[surf->numVerts * f + tri->indexes[0]].xyz;
v1 = surf->verts[surf->numVerts * f + tri->indexes[1]].xyz;
v2 = surf->verts[surf->numVerts * f + tri->indexes[2]].xyz;
v0 = surf->verts[surf->numVerts * f + tri[0]].xyz;
v1 = surf->verts[surf->numVerts * f + tri[1]].xyz;
v2 = surf->verts[surf->numVerts * f + tri[2]].xyz;
t0 = surf->st[tri->indexes[0]].st;
t1 = surf->st[tri->indexes[1]].st;
t2 = surf->st[tri->indexes[2]].st;
t0 = surf->st[tri[0]].st;
t1 = surf->st[tri[1]].st;
t2 = surf->st[tri[2]].st;
if (!r_recalcMD3Normals->integer)
VectorCopy(v->normal, normal);
@ -649,15 +649,15 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
{
float *v;
v = surf->verts[surf->numVerts * f + tri->indexes[k]].tangent;
v = surf->verts[surf->numVerts * f + tri[k]].tangent;
VectorAdd(v, tangent, v);
v = surf->verts[surf->numVerts * f + tri->indexes[k]].bitangent;
v = surf->verts[surf->numVerts * f + tri[k]].bitangent;
VectorAdd(v, bitangent, v);
if (r_recalcMD3Normals->integer)
{
v = surf->verts[surf->numVerts * f + tri->indexes[k]].normal;
v = surf->verts[surf->numVerts * f + tri[k]].normal;
VectorAdd(v, normal, v);
}
}
@ -689,11 +689,10 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
for (i = 0; i < mdvModel->numSurfaces; i++, vboSurf++, surf++)
{
vec3_t *verts;
vec3_t *normals;
vec2_t *texcoords;
uint8_t *normals;
#ifdef USE_VERT_TANGENT_SPACE
vec3_t *tangents;
vec3_t *bitangents;
uint8_t *tangents;
#endif
byte *data;
@ -701,7 +700,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
int ofs_xyz, ofs_normal, ofs_st;
#ifdef USE_VERT_TANGENT_SPACE
int ofs_tangent, ofs_bitangent;
int ofs_tangent;
#endif
dataSize = 0;
@ -710,14 +709,11 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*verts);
ofs_normal = dataSize;
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*normals);
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*normals) * 4;
#ifdef USE_VERT_TANGENT_SPACE
ofs_tangent = dataSize;
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*tangents);
ofs_bitangent = dataSize;
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*bitangents);
dataSize += surf->numVerts * mdvModel->numFrames * sizeof(*tangents) * 4;
#endif
ofs_st = dataSize;
@ -729,18 +725,25 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
normals = (void *)(data + ofs_normal);
#ifdef USE_VERT_TANGENT_SPACE
tangents = (void *)(data + ofs_tangent);
bitangents = (void *)(data + ofs_bitangent);
#endif
texcoords = (void *)(data + ofs_st);
v = surf->verts;
for ( j = 0; j < surf->numVerts * mdvModel->numFrames ; j++, v++ )
{
vec3_t nxt;
CrossProduct(v->normal, v->tangent, nxt);
VectorCopy(v->xyz, verts[j]);
VectorCopy(v->normal, normals[j]);
normals[j*4+0] = (uint8_t)(v->normal[0] * 127.5f + 128.0f);
normals[j*4+1] = (uint8_t)(v->normal[1] * 127.5f + 128.0f);
normals[j*4+2] = (uint8_t)(v->normal[2] * 127.5f + 128.0f);
normals[j*4+3] = 0;
#ifdef USE_VERT_TANGENT_SPACE
VectorCopy(v->tangent, tangents[j]);
VectorCopy(v->bitangent, bitangents[j]);
tangents[j*4+0] = (uint8_t)(v->tangent[0] * 127.5f + 128.0f);
tangents[j*4+1] = (uint8_t)(v->tangent[1] * 127.5f + 128.0f);
tangents[j*4+2] = (uint8_t)(v->tangent[2] * 127.5f + 128.0f);
tangents[j*4+3] = (DotProduct(nxt, v->bitangent) < 0.0f) ? 0 : 255;
#endif
}
@ -753,7 +756,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vboSurf->surfaceType = SF_VBO_MDVMESH;
vboSurf->mdvModel = mdvModel;
vboSurf->mdvSurface = surf;
vboSurf->numIndexes = surf->numTriangles * 3;
vboSurf->numIndexes = surf->numIndexes;
vboSurf->numVerts = surf->numVerts;
vboSurf->minIndex = 0;
@ -765,24 +768,22 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vboSurf->vbo->ofs_normal = ofs_normal;
#ifdef USE_VERT_TANGENT_SPACE
vboSurf->vbo->ofs_tangent = ofs_tangent;
vboSurf->vbo->ofs_bitangent = ofs_bitangent;
#endif
vboSurf->vbo->ofs_st = ofs_st;
vboSurf->vbo->stride_xyz = sizeof(*verts);
vboSurf->vbo->stride_normal = sizeof(*normals);
vboSurf->vbo->stride_normal = sizeof(*normals) * 4;
#ifdef USE_VERT_TANGENT_SPACE
vboSurf->vbo->stride_tangent = sizeof(*tangents);
vboSurf->vbo->stride_bitangent = sizeof(*bitangents);
vboSurf->vbo->stride_tangent = sizeof(*tangents) * 4;
#endif
vboSurf->vbo->stride_st = sizeof(*st);
vboSurf->vbo->size_xyz = sizeof(*verts) * surf->numVerts;
vboSurf->vbo->size_normal = sizeof(*normals) * surf->numVerts;
vboSurf->vbo->size_normal = sizeof(*normals) * surf->numVerts * 4;
ri.Free(data);
vboSurf->ibo = R_CreateIBO2(va("staticMD3Mesh_IBO %s", surf->name), surf->numTriangles, surf->triangles, VBO_USAGE_STATIC);
vboSurf->ibo = R_CreateIBO2(va("staticMD3Mesh_IBO %s", surf->name), surf->numIndexes, surf->indexes, VBO_USAGE_STATIC);
}
}

View File

@ -1024,7 +1024,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
int i;
vec4_t *outXYZ;
vec4_t *outNormal;
uint8_t *outNormal;
vec2_t (*outTexCoord)[2];
vec4_t *outColor;
@ -1039,7 +1039,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 );
outXYZ = &tess.xyz[tess.numVertexes];
outNormal = &tess.normal[tess.numVertexes];
outNormal = &tess.normal[tess.numVertexes][0];
outTexCoord = &tess.texCoords[tess.numVertexes];
outColor = &tess.vertexColors[tess.numVertexes];
@ -1050,7 +1050,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
// transform vertexes and fill other data
for( i = 0; i < surf->num_vertexes;
i++, outXYZ++, outNormal++, outTexCoord++, outColor++ ) {
i++, outXYZ++, outNormal+=4, outTexCoord++, outColor++ ) {
int j, k;
float vtxMat[12];
float nrmMat[9];
@ -1116,19 +1116,22 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
vtxMat[11];
(*outXYZ)[3] = 1.0f;
(*outNormal)[0] =
(outNormal)[0] = (uint8_t)((
nrmMat[ 0] * data->normals[3*vtx+0] +
nrmMat[ 1] * data->normals[3*vtx+1] +
nrmMat[ 2] * data->normals[3*vtx+2];
(*outNormal)[1] =
nrmMat[ 2] * data->normals[3*vtx+2]
)* 127.5f + 128.0f);
(outNormal)[1] = (uint8_t)((
nrmMat[ 3] * data->normals[3*vtx+0] +
nrmMat[ 4] * data->normals[3*vtx+1] +
nrmMat[ 5] * data->normals[3*vtx+2];
(*outNormal)[2] =
nrmMat[ 5] * data->normals[3*vtx+2]
)* 127.5f + 128.0f);
(outNormal)[2] = (uint8_t)((
nrmMat[ 6] * data->normals[3*vtx+0] +
nrmMat[ 7] * data->normals[3*vtx+1] +
nrmMat[ 8] * data->normals[3*vtx+2];
(*outNormal)[3] = 0.0f;
nrmMat[ 8] * data->normals[3*vtx+2]
)* 127.5f + 128.0f);
(outNormal)[3] = 0;
(*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
(*outColor)[1] = data->colors[4*vtx+1] / 255.0f;

View File

@ -255,10 +255,20 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
float s1 = iscale + s0;
float t1 = iscale + t0;
srcBox[0] = s0 * srcFbo->width;
srcBox[1] = t0 * srcFbo->height;
srcBox[2] = (s1 - s0) * srcFbo->width;
srcBox[3] = (t1 - t0) * srcFbo->height;
if (srcFbo)
{
srcBox[0] = s0 * srcFbo->width;
srcBox[1] = t0 * srcFbo->height;
srcBox[2] = (s1 - s0) * srcFbo->width;
srcBox[3] = (t1 - t0) * srcFbo->height;
}
else
{
srcBox[0] = s0 * glConfig.vidWidth;
srcBox[1] = t0 * glConfig.vidHeight;
srcBox[2] = (s1 - s0) * glConfig.vidWidth;
srcBox[3] = (t1 - t0) * glConfig.vidHeight;
}
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
@ -351,10 +361,20 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
VectorSet4(color, mul, mul, mul, 1);
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
if (srcFbo)
{
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
}
else
{
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / glConfig.vidWidth;
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / glConfig.vidHeight;
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / glConfig.vidWidth;
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / glConfig.vidHeight;
}
quarterBox[0] = 0;
quarterBox[1] = tr.quarterFbo[0]->height;
@ -480,7 +500,7 @@ void RB_GaussianBlur(float blur)
VectorSet4(color, 1, 1, 1, 1);
// first, downsample the framebuffer
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// set the alpha channel
@ -498,6 +518,6 @@ void RB_GaussianBlur(float blur)
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
color[3] = factor;
FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, NULL, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
}

View File

@ -44,9 +44,9 @@ R_DrawElements
void R_DrawElementsVBO( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex )
{
if (glRefConfig.drawRangeElements)
qglDrawRangeElementsEXT(GL_TRIANGLES, minIndex, maxIndex, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
qglDrawRangeElementsEXT(GL_TRIANGLES, minIndex, maxIndex, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(glIndex_t)));
else
qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE)));
qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(glIndex_t)));
}
@ -443,7 +443,7 @@ static void ProjectDlightTexture( void ) {
}
static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor )
static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend )
{
baseColor[0] =
baseColor[1] =
@ -601,6 +601,23 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
break;
}
// multiply color by overbrightbits if this isn't a blend
if (r_softOverbright->integer && tr.overbrightBits
&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
&& !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
&& !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR))
{
float scale = 1 << tr.overbrightBits;
baseColor[0] *= scale;
baseColor[1] *= scale;
baseColor[2] *= scale;
vertColor[0] *= scale;
vertColor[1] *= scale;
vertColor[2] *= scale;
}
// FIXME: find some way to implement this.
#if 0
// if in greyscale rendering mode turn all color values into greyscale.
@ -730,7 +747,7 @@ static void ForwardDlight( void ) {
{
int index = pStage->glslShaderIndex;
index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
index &= ~LIGHTDEF_LIGHTTYPE_MASK;
index |= LIGHTDEF_USE_LIGHT_VECTOR;
sp = &tr.lightallShader[index];
@ -769,7 +786,7 @@ static void ForwardDlight( void ) {
vec4_t baseColor;
vec4_t vertColor;
ComputeShaderColors(pStage, baseColor, vertColor);
ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
@ -1010,7 +1027,6 @@ static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
vertexAttribs |= ATTR_NORMAL2;
#ifdef USE_VERT_TANGENT_SPACE
vertexAttribs |= ATTR_TANGENT2;
vertexAttribs |= ATTR_BITANGENT2;
#endif
}
}
@ -1098,11 +1114,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
index |= LIGHTDEF_USE_SHADOWMAP;
}
if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && (index & LIGHTDEF_LIGHTTYPE_MASK) && input->cubemapIndex)
{
index |= LIGHTDEF_USE_CUBEMAP;
}
if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
{
index = LIGHTDEF_USE_LIGHTMAP;
@ -1146,7 +1157,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
vec4_t baseColor;
vec4_t vertColor;
ComputeShaderColors(pStage, baseColor, vertColor);
ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits);
if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
{
@ -1228,6 +1239,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
else if ( pStage->glslShaderGroup == tr.lightallShader )
{
int i;
vec4_t enableTextures;
if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK))
{
@ -1237,73 +1249,78 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
}
VectorSet4(enableTextures, 0, 0, 0, 0);
if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
if (pStage->bundle[i].image[0])
{
switch(i)
{
case TB_LIGHTMAP:
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
break;
case TB_DIFFUSEMAP:
case TB_SPECULARMAP:
case TB_SHADOWMAP:
case TB_CUBEMAP:
default:
GL_BindToTMU( tr.whiteImage, i);
break;
case TB_NORMALMAP:
case TB_DELUXEMAP:
GL_BindToTMU( tr.greyImage, i);
break;
}
}
if (i == TB_LIGHTMAP)
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
else
GL_BindToTMU( tr.whiteImage, i );
}
}
else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0])
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
if (pStage->bundle[i].image[0])
{
switch(i)
{
case TB_LIGHTMAP:
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
break;
case TB_DIFFUSEMAP:
case TB_SPECULARMAP:
case TB_SHADOWMAP:
case TB_CUBEMAP:
default:
GL_BindToTMU( tr.whiteImage, i);
break;
case TB_NORMALMAP:
case TB_DELUXEMAP:
GL_BindToTMU( tr.greyImage, i);
break;
}
}
if (i == TB_LIGHTMAP)
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
else
GL_BindToTMU( tr.whiteImage, i );
}
}
else
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
qboolean light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0;
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
if (pStage->bundle[TB_LIGHTMAP].image[0])
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP);
// bind textures that are sampled and used in the glsl shader, and
// bind whiteImage to textures that are sampled but zeroed in the glsl shader
//
// alternatives:
// - use the last bound texture
// -> costs more to sample a higher res texture then throw out the result
// - disable texture sampling in glsl shader with #ifdefs, as before
// -> increases the number of shaders that must be compiled
//
if (light && !fastLight)
{
if (pStage->bundle[i].image[0])
if (pStage->bundle[TB_NORMALMAP].image[0])
{
R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
enableTextures[0] = 1.0f;
}
else if (r_normalMapping->integer)
GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
if (pStage->bundle[TB_DELUXEMAP].image[0])
{
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP);
enableTextures[1] = 1.0f;
}
else if (r_deluxeMapping->integer)
GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP );
if (pStage->bundle[TB_SPECULARMAP].image[0])
{
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
enableTextures[2] = 1.0f;
}
else if (r_specularMapping->integer)
GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
}
enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f;
}
GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
}
else if ( pStage->bundle[1].image[0] != 0 )
{

View File

@ -116,7 +116,7 @@ void RB_CalcDeformVertexes( deformStage_t *ds )
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
uint8_t *normal = ( uint8_t * ) tess.normal;
float *table;
if ( ds->deformationWave.frequency == 0 )
@ -125,7 +125,9 @@ void RB_CalcDeformVertexes( deformStage_t *ds )
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
VectorScale( normal, scale, offset );
offset[0] = (normal[0] / 127.5f - 1.0f) * scale;
offset[1] = (normal[1] / 127.5f - 1.0f) * scale;
offset[2] = (normal[2] / 127.5f - 1.0f) * scale;
xyz[0] += offset[0];
xyz[1] += offset[1];
@ -145,7 +147,9 @@ void RB_CalcDeformVertexes( deformStage_t *ds )
ds->deformationWave.phase + off,
ds->deformationWave.frequency );
VectorScale( normal, scale, offset );
offset[0] = (normal[0] / 127.5f - 1.0f) * scale;
offset[1] = (normal[1] / 127.5f - 1.0f) * scale;
offset[2] = (normal[2] / 127.5f - 1.0f) * scale;
xyz[0] += offset[0];
xyz[1] += offset[1];
@ -165,25 +169,35 @@ void RB_CalcDeformNormals( deformStage_t *ds ) {
int i;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
uint8_t *normal = ( uint8_t * ) tess.normal;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 ) {
vec3_t fNormal;
fNormal[0] = normal[0] / 127.5f - 1.0f;
fNormal[1] = normal[1] / 127.5f - 1.0f;
fNormal[2] = normal[2] / 127.5f - 1.0f;
scale = 0.98f;
scale = R_NoiseGet4f( xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 0 ] += ds->deformationWave.amplitude * scale;
fNormal[ 0 ] += ds->deformationWave.amplitude * scale;
scale = 0.98f;
scale = R_NoiseGet4f( 100 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 1 ] += ds->deformationWave.amplitude * scale;
fNormal[ 1 ] += ds->deformationWave.amplitude * scale;
scale = 0.98f;
scale = R_NoiseGet4f( 200 + xyz[0] * scale, xyz[1] * scale, xyz[2] * scale,
tess.shaderTime * ds->deformationWave.frequency );
normal[ 2 ] += ds->deformationWave.amplitude * scale;
fNormal[ 2 ] += ds->deformationWave.amplitude * scale;
VectorNormalizeFast( normal );
VectorNormalizeFast( fNormal );
normal[0] = (uint8_t)(fNormal[0] * 127.5f + 128.0f);
normal[1] = (uint8_t)(fNormal[0] * 127.5f + 128.0f);
normal[2] = (uint8_t)(fNormal[0] * 127.5f + 128.0f);
}
}
@ -197,7 +211,7 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
int i;
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
uint8_t *normal = ( uint8_t * ) tess.normal;
float now;
now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
@ -210,9 +224,9 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
scale = tr.sinTable[ off & FUNCTABLE_MASK ] * ds->bulgeHeight;
xyz[0] += normal[0] * scale;
xyz[1] += normal[1] * scale;
xyz[2] += normal[2] * scale;
xyz[0] += (normal[0] / 127.5f - 1.0f) * scale;
xyz[1] += (normal[1] / 127.5f - 1.0f) * scale;
xyz[2] += (normal[2] / 127.5f - 1.0f) * scale;
}
}
@ -262,11 +276,17 @@ void DeformText( const char *text ) {
float color[4];
float bottom, top;
vec3_t mid;
vec3_t fNormal;
height[0] = 0;
height[1] = 0;
height[2] = -1;
CrossProduct( tess.normal[0], height, width );
fNormal[0] = tess.normal[0][0] / 127.5f - 1.0f;
fNormal[1] = tess.normal[0][1] / 127.5f - 1.0f;
fNormal[2] = tess.normal[0][2] / 127.5f - 1.0f;
CrossProduct( fNormal, height, width );
// find the midpoint of the box
VectorClear( mid );

View File

@ -1947,7 +1947,7 @@ static void ComputeVertexAttribs(void)
#ifdef USE_VERT_TANGENT_SPACE
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
{
shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
shader.vertexAttribs |= ATTR_TANGENT;
}
#endif
@ -2208,7 +2208,6 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
//ri.Printf(PRINT_ALL, ", deluxemap");
diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0];
diffuse->bundle[TB_DELUXEMAP].image[0] = tr.deluxemaps[shader.lightmapIndex];
defs |= LIGHTDEF_USE_DELUXEMAP;
}
if (r_normalMapping->integer)
@ -2525,8 +2524,6 @@ static qboolean CollapseStagesToGLSL(void)
{
pStage->glslShaderGroup = tr.lightallShader;
pStage->glslShaderIndex = LIGHTDEF_USE_LIGHTMAP;
if (r_deluxeMapping->integer && tr.worldDeluxeMapping)
pStage->glslShaderIndex |= LIGHTDEF_USE_DELUXEMAP;
pStage->bundle[TB_LIGHTMAP] = pStage->bundle[TB_DIFFUSEMAP];
pStage->bundle[TB_DIFFUSEMAP].image[0] = tr.whiteImage;
pStage->bundle[TB_DIFFUSEMAP].isLightmap = qfalse;
@ -2559,7 +2556,7 @@ static qboolean CollapseStagesToGLSL(void)
}
}
// insert default normal and specular textures if necessary
// insert default material info if needed
for (i = 0; i < MAX_SHADER_STAGES; i++)
{
shaderStage_t *pStage = &stages[i];
@ -2573,14 +2570,8 @@ static qboolean CollapseStagesToGLSL(void)
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) == 0)
continue;
if (!pStage->bundle[TB_NORMALMAP].image[0] && r_normalMapping->integer)
{
pStage->bundle[TB_NORMALMAP].image[0] = tr.greyImage;
}
if (!pStage->bundle[TB_SPECULARMAP].image[0] && r_specularMapping->integer)
{
pStage->bundle[TB_SPECULARMAP].image[0] = tr.whiteImage;
if (!pStage->materialInfo[0])
pStage->materialInfo[0] = r_baseSpecular->value;
if (!pStage->materialInfo[1])

View File

@ -449,7 +449,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
color[0] =
color[1] =
color[2] = tr.identityLight * backEnd.refdef.colorScale;
color[2] = (r_softOverbright->integer ? 1.0 : tr.identityLight) * backEnd.refdef.colorScale;
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
@ -468,7 +468,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
//qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(GL_INDEX_TYPE)));
//qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(glIndex_t)));
//R_BindNullVBO();
//R_BindNullIBO();

View File

@ -124,10 +124,25 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
// constant normal all the way around
VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
VectorCopy(normal, tess.normal[ndx]);
VectorCopy(normal, tess.normal[ndx+1]);
VectorCopy(normal, tess.normal[ndx+2]);
VectorCopy(normal, tess.normal[ndx+3]);
tess.normal[ndx][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx][3] = 0;
tess.normal[ndx+1][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+1][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+1][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+1][3] = 0;
tess.normal[ndx+2][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+2][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+2][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+2][3] = 0;
tess.normal[ndx+3][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+3][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+3][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+3][3] = 0;
// standard square texture coordinates
VectorSet2(tess.texCoords[ndx ][0], s1, t1);
@ -311,30 +326,29 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
tess.numVertexes = numv;
}
static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits)
{
int i;
srfTriangle_t *tri;
glIndex_t *inIndex;
srfVert_t *dv;
float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
float *xyz, *texCoords, *lightCoords, *lightdir;
uint8_t *normal;
#ifdef USE_VERT_TANGENT_SPACE
float *tangent, *bitangent;
uint8_t *tangent;
#endif
glIndex_t *index;
glIndex_t *outIndex;
float *color;
RB_CheckVBOandIBO(tess.vbo, tess.ibo);
RB_CHECKOVERFLOW( numVerts, numTriangles * 3 );
RB_CHECKOVERFLOW( numVerts, numIndexes );
tri = triangles;
index = &tess.indexes[ tess.numIndexes ];
for ( i = 0 ; i < numTriangles ; i++, tri++ ) {
*index++ = tess.numVertexes + tri->indexes[0];
*index++ = tess.numVertexes + tri->indexes[1];
*index++ = tess.numVertexes + tri->indexes[2];
inIndex = indexes;
outIndex = &tess.indexes[ tess.numIndexes ];
for ( i = 0 ; i < numIndexes ; i++ ) {
*outIndex++ = tess.numVertexes + *inIndex++;
}
tess.numIndexes += numTriangles * 3;
tess.numIndexes += numIndexes;
if ( tess.shader->vertexAttribs & ATTR_POSITION )
{
@ -349,7 +363,12 @@ static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTrian
dv = verts;
normal = tess.normal[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
VectorCopy(dv->normal, normal);
{
normal[0] = (uint8_t)(dv->normal[0] * 127.5f + 128.0f);
normal[1] = (uint8_t)(dv->normal[1] * 127.5f + 128.0f);
normal[2] = (uint8_t)(dv->normal[2] * 127.5f + 128.0f);
normal[3] = 0;
}
}
#ifdef USE_VERT_TANGENT_SPACE
@ -358,15 +377,12 @@ static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTrian
dv = verts;
tangent = tess.tangent[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
VectorCopy(dv->tangent, tangent);
}
if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
{
dv = verts;
bitangent = tess.bitangent[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, bitangent+=4 )
VectorCopy(dv->bitangent, bitangent);
{
tangent[0] = (uint8_t)(dv->tangent[0] * 127.5f + 128.0f);
tangent[1] = (uint8_t)(dv->tangent[1] * 127.5f + 128.0f);
tangent[2] = (uint8_t)(dv->tangent[2] * 127.5f + 128.0f);
tangent[3] = (uint8_t)(dv->tangent[3] * 127.5f + 128.0f);
}
}
#endif
@ -437,8 +453,8 @@ static qboolean RB_SurfaceVbo(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndex
// merge this into any existing multidraw primitives
mergeForward = -1;
mergeBack = -1;
firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(GL_INDEX_TYPE));
lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(GL_INDEX_TYPE));
firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(glIndex_t));
lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(glIndex_t));
if (r_mergeMultidraws->integer)
{
@ -523,14 +539,14 @@ RB_SurfaceTriangles
=============
*/
static void RB_SurfaceTriangles( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes,
srf->indexes, srf->dlightBits, srf->pshadowBits);
}
@ -1129,7 +1145,8 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], numVerts);
}
#endif
float *outXyz, *outNormal;
float *outXyz;
uint8_t *outNormal;
mdvVertex_t *newVerts;
int vertNum;
@ -1146,8 +1163,16 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
{
vec3_t normal;
VectorCopy(newVerts->xyz, outXyz);
VectorCopy(newVerts->normal, outNormal);
VectorCopy(newVerts->normal, normal);
outNormal[0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
outNormal[1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
outNormal[2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
outNormal[3] = 0;
newVerts++;
outXyz += 4;
outNormal += 4;
@ -1165,15 +1190,22 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
for (vertNum=0 ; vertNum < surf->numVerts ; vertNum++)
{
vec3_t normal;
VectorLerp(newVerts->xyz, oldVerts->xyz, backlerp, outXyz);
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, outNormal);
//VectorNormalize(outNormal);
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, normal);
VectorNormalize(normal);
outNormal[0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
outNormal[1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
outNormal[2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
outNormal[3] = 0;
newVerts++;
oldVerts++;
outXyz += 4;
outNormal += 4;
}
VectorArrayNormalize((vec4_t *)tess.normal[tess.numVertexes], surf->numVerts);
}
}
@ -1201,9 +1233,7 @@ RB_SurfaceMesh
static void RB_SurfaceMesh(mdvSurface_t *surface) {
int j;
float backlerp;
srfTriangle_t *triangles;
mdvSt_t *texCoords;
int indexes;
int Bob, Doug;
int numVerts;
@ -1213,20 +1243,16 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
backlerp = backEnd.currentEntity->e.backlerp;
}
RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles*3 );
RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes );
LerpMeshVertexes (surface, backlerp);
triangles = surface->triangles;
indexes = surface->numTriangles * 3;
Bob = tess.numIndexes;
Doug = tess.numVertexes;
for (j = 0 ; j < surface->numTriangles ; j++) {
tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0];
tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1];
tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2];
for (j = 0 ; j < surface->numIndexes ; j++) {
tess.indexes[Bob + j] = Doug + surface->indexes[j];
}
tess.numIndexes += indexes;
tess.numIndexes += surface->numIndexes;
texCoords = surface->st;
@ -1248,14 +1274,14 @@ RB_SurfaceFace
==============
*/
static void RB_SurfaceFace( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
RB_SurfaceVertsAndIndexes(srf->numVerts, srf->verts, srf->numIndexes,
srf->indexes, srf->dlightBits, srf->pshadowBits);
}
@ -1300,9 +1326,9 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
int i, j;
float *xyz;
float *texCoords, *lightCoords;
float *normal;
uint8_t *normal;
#ifdef USE_VERT_TANGENT_SPACE
float *tangent, *bitangent;
uint8_t *tangent;
#endif
float *color, *lightdir;
srfVert_t *dv;
@ -1317,7 +1343,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
int pshadowBits;
//int *vDlightBits;
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
@ -1390,7 +1416,6 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
normal = tess.normal[numVertexes];
#ifdef USE_VERT_TANGENT_SPACE
tangent = tess.tangent[numVertexes];
bitangent = tess.bitangent[numVertexes];
#endif
texCoords = tess.texCoords[numVertexes][0];
lightCoords = tess.texCoords[numVertexes][1];
@ -1411,22 +1436,22 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
{
VectorCopy(dv->normal, normal);
normal[0] = (uint8_t)(dv->normal[0] * 127.5f + 128.0f);
normal[1] = (uint8_t)(dv->normal[1] * 127.5f + 128.0f);
normal[2] = (uint8_t)(dv->normal[2] * 127.5f + 128.0f);
normal[3] = 0;
normal += 4;
}
#ifdef USE_VERT_TANGENT_SPACE
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
{
VectorCopy(dv->tangent, tangent);
tangent[0] = (uint8_t)(dv->tangent[0] * 127.5f + 128.0f);
tangent[1] = (uint8_t)(dv->tangent[1] * 127.5f + 128.0f);
tangent[2] = (uint8_t)(dv->tangent[2] * 127.5f + 128.0f);
tangent[3] = (uint8_t)(dv->tangent[3] * 127.5f + 128.0f);
tangent += 4;
}
if ( tess.shader->vertexAttribs & ATTR_BITANGENT )
{
VectorCopy(dv->bitangent, bitangent);
bitangent += 4;
}
#endif
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
{
@ -1576,7 +1601,7 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
static void RB_SurfaceVBOMesh(srfBspSurface_t * srf)
{
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex,
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
}

View File

@ -142,20 +142,14 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
if(stateBits & ATTR_NORMAL)
{
vbo->ofs_normal = dataSize;
dataSize += sizeof(verts[0].normal);
dataSize += sizeof(uint8_t) * 4;
}
#ifdef USE_VERT_TANGENT_SPACE
if(stateBits & ATTR_TANGENT)
{
vbo->ofs_tangent = dataSize;
dataSize += sizeof(verts[0].tangent);
}
if(stateBits & ATTR_BITANGENT)
{
vbo->ofs_bitangent = dataSize;
dataSize += sizeof(verts[0].bitangent);
dataSize += sizeof(uint8_t) * 4;
}
#endif
@ -187,7 +181,6 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
vbo->stride_normal = dataSize;
#ifdef USE_VERT_TANGENT_SPACE
vbo->stride_tangent = dataSize;
vbo->stride_bitangent = dataSize;
#endif
vbo->stride_st = dataSize;
vbo->stride_lightmap = dataSize;
@ -211,23 +204,31 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
// normal
if(stateBits & ATTR_NORMAL)
{
memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
dataOfs += sizeof(verts[i].normal);
uint8_t *p = data + dataOfs;
p[0] = (uint8_t)(verts[i].normal[0] * 127.5f + 128.0f);
p[1] = (uint8_t)(verts[i].normal[1] * 127.5f + 128.0f);
p[2] = (uint8_t)(verts[i].normal[2] * 127.5f + 128.0f);
p[3] = 0;
dataOfs += sizeof(uint8_t) * 4;
}
#ifdef USE_VERT_TANGENT_SPACE
// tangent
if(stateBits & ATTR_TANGENT)
{
memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
dataOfs += sizeof(verts[i].tangent);
}
vec3_t nxt;
uint8_t *p = data + dataOfs;
// bitangent
if(stateBits & ATTR_BITANGENT)
{
memcpy(data + dataOfs, &verts[i].bitangent, sizeof(verts[i].bitangent));
dataOfs += sizeof(verts[i].bitangent);
CrossProduct(verts[i].normal, verts[i].tangent, nxt);
p[0] = (uint8_t)(verts[i].tangent[0] * 127.5f + 128.0f);
p[1] = (uint8_t)(verts[i].tangent[1] * 127.5f + 128.0f);
p[2] = (uint8_t)(verts[i].tangent[2] * 127.5f + 128.0f);
p[3] = (uint8_t)(verts[i].tangent[3] * 127.5f + 128.0f);
dataOfs += sizeof(uint8_t) * 4;
}
#endif
@ -267,18 +268,13 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
if(stateBits & ATTR_NORMAL)
{
dataSize += sizeof(verts[0].normal);
dataSize += sizeof(uint8_t) * 4;
}
#ifdef USE_VERT_TANGENT_SPACE
if(stateBits & ATTR_TANGENT)
{
dataSize += sizeof(verts[0].tangent);
}
if(stateBits & ATTR_BITANGENT)
{
dataSize += sizeof(verts[0].bitangent);
dataSize += sizeof(uint8_t) * 4;
}
#endif
@ -311,7 +307,6 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
vbo->ofs_normal = 0;
#ifdef USE_VERT_TANGENT_SPACE
vbo->ofs_tangent = 0;
vbo->ofs_bitangent = 0;
#endif
vbo->ofs_st = 0;
vbo->ofs_lightmap = 0;
@ -319,10 +314,9 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
vbo->ofs_lightdir = 0;
vbo->stride_xyz = sizeof(verts[0].xyz);
vbo->stride_normal = sizeof(verts[0].normal);
vbo->stride_normal = sizeof(uint8_t) * 4;
#ifdef USE_VERT_TANGENT_SPACE
vbo->stride_tangent = sizeof(verts[0].tangent);
vbo->stride_bitangent = sizeof(verts[0].bitangent);
vbo->stride_tangent = sizeof(uint8_t) * 4;
#endif
vbo->stride_vertexcolor = sizeof(verts[0].vertexColors);
vbo->stride_st = sizeof(verts[0].st);
@ -345,8 +339,14 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
vbo->ofs_normal = dataOfs;
for (i = 0; i < numVertexes; i++)
{
memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
dataOfs += sizeof(verts[i].normal);
uint8_t *p = data + dataOfs;
p[0] = (uint8_t)(verts[i].normal[0] * 127.5f + 128.0f);
p[1] = (uint8_t)(verts[i].normal[1] * 127.5f + 128.0f);
p[2] = (uint8_t)(verts[i].normal[2] * 127.5f + 128.0f);
p[3] = 0;
dataOfs += sizeof(uint8_t) * 4;
}
}
@ -357,19 +357,17 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
vbo->ofs_tangent = dataOfs;
for (i = 0; i < numVertexes; i++)
{
memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
dataOfs += sizeof(verts[i].tangent);
}
}
vec3_t nxt;
uint8_t *p = data + dataOfs;
// bitangent
if(stateBits & ATTR_BITANGENT)
{
vbo->ofs_bitangent = dataOfs;
for (i = 0; i < numVertexes; i++)
{
memcpy(data + dataOfs, &verts[i].bitangent, sizeof(verts[i].bitangent));
dataOfs += sizeof(verts[i].bitangent);
CrossProduct(verts[i].normal, verts[i].tangent, nxt);
p[0] = (uint8_t)(verts[i].tangent[0] * 127.5f + 128.0f);
p[1] = (uint8_t)(verts[i].tangent[1] * 127.5f + 128.0f);
p[2] = (uint8_t)(verts[i].tangent[2] * 127.5f + 128.0f);
p[3] = (uint8_t)(verts[i].tangent[3] * 127.5f + 128.0f);
dataOfs += sizeof(uint8_t) * 4;
}
}
#endif
@ -501,17 +499,14 @@ IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, v
R_CreateIBO2
============
*/
IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t * triangles, vboUsage_t usage)
IBO_t *R_CreateIBO2(const char *name, int numIndexes, glIndex_t * inIndexes, vboUsage_t usage)
{
IBO_t *ibo;
int i, j;
int i;
byte *indexes;
glIndex_t *indexes;
int indexesSize;
int indexesOfs;
srfTriangle_t *tri;
glIndex_t index;
int glUsage;
switch (usage)
@ -529,7 +524,7 @@ IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t *
return NULL;
}
if(!numTriangles)
if(!numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
@ -548,18 +543,12 @@ IBO_t *R_CreateIBO2(const char *name, int numTriangles, srfTriangle_t *
Q_strncpyz(ibo->name, name, sizeof(ibo->name));
indexesSize = numTriangles * 3 * sizeof(int);
indexesSize = numIndexes * sizeof(glIndex_t);
indexes = ri.Hunk_AllocateTempMemory(indexesSize);
indexesOfs = 0;
for(i = 0, tri = triangles; i < numTriangles; i++, tri++)
for(i = 0; i < numIndexes; i++)
{
for(j = 0; j < 3; j++)
{
index = tri->indexes[j];
memcpy(indexes + indexesOfs, &index, sizeof(glIndex_t));
indexesOfs += sizeof(glIndex_t);
}
indexes[i] = inIndexes[i];
}
ibo->indexesSize = indexesSize;
@ -700,7 +689,6 @@ void R_InitVBOs(void)
dataSize += sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
dataSize += sizeof(tess.tangent[0]);
dataSize += sizeof(tess.bitangent[0]);
#endif
dataSize += sizeof(tess.vertexColors[0]);
dataSize += sizeof(tess.texCoords[0][0]) * 2;
@ -715,7 +703,6 @@ void R_InitVBOs(void)
tess.vbo->ofs_normal = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
#ifdef USE_VERT_TANGENT_SPACE
tess.vbo->ofs_tangent = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
tess.vbo->ofs_bitangent = offset; offset += sizeof(tess.bitangent[0]) * SHADER_MAX_VERTEXES;
#endif
// these next two are actually interleaved
tess.vbo->ofs_st = offset;
@ -729,7 +716,6 @@ void R_InitVBOs(void)
tess.vbo->stride_normal = sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
tess.vbo->stride_tangent = sizeof(tess.tangent[0]);
tess.vbo->stride_bitangent = sizeof(tess.bitangent[0]);
#endif
tess.vbo->stride_vertexcolor = sizeof(tess.vertexColors[0]);
tess.vbo->stride_st = sizeof(tess.texCoords[0][0]) * 2;
@ -887,12 +873,6 @@ void RB_UpdateVBOs(unsigned int attribBits)
//ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]));
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]), tess.tangent);
}
if(attribBits & ATTR_BITANGENT)
{
//ri.Printf(PRINT_ALL, "offset %d, size %d\n", tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]));
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]), tess.bitangent);
}
#endif
if(attribBits & ATTR_COLOR)
@ -914,7 +894,6 @@ void RB_UpdateVBOs(unsigned int attribBits)
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_normal, tess.numVertexes * sizeof(tess.normal[0]), tess.normal);
#ifdef USE_VERT_TANGENT_SPACE
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_tangent, tess.numVertexes * sizeof(tess.tangent[0]), tess.tangent);
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_bitangent, tess.numVertexes * sizeof(tess.bitangent[0]), tess.bitangent);
#endif
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_vertexcolor, tess.numVertexes * sizeof(tess.vertexColors[0]), tess.vertexColors);
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->ofs_lightdir, tess.numVertexes * sizeof(tess.lightdir[0]), tess.lightdir);