From 41985945f6c3d9a23a8eb86a3280ab40086d707f Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Mon, 11 Mar 2013 22:46:21 -0700 Subject: [PATCH] Always reset vertex attrib pointers with animated meshes. --- code/renderergl2/tr_glsl.c | 41 +++++++++++++++++++++++--------------- 1 file changed, 25 insertions(+), 16 deletions(-) diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c index ccfea909..68b2e783 100644 --- a/code/renderergl2/tr_glsl.c +++ b/code/renderergl2/tr_glsl.c @@ -1762,6 +1762,9 @@ void GLSL_VertexAttribsState(uint32_t stateBits) void GLSL_VertexAttribPointers(uint32_t attribBits) { + qboolean animated; + int newFrame, oldFrame; + if(!glState.currentVBO) { ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound"); @@ -1771,11 +1774,16 @@ void GLSL_VertexAttribPointers(uint32_t attribBits) // 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)); - if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION)) + // position/normal/tangent/bitangent are always set in case of animation + oldFrame = glState.vertexAttribsOldFrame; + newFrame = glState.vertexAttribsNewFrame; + animated = (oldFrame != newFrame) && (glState.vertexAttribsInterpolation > 0.0f); + + if((attribBits & ATTR_POSITION) && (!(glState.vertexAttribPointersSet & ATTR_POSITION) || animated)) { 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 + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz)); + qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + newFrame * glState.currentVBO->size_xyz)); glState.vertexAttribPointersSet |= ATTR_POSITION; } @@ -1795,28 +1803,28 @@ void GLSL_VertexAttribPointers(uint32_t attribBits) glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD; } - if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL)) + if((attribBits & ATTR_NORMAL) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL) || animated)) { 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 + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); + qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + newFrame * glState.currentVBO->size_normal)); glState.vertexAttribPointersSet |= ATTR_NORMAL; } #ifdef USE_VERT_TANGENT_SPACE - if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT)) + if((attribBits & ATTR_TANGENT) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT) || animated)) { 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 + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME + qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + newFrame * glState.currentVBO->size_normal)); // FIXME glState.vertexAttribPointersSet |= ATTR_TANGENT; } - if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT)) + 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 + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME + 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 @@ -1837,42 +1845,43 @@ void GLSL_VertexAttribPointers(uint32_t attribBits) glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION; } - if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2)) + if((attribBits & ATTR_POSITION2) && (!(glState.vertexAttribPointersSet & ATTR_POSITION2) || animated)) { 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 + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz)); + qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + oldFrame * glState.currentVBO->size_xyz)); glState.vertexAttribPointersSet |= ATTR_POSITION2; } - if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2)) + if((attribBits & ATTR_NORMAL2) && (!(glState.vertexAttribPointersSet & ATTR_NORMAL2) || animated)) { 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 + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); + qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + oldFrame * glState.currentVBO->size_normal)); glState.vertexAttribPointersSet |= ATTR_NORMAL2; } #ifdef USE_VERT_TANGENT_SPACE - if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2)) + if((attribBits & ATTR_TANGENT2) && (!(glState.vertexAttribPointersSet & ATTR_TANGENT2) || animated)) { 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 + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME + qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + oldFrame * glState.currentVBO->size_normal)); // FIXME glState.vertexAttribPointersSet |= ATTR_TANGENT2; } - if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2)) + 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 + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME + 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 } + shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) { shaderStage_t *pStage = tess.xstages[stage];