OpenGL2: Change normal/tangent vertex encoding.

This commit is contained in:
SmileTheory 2014-10-28 18:15:13 -07:00
parent 7e808f92d6
commit e488663e31
8 changed files with 108 additions and 56 deletions

View file

@ -74,7 +74,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
void main()
{
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition(position, normal, attr_TexCoord0.st);

View file

@ -102,10 +102,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)

View file

@ -207,10 +207,9 @@ void main()
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)

View file

@ -167,11 +167,6 @@ void main()
#endif
#endif
normal = normal * 2.0 - vec3(1.0);
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
tangent = tangent * 2.0 - vec3(1.0);
#endif
#if defined(USE_TCGEN)
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
@ -195,13 +190,13 @@ void main()
#endif
#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 bitangent = cross(normal, tangent) * (attr_Tangent.w * 2.0 - 1.0);
vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
#endif
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif

View file

@ -11,5 +11,5 @@ void main()
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_Position = attr_Position;
var_Normal = attr_Normal * 2.0 - vec3(1.0);
var_Normal = attr_Normal;
}

View file

@ -80,7 +80,6 @@ void main()
{
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
position = DeformPosition(position, normal, attr_TexCoord0.st);

View file

@ -673,11 +673,11 @@ void GLimp_InitExtraExtensions()
// GL_ARB_vertex_type_2_10_10_10_rev
extension = "GL_ARB_vertex_type_2_10_10_10_rev";
glRefConfig.packedNormalDataType = GL_UNSIGNED_BYTE;
glRefConfig.packedNormalDataType = GL_BYTE;
if( GLimp_HaveExtension( extension ) )
{
if (r_arb_vertex_type_2_10_10_10_rev->integer)
glRefConfig.packedNormalDataType = GL_UNSIGNED_INT_2_10_10_10_REV;
glRefConfig.packedNormalDataType = GL_INT_2_10_10_10_REV;
ri.Printf(PRINT_ALL, result[r_arb_vertex_type_2_10_10_10_rev->integer ? 1 : 0], extension);
}

View file

@ -23,71 +23,126 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_local.h"
union pack10_u {
struct {
signed int x:10;
signed int y:10;
signed int z:10;
signed int w:2;
} pack;
uint32_t i;
};
union pack8_u {
struct {
signed int x:8;
signed int y:8;
signed int z:8;
signed int w:8;
} pack;
uint32_t i;
};
uint32_t R_VaoPackTangent(vec4_t v)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
return (((uint32_t)(v[3] * 1.5f + 2.0f )) << 30)
| (((uint32_t)(v[2] * 511.5f + 512.0f)) << 20)
| (((uint32_t)(v[1] * 511.5f + 512.0f)) << 10)
| (((uint32_t)(v[0] * 511.5f + 512.0f)));
union pack10_u num;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = v[3];
return num.i;
}
else
{
return (((uint32_t)(v[3] * 127.5f + 128.0f)) << 24)
| (((uint32_t)(v[2] * 127.5f + 128.0f)) << 16)
| (((uint32_t)(v[1] * 127.5f + 128.0f)) << 8)
| (((uint32_t)(v[0] * 127.5f + 128.0f)));
union pack8_u num;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = v[3] * 127.0f;
return num.i;
}
}
uint32_t R_VaoPackNormal(vec3_t v)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
return (((uint32_t)(v[2] * 511.5f + 512.0f)) << 20)
| (((uint32_t)(v[1] * 511.5f + 512.0f)) << 10)
| (((uint32_t)(v[0] * 511.5f + 512.0f)));
union pack10_u num;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = 0;
return num.i;
}
else
{
return (((uint32_t)(v[2] * 127.5f + 128.0f)) << 16)
| (((uint32_t)(v[1] * 127.5f + 128.0f)) << 8)
| (((uint32_t)(v[0] * 127.5f + 128.0f)));
union pack8_u num;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = 0;
return num.i;
}
}
void R_VaoUnpackTangent(vec4_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
v[0] = ((b) & 0x3ff) * 1.0f/511.5f - 1.0f;
v[1] = ((b >> 10) & 0x3ff) * 1.0f/511.5f - 1.0f;
v[2] = ((b >> 20) & 0x3ff) * 1.0f/511.5f - 1.0f;
v[3] = ((b >> 30) & 0x3) * 1.0f/1.5f - 1.0f;
union pack10_u num;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
v[3] = num.pack.w;
}
else
{
v[0] = ((b) & 0xff) * 1.0f/127.5f - 1.0f;
v[1] = ((b >> 8) & 0xff) * 1.0f/127.5f - 1.0f;
v[2] = ((b >> 16) & 0xff) * 1.0f/127.5f - 1.0f;
v[3] = ((b >> 24) & 0xff) * 1.0f/127.5f - 1.0f;
union pack8_u num;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
v[3] = num.pack.w / 127.0f;
}
}
void R_VaoUnpackNormal(vec3_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
v[0] = ((b) & 0x3ff) * 1.0f/511.5f - 1.0f;
v[1] = ((b >> 10) & 0x3ff) * 1.0f/511.5f - 1.0f;
v[2] = ((b >> 20) & 0x3ff) * 1.0f/511.5f - 1.0f;
union pack10_u num;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
}
else
{
v[0] = ((b) & 0xff) * 1.0f/127.5f - 1.0f;
v[1] = ((b >> 8) & 0xff) * 1.0f/127.5f - 1.0f;
v[2] = ((b >> 16) & 0xff) * 1.0f/127.5f - 1.0f;
union pack8_u num;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
}
}
@ -651,6 +706,7 @@ void RB_UpdateTessVao(unsigned int attribBits)
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
int attribIndex;
int attribUpload;
R_BindVao(tess.vao);
@ -661,25 +717,29 @@ void RB_UpdateTessVao(unsigned int attribBits)
if(!(attribBits & ATTR_BITS))
attribBits = ATTR_BITS;
if(attribBits & ATTR_TEXCOORD || attribBits & ATTR_LIGHTCOORD)
attribUpload = attribBits;
if((attribUpload & ATTR_TEXCOORD) || (attribUpload & ATTR_LIGHTCOORD))
{
// these are interleaved, so we update both if either need it
// this translates to updating ATTR_TEXCOORD twice as large as it needs
attribBits &= ~ATTR_LIGHTCOORD;
attribBits |= ATTR_TEXCOORD;
attribUpload &= ~ATTR_LIGHTCOORD;
attribUpload |= ATTR_TEXCOORD;
}
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
if (attribUpload & attribBit)
{
// note: tess has a VBO where stride == size
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
}
if (attribBits & attribBit)
{
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
// note: tess has a VBO where stride == size
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
if (!glRefConfig.vertexArrayObject)
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));