/* =========================================================================== Copyright (C) 2007-2009 Robert Beckebans This file is part of XreaL source code. XreaL source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. XreaL source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with XreaL source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_vbo.c #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; }; int R_VaoPackTangent(byte *out, vec4_t v) { if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV) { union pack10_u *num = (union pack10_u *)out; 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]; } else { union pack8_u *num = (union pack8_u *)out; 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 4; } int R_VaoPackNormal(byte *out, vec3_t v) { if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV) { union pack10_u *num = (union pack10_u *)out; 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; } else { union pack8_u *num = (union pack8_u *)out; 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 4; } int R_VaoPackTexCoord(byte *out, vec2_t st) { if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT) { uint16_t *num = (uint16_t *)out; *num++ = FloatToHalf(st[0]); *num++ = FloatToHalf(st[1]); return sizeof(*num) * 2; } else { float *num = (float *)out; *num++ = st[0]; *num++ = st[1]; return sizeof(*num) * 2; } } int R_VaoPackColors(byte *out, vec4_t color) { if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT) { uint16_t *num = (uint16_t *)out; *num++ = FloatToHalf(color[0]); *num++ = FloatToHalf(color[1]); *num++ = FloatToHalf(color[2]); *num++ = FloatToHalf(color[3]); return sizeof(*num) * 4; } else { float *num = (float *)out; *num++ = color[0]; *num++ = color[1]; *num++ = color[2]; *num++ = color[3]; return sizeof(*num) * 4; } } void R_VaoUnpackTangent(vec4_t v, uint32_t b) { if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV) { union pack10_u *num = (union pack10_u *)&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 { union pack8_u *num = (union pack8_u *)&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_INT_2_10_10_10_REV) { union pack10_u *num = (union pack10_u *)&b; v[0] = num->pack.x / 511.0f; v[1] = num->pack.y / 511.0f; v[2] = num->pack.z / 511.0f; } else { union pack8_u *num = (union pack8_u *)&b; v[0] = num->pack.x / 127.0f; v[1] = num->pack.y / 127.0f; v[2] = num->pack.z / 127.0f; } } void Vao_SetVertexPointers(vao_t *vao) { int attribIndex; // set vertex pointers for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++) { uint32_t attribBit = 1 << attribIndex; vaoAttrib_t *vAtb = &vao->attribs[attribIndex]; if (vAtb->enabled) { qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit)) qglEnableVertexAttribArrayARB(attribIndex); if (!glRefConfig.vertexArrayObject || vao == tess.vao) glState.vertexAttribsEnabled |= attribBit; } else { // don't disable vertex attribs when using vertex array objects // Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit)) qglDisableVertexAttribArrayARB(attribIndex); if (!glRefConfig.vertexArrayObject || vao == tess.vao) glState.vertexAttribsEnabled &= ~attribBit; } } } /* ============ R_CreateVao ============ */ vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage) { vao_t *vao; int glUsage; switch (usage) { case VAO_USAGE_STATIC: glUsage = GL_STATIC_DRAW_ARB; break; case VAO_USAGE_DYNAMIC: glUsage = GL_DYNAMIC_DRAW_ARB; break; default: Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage); return NULL; } if(strlen(name) >= MAX_QPATH) { ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name); } if ( tr.numVaos == MAX_VAOS ) { ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit"); } R_IssuePendingRenderCommands(); vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low); tr.numVaos++; memset(vao, 0, sizeof(*vao)); Q_strncpyz(vao->name, name, sizeof(vao->name)); if (glRefConfig.vertexArrayObject) { qglGenVertexArraysARB(1, &vao->vao); qglBindVertexArrayARB(vao->vao); } vao->vertexesSize = vertexesSize; qglGenBuffersARB(1, &vao->vertexesVBO); qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO); qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexesSize, vertexes, glUsage); vao->indexesSize = indexesSize; qglGenBuffersARB(1, &vao->indexesIBO); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO); qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage); glState.currentVao = vao; GL_CheckErrors(); return vao; } /* ============ R_CreateVao2 ============ */ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes) { vao_t *vao; int i; byte *data; int dataSize; int dataOfs; int glUsage = GL_STATIC_DRAW_ARB; if(!numVertexes || !numIndexes) return NULL; if(strlen(name) >= MAX_QPATH) { ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name); } if ( tr.numVaos == MAX_VAOS ) { ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit"); } R_IssuePendingRenderCommands(); vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low); tr.numVaos++; memset(vao, 0, sizeof(*vao)); Q_strncpyz(vao->name, name, sizeof(vao->name)); // since these vertex attributes are never altered, interleave them vao->attribs[ATTR_INDEX_POSITION ].enabled = 1; vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1; #ifdef USE_VERT_TANGENT_SPACE vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1; #endif vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1; vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1; vao->attribs[ATTR_INDEX_COLOR ].enabled = 1; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1; vao->attribs[ATTR_INDEX_POSITION ].count = 3; vao->attribs[ATTR_INDEX_NORMAL ].count = 4; vao->attribs[ATTR_INDEX_TANGENT ].count = 4; vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2; vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2; vao->attribs[ATTR_INDEX_COLOR ].count = 4; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4; vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT; vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType; vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType; vao->attribs[ATTR_INDEX_TEXCOORD ].type = glRefConfig.packedTexcoordDataType; vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = glRefConfig.packedTexcoordDataType; vao->attribs[ATTR_INDEX_COLOR ].type = glRefConfig.packedColorDataType; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType; vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE; vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE; vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE; vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE; vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE; vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE; vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz); vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(uint32_t); #ifdef USE_VERT_TANGENT_SPACE vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(uint32_t); #endif vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize; vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize; vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += glRefConfig.packedColorDataSize; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(uint32_t); vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize; vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize; vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize; vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize; vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize; vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize; vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize; if (glRefConfig.vertexArrayObject) { qglGenVertexArraysARB(1, &vao->vao); qglBindVertexArrayARB(vao->vao); } // create VBO dataSize *= numVertexes; data = ri.Hunk_AllocateTempMemory(dataSize); dataOfs = 0; for (i = 0; i < numVertexes; i++) { // xyz memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz)); dataOfs += sizeof(verts[i].xyz); // normal dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].normal); #ifdef USE_VERT_TANGENT_SPACE // tangent dataOfs += R_VaoPackTangent(data + dataOfs, verts[i].tangent); #endif // texcoords dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st); // lightmap texcoords dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].lightmap); // colors dataOfs += R_VaoPackColors(data + dataOfs, verts[i].vertexColors); // light directions dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].lightdir); } vao->vertexesSize = dataSize; qglGenBuffersARB(1, &vao->vertexesVBO); qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO); qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vao->vertexesSize, data, glUsage); // create IBO vao->indexesSize = numIndexes * sizeof(glIndex_t); qglGenBuffersARB(1, &vao->indexesIBO); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO); qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesSize, indexes, glUsage); Vao_SetVertexPointers(vao); glState.currentVao = vao; GL_CheckErrors(); ri.Hunk_FreeTempMemory(data); return vao; } /* ============ R_BindVao ============ */ void R_BindVao(vao_t * vao) { if(!vao) { //R_BindNullVao(); ri.Error(ERR_DROP, "R_BindVao: NULL vao"); return; } if(r_logFile->integer) { // don't just call LogComment, or we will get a call to va() every frame! GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name)); } if(glState.currentVao != vao) { glState.currentVao = vao; glState.vertexAttribsInterpolation = 0; glState.vertexAnimation = qfalse; backEnd.pc.c_vaoBinds++; if (glRefConfig.vertexArrayObject) { qglBindVertexArrayARB(vao->vao); // why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel? if (1) qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO); // tess VAO always has buffers bound if (vao == tess.vao) qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO); } else { qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO); // tess VAO doesn't have vertex pointers set until data is uploaded if (vao != tess.vao) Vao_SetVertexPointers(vao); } } } /* ============ R_BindNullVao ============ */ void R_BindNullVao(void) { GLimp_LogComment("--- R_BindNullVao ---\n"); if(glState.currentVao) { if (glRefConfig.vertexArrayObject) { qglBindVertexArrayARB(0); // why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel? if (1) qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } else { qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } glState.currentVao = NULL; } GL_CheckErrors(); } /* ============ R_InitVaos ============ */ void R_InitVaos(void) { int vertexesSize, indexesSize; int offset; ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n"); tr.numVaos = 0; vertexesSize = sizeof(tess.xyz[0]); vertexesSize += sizeof(tess.normal[0]); #ifdef USE_VERT_TANGENT_SPACE vertexesSize += sizeof(tess.tangent[0]); #endif vertexesSize += sizeof(tess.vertexColors[0]); vertexesSize += sizeof(tess.texCoords[0][0]) * 2; vertexesSize += sizeof(tess.lightdir[0]); vertexesSize *= SHADER_MAX_VERTEXES; indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES; tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC); offset = 0; tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1; tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1; #ifdef USE_VERT_TANGENT_SPACE tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1; #endif tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1; tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1; tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3; tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4; tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4; tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2; tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4; tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT; tess.vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType; tess.vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType; tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT; tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType; tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE; tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE; tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE; tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE; tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE; tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES; tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES; #ifdef USE_VERT_TANGENT_SPACE tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES; #endif // these next two are actually interleaved tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset + sizeof(tess.texCoords[0][0]); offset += sizeof(tess.texCoords[0][0]) * 2 * SHADER_MAX_VERTEXES; tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset; tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]); tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]); #ifdef USE_VERT_TANGENT_SPACE tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]); #endif tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.vertexColors[0]); tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2; tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2; tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]); tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz; tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords; tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal; #ifdef USE_VERT_TANGENT_SPACE tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent; #endif tess.attribPointers[ATTR_INDEX_COLOR] = tess.vertexColors; tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir; Vao_SetVertexPointers(tess.vao); R_BindNullVao(); GL_CheckErrors(); } /* ============ R_ShutdownVaos ============ */ void R_ShutdownVaos(void) { int i; vao_t *vao; ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n"); R_BindNullVao(); for(i = 0; i < tr.numVaos; i++) { vao = tr.vaos[i]; if(vao->vao) qglDeleteVertexArraysARB(1, &vao->vao); if(vao->vertexesVBO) { qglDeleteBuffersARB(1, &vao->vertexesVBO); } if(vao->indexesIBO) { qglDeleteBuffersARB(1, &vao->indexesIBO); } } tr.numVaos = 0; } /* ============ R_VaoList_f ============ */ void R_VaoList_f(void) { int i; vao_t *vao; int vertexesSize = 0; int indexesSize = 0; ri.Printf(PRINT_ALL, " size name\n"); ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); for(i = 0; i < tr.numVaos; i++) { vao = tr.vaos[i]; ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024), (vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name); vertexesSize += vao->vertexesSize; } for(i = 0; i < tr.numVaos; i++) { vao = tr.vaos[i]; ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024), (vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name); indexesSize += vao->indexesSize; } ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos); ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024), (vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024)); ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024), (indexesSize % (1024 * 1024)) * 100 / (1024 * 1024)); } /* ============== RB_UpdateTessVao Adapted from Tess_UpdateVBOs from xreal Update the default VAO to replace the client side vertex arrays ============== */ void RB_UpdateTessVao(unsigned int attribBits) { GLimp_LogComment("--- RB_UpdateTessVao ---\n"); backEnd.pc.c_dynamicVaoDraws++; // update the default VAO 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); // orphan old vertex buffer so we don't stall on it qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB); // if nothing to set, set everything if(!(attribBits & ATTR_BITS)) attribBits = ATTR_BITS; 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 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) { if (!glRefConfig.vertexArrayObject) qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); if (!(glState.vertexAttribsEnabled & attribBit)) { qglEnableVertexAttribArrayARB(attribIndex); glState.vertexAttribsEnabled |= attribBit; } } else { if ((glState.vertexAttribsEnabled & attribBit)) { qglDisableVertexAttribArrayARB(attribIndex); glState.vertexAttribsEnabled &= ~attribBit; } } } // orphan old index buffer so we don't stall on it qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB); qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes); } }