mirror of
https://github.com/DrBeef/ioq3quest.git
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681 lines
20 KiB
C
681 lines
20 KiB
C
/*
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===========================================================================
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Copyright (C) 2007-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
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This file is part of XreaL source code.
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XreaL source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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XreaL source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XreaL source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_vbo.c
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#include "tr_local.h"
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void R_VaoPackTangent(int16_t *out, vec4_t v)
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{
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out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
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out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
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out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
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out[3] = v[3] * 32767.0f + (v[3] > 0.0f ? 0.5f : -0.5f);
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}
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void R_VaoPackNormal(int16_t *out, vec3_t v)
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{
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out[0] = v[0] * 32767.0f + (v[0] > 0.0f ? 0.5f : -0.5f);
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out[1] = v[1] * 32767.0f + (v[1] > 0.0f ? 0.5f : -0.5f);
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out[2] = v[2] * 32767.0f + (v[2] > 0.0f ? 0.5f : -0.5f);
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out[3] = 0;
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}
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int R_VaoPackTexCoord(byte *out, vec2_t st)
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{
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if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT)
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{
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uint16_t *num = (uint16_t *)out;
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*num++ = FloatToHalf(st[0]);
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*num++ = FloatToHalf(st[1]);
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return sizeof(*num) * 2;
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}
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else
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{
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float *num = (float *)out;
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*num++ = st[0];
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*num++ = st[1];
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return sizeof(*num) * 2;
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}
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}
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void R_VaoPackColor(uint16_t *out, vec4_t c)
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{
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out[0] = c[0] * 65535.0f + 0.5f;
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out[1] = c[1] * 65535.0f + 0.5f;
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out[2] = c[2] * 65535.0f + 0.5f;
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out[3] = c[3] * 65535.0f + 0.5f;
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}
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void R_VaoUnpackTangent(vec4_t v, int16_t *pack)
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{
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v[0] = pack[0] / 32767.0f;
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v[1] = pack[1] / 32767.0f;
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v[2] = pack[2] / 32767.0f;
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v[3] = pack[3] / 32767.0f;
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}
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void R_VaoUnpackNormal(vec3_t v, int16_t *pack)
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{
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v[0] = pack[0] / 32767.0f;
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v[1] = pack[1] / 32767.0f;
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v[2] = pack[2] / 32767.0f;
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}
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void Vao_SetVertexPointers(vao_t *vao)
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{
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int attribIndex;
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// set vertex pointers
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
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{
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uint32_t attribBit = 1 << attribIndex;
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vaoAttrib_t *vAtb = &vao->attribs[attribIndex];
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if (vAtb->enabled)
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{
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qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
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if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
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qglEnableVertexAttribArray(attribIndex);
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if (!glRefConfig.vertexArrayObject || vao == tess.vao)
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glState.vertexAttribsEnabled |= attribBit;
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}
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else
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{
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// don't disable vertex attribs when using vertex array objects
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// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
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if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
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qglDisableVertexAttribArray(attribIndex);
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if (!glRefConfig.vertexArrayObject || vao == tess.vao)
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glState.vertexAttribsEnabled &= ~attribBit;
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}
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}
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}
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/*
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============
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R_CreateVao
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============
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*/
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vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage)
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{
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vao_t *vao;
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int glUsage;
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switch (usage)
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{
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case VAO_USAGE_STATIC:
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glUsage = GL_STATIC_DRAW;
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break;
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case VAO_USAGE_DYNAMIC:
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glUsage = GL_DYNAMIC_DRAW;
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break;
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default:
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Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage);
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return NULL;
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}
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name);
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}
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if ( tr.numVaos == MAX_VAOS ) {
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ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit");
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}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
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tr.numVaos++;
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memset(vao, 0, sizeof(*vao));
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Q_strncpyz(vao->name, name, sizeof(vao->name));
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if (glRefConfig.vertexArrayObject)
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{
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qglGenVertexArrays(1, &vao->vao);
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qglBindVertexArray(vao->vao);
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}
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vao->vertexesSize = vertexesSize;
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qglGenBuffers(1, &vao->vertexesVBO);
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
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qglBufferData(GL_ARRAY_BUFFER, vertexesSize, vertexes, glUsage);
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vao->indexesSize = indexesSize;
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qglGenBuffers(1, &vao->indexesIBO);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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qglBufferData(GL_ELEMENT_ARRAY_BUFFER, indexesSize, indexes, glUsage);
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glState.currentVao = vao;
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GL_CheckErrors();
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return vao;
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}
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/*
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============
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R_CreateVao2
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============
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*/
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vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
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{
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vao_t *vao;
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int i;
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byte *data;
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int dataSize;
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int dataOfs;
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int glUsage = GL_STATIC_DRAW;
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if(!numVertexes || !numIndexes)
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return NULL;
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
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}
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if ( tr.numVaos == MAX_VAOS ) {
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ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
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}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
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tr.numVaos++;
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memset(vao, 0, sizeof(*vao));
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Q_strncpyz(vao->name, name, sizeof(vao->name));
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// since these vertex attributes are never altered, interleave them
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vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
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vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
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vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
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vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
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vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
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vao->attribs[ATTR_INDEX_POSITION ].count = 3;
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vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
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vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
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vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
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vao->attribs[ATTR_INDEX_COLOR ].count = 4;
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
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vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
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vao->attribs[ATTR_INDEX_NORMAL ].type = GL_SHORT;
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vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
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vao->attribs[ATTR_INDEX_TEXCOORD ].type = glRefConfig.packedTexcoordDataType;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = glRefConfig.packedTexcoordDataType;
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vao->attribs[ATTR_INDEX_COLOR ].type = GL_UNSIGNED_SHORT;
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
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vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
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vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
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vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
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vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
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vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE;
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
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vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
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vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(verts[0].normal);
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vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(verts[0].tangent);
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vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
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vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].color);
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(verts[0].lightdir);
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vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
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vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
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vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
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vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
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vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
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vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
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vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
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if (glRefConfig.vertexArrayObject)
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{
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qglGenVertexArrays(1, &vao->vao);
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qglBindVertexArray(vao->vao);
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}
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// create VBO
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dataSize *= numVertexes;
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data = ri.Hunk_AllocateTempMemory(dataSize);
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dataOfs = 0;
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for (i = 0; i < numVertexes; i++)
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{
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// xyz
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memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
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dataOfs += sizeof(verts[i].xyz);
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// normal
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memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
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dataOfs += sizeof(verts[i].normal);
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// tangent
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memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
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dataOfs += sizeof(verts[i].tangent);
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// texcoords
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dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st);
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// lightmap texcoords
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dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].lightmap);
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// colors
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memcpy(data + dataOfs, &verts[i].color, sizeof(verts[i].color));
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dataOfs += sizeof(verts[i].color);
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// light directions
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memcpy(data + dataOfs, &verts[i].lightdir, sizeof(verts[i].lightdir));
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dataOfs += sizeof(verts[i].lightdir);
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}
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vao->vertexesSize = dataSize;
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qglGenBuffers(1, &vao->vertexesVBO);
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
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qglBufferData(GL_ARRAY_BUFFER, vao->vertexesSize, data, glUsage);
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// create IBO
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vao->indexesSize = numIndexes * sizeof(glIndex_t);
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qglGenBuffers(1, &vao->indexesIBO);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vao->indexesSize, indexes, glUsage);
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Vao_SetVertexPointers(vao);
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glState.currentVao = vao;
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GL_CheckErrors();
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ri.Hunk_FreeTempMemory(data);
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return vao;
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}
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/*
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============
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R_BindVao
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============
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*/
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void R_BindVao(vao_t * vao)
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{
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if(!vao)
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{
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//R_BindNullVao();
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ri.Error(ERR_DROP, "R_BindVao: NULL vao");
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return;
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}
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if(r_logFile->integer)
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{
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// don't just call LogComment, or we will get a call to va() every frame!
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GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name));
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}
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if(glState.currentVao != vao)
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{
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glState.currentVao = vao;
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glState.vertexAttribsInterpolation = 0;
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glState.vertexAnimation = qfalse;
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backEnd.pc.c_vaoBinds++;
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if (glRefConfig.vertexArrayObject)
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{
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qglBindVertexArray(vao->vao);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
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if (1)
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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// tess VAO always has buffers bound
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if (vao == tess.vao)
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
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}
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else
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{
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qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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// tess VAO doesn't have vertex pointers set until data is uploaded
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if (vao != tess.vao)
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Vao_SetVertexPointers(vao);
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}
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}
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}
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/*
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============
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R_BindNullVao
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============
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*/
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void R_BindNullVao(void)
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{
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GLimp_LogComment("--- R_BindNullVao ---\n");
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if(glState.currentVao)
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{
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if (glRefConfig.vertexArrayObject)
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{
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qglBindVertexArray(0);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
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if (1) qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else
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{
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qglBindBuffer(GL_ARRAY_BUFFER, 0);
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qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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glState.currentVao = NULL;
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}
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GL_CheckErrors();
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}
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/*
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============
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R_InitVaos
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============
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*/
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void R_InitVaos(void)
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{
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int vertexesSize, indexesSize;
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int offset;
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ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n");
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tr.numVaos = 0;
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vertexesSize = sizeof(tess.xyz[0]);
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vertexesSize += sizeof(tess.normal[0]);
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vertexesSize += sizeof(tess.tangent[0]);
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vertexesSize += sizeof(tess.color[0]);
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vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
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vertexesSize += sizeof(tess.lightdir[0]);
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vertexesSize *= SHADER_MAX_VERTEXES;
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indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
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tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC);
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offset = 0;
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tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
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tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3;
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tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
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tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
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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 = GL_SHORT;
|
|
tess.vao->attribs[ATTR_INDEX_TANGENT ].type = GL_SHORT;
|
|
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_UNSIGNED_SHORT;
|
|
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = GL_SHORT;
|
|
|
|
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_TRUE;
|
|
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;
|
|
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
|
|
// 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.color[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]);
|
|
tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
|
|
tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.color[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;
|
|
tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent;
|
|
tess.attribPointers[ATTR_INDEX_COLOR] = tess.color;
|
|
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)
|
|
qglDeleteVertexArrays(1, &vao->vao);
|
|
|
|
if(vao->vertexesVBO)
|
|
{
|
|
qglDeleteBuffers(1, &vao->vertexesVBO);
|
|
}
|
|
|
|
if(vao->indexesIBO)
|
|
{
|
|
qglDeleteBuffers(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
|
|
qglBufferData(GL_ARRAY_BUFFER, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
// 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
|
|
qglBufferSubData(GL_ARRAY_BUFFER, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
|
|
}
|
|
|
|
if (attribBits & attribBit)
|
|
{
|
|
if (!glRefConfig.vertexArrayObject)
|
|
qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
|
|
|
|
if (!(glState.vertexAttribsEnabled & attribBit))
|
|
{
|
|
qglEnableVertexAttribArray(attribIndex);
|
|
glState.vertexAttribsEnabled |= attribBit;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((glState.vertexAttribsEnabled & attribBit))
|
|
{
|
|
qglDisableVertexAttribArray(attribIndex);
|
|
glState.vertexAttribsEnabled &= ~attribBit;
|
|
}
|
|
}
|
|
}
|
|
|
|
// orphan old index buffer so we don't stall on it
|
|
qglBufferData(GL_ELEMENT_ARRAY_BUFFER, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
|
|
}
|
|
}
|