mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 05:01:40 +00:00
Merge branch 'master' into sdl2
This commit is contained in:
commit
3736968943
32 changed files with 1002 additions and 1005 deletions
|
@ -112,7 +112,6 @@ cvar_t *cl_conXOffset;
|
|||
cvar_t *cl_inGameVideo;
|
||||
|
||||
cvar_t *cl_serverStatusResendTime;
|
||||
cvar_t *cl_trn;
|
||||
|
||||
cvar_t *cl_lanForcePackets;
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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)));
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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
|
||||
}
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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));
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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--;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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 )
|
||||
{
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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])
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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 );
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue