OpenGL2: Fix corrupt models.

This commit is contained in:
SmileTheory 2014-10-23 16:51:10 -07:00
parent 4f5ebf8349
commit 3765652778
7 changed files with 139 additions and 148 deletions

View file

@ -1485,62 +1485,6 @@ void GLSL_BindNullProgram(void)
}
void GLSL_VertexAttribPointers(uint32_t attribBits)
{
int newFrame, oldFrame;
vao_t *vao = glState.currentVao;
int attribIndex;
uint32_t extraOffsets[ATTR_INDEX_COUNT];
if(!vao)
{
ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VAO bound");
return;
}
// don't just call LogComment, or we will get a call to va() every frame!
if(r_logFile->integer)
{
GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", vao->name));
}
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
extraOffsets[attribIndex] = 0;
// position/normal/tangent are always set in case of animation
oldFrame = glState.vertexAttribsOldFrame;
newFrame = glState.vertexAttribsNewFrame;
if (glState.vertexAnimation)
{
extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->frameSize;
}
// this may not be bound if we're using VAOs
if (glRefConfig.vertexArrayObject)
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
}
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb;
if (!(attribBits & attribBit))
continue;
vAtb = &vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + extraOffsets[attribIndex]));
}
}
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
{
shaderStage_t *pStage = tess.xstages[stage];

View file

@ -949,9 +949,13 @@ void GL_SetDefaultState( void )
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
if (glRefConfig.vertexArrayObject)
qglBindVertexArrayARB(0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentVao = NULL;
glState.vertexAttribsEnabled = 0;
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglDepthMask( GL_TRUE );

View file

@ -1364,10 +1364,9 @@ typedef struct {
int faceCullFront;
uint32_t glStateBits;
uint32_t storedGlState;
uint32_t vertexAttribsNewFrame;
uint32_t vertexAttribsOldFrame;
float vertexAttribsInterpolation;
qboolean vertexAnimation;
uint32_t vertexAttribsEnabled; // global if no VAOs, tess only otherwise
shaderProgram_t *currentProgram;
FBO_t *currentFBO;
vao_t *currentVao;

View file

@ -711,8 +711,8 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
{
st = surf->st;
for ( j = 0 ; j < surf->numVerts ; j++, st++ ) {
memcpy(data + dataOfs, &st->st, sizeof(st->st));
dataOfs += sizeof(st->st);
memcpy(data + dataOfs, &st->st, sizeof(vec2_t));
dataOfs += sizeof(vec2_t);
}
v = surf->verts;
@ -725,8 +725,8 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
uint32_t *p;
// xyz
memcpy(data + dataOfs, &v->xyz, sizeof(v->xyz));
dataOfs += sizeof(v->xyz);
memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t));
dataOfs += sizeof(vec3_t);
// normal
p = (uint32_t *)(data + dataOfs);
@ -758,11 +758,11 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
uint32_t *p;
// xyz
memcpy(data + dataOfs, &v->xyz, sizeof(v->xyz));
memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t));
dataOfs += sizeof(v->xyz);
// st
memcpy(data + dataOfs, &st->st, sizeof(st->st));
memcpy(data + dataOfs, &st->st, sizeof(vec2_t));
dataOfs += sizeof(st->st);
// normal
@ -790,61 +790,50 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vaoSurf->numVerts = surf->numVerts;
vaoSurf->minIndex = 0;
vaoSurf->maxIndex = surf->numVerts;
vaoSurf->maxIndex = surf->numVerts - 1;
vaoSurf->vao = R_CreateVao(va("staticMD3Mesh_VAO '%s'", surf->name), data, dataSize, (byte *)surf->indexes, surf->numIndexes * sizeof(*surf->indexes), VAO_USAGE_STATIC);
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].enabled = 1;
#endif
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].count = 3;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].count = 3;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].count = 3;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].count = 2;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].count = 4;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].count = 4;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].type = glRefConfig.packedNormalDataType;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].type = glRefConfig.packedNormalDataType;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].normalized = GL_FALSE;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].normalized = GL_FALSE;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].normalized = GL_FALSE;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].normalized = GL_TRUE;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].normalized = GL_TRUE;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].offset = offset_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].offset = offset_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset_st;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].offset = offset_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].offset = offset_st;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].offset = offset_normal;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].offset = offset_normal;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].offset = offset_tangent;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].offset = offset_tangent;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION ].stride = stride_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2 ].stride = stride_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD ].stride = stride_st;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].stride = stride_xyz;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].stride = stride_st;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].stride = stride_normal;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ].stride = stride_normal;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].stride = stride_tangent;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ].stride = stride_tangent;
if (mdvModel->numFrames > 1)
{
vaoSurf->vao->attribs[ATTR_INDEX_POSITION2] = vaoSurf->vao->attribs[ATTR_INDEX_POSITION];
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL2 ] = vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ];
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT2 ] = vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ];
vaoSurf->vao->frameSize = stride_xyz * surf->numVerts;
}
Vao_SetVertexPointers(vaoSurf->vao);

View file

@ -1538,12 +1538,6 @@ void RB_StageIteratorGeneric( void )
qglEnable( GL_POLYGON_OFFSET_FILL );
}
//
// Set vertex attribs and pointers
//
if (glState.vertexAnimation)
GLSL_VertexAttribPointers(vertexAttribs & (ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TANGENT | ATTR_TANGENT2));
//
// render depth if in depthfill mode
//

View file

@ -1589,8 +1589,8 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
tess.useInternalVao = qfalse;
tess.numIndexes += surface->numIndexes;
tess.numVertexes += surface->numVerts;
tess.numIndexes = surface->numIndexes;
tess.numVertexes = surface->numVerts;
tess.minIndex = surface->minIndex;
tess.maxIndex = surface->maxIndex;
@ -1599,19 +1599,56 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
refEnt = &backEnd.currentEntity->e;
if(refEnt->oldframe == refEnt->frame)
glState.vertexAttribsInterpolation = (refEnt->oldframe == refEnt->frame) ? 0.0f : refEnt->backlerp;
if (surface->mdvModel->numFrames > 1)
{
glState.vertexAttribsInterpolation = 0;
}
else
int frameOffset, attribIndex;
vaoAttrib_t *vAtb;
glState.vertexAnimation = qtrue;
if (glRefConfig.vertexArrayObject)
{
glState.vertexAttribsInterpolation = refEnt->backlerp;
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, surface->vao->vertexesVBO);
}
glState.vertexAttribsOldFrame = refEnt->oldframe;
glState.vertexAttribsNewFrame = refEnt->frame;
if (surface->mdvModel->numFrames > 1)
glState.vertexAnimation = qtrue;
frameOffset = refEnt->frame * surface->vao->frameSize;
attribIndex = ATTR_INDEX_POSITION;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
attribIndex = ATTR_INDEX_NORMAL;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
attribIndex = ATTR_INDEX_TANGENT;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
frameOffset = refEnt->oldframe * surface->vao->frameSize;
attribIndex = ATTR_INDEX_POSITION2;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
attribIndex = ATTR_INDEX_NORMAL2;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
attribIndex = ATTR_INDEX_TANGENT2;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));
if (!glRefConfig.vertexArrayObject)
{
attribIndex = ATTR_INDEX_TEXCOORD;
vAtb = &surface->vao->attribs[attribIndex];
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
}
}
RB_EndSurface();

View file

@ -94,24 +94,32 @@ void R_VaoUnpackNormal(vec3_t v, uint32_t b)
void Vao_SetVertexPointers(vao_t *vao)
{
int i;
int attribIndex;
// set vertex pointers
for (i = 0; i < ATTR_INDEX_COUNT; i++)
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
if (vao->attribs[i].enabled)
uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &vao->attribs[attribIndex];
if (vAtb->enabled)
{
qglVertexAttribPointerARB((GLuint)i,
(GLint)vao->attribs[i].count,
(GLenum)vao->attribs[i].type,
(GLboolean)vao->attribs[i].normalized,
(GLsizei)vao->attribs[i].stride,
BUFFER_OFFSET(vao->attribs[i].offset));
qglEnableVertexAttribArrayARB(i);
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
qglEnableVertexAttribArrayARB(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled |= attribBit;
}
else
{
qglDisableVertexAttribArrayARB(i);
// don't disable vertex attribs when using vertex array objects
// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
qglDisableVertexAttribArrayARB(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled &= ~attribBit;
}
}
}
@ -386,8 +394,6 @@ void R_BindVao(vao_t * vao)
glState.currentVao = vao;
glState.vertexAttribsInterpolation = 0;
glState.vertexAttribsOldFrame = 0;
glState.vertexAttribsNewFrame = 0;
glState.vertexAnimation = qfalse;
backEnd.pc.c_vaoBinds++;
@ -398,12 +404,18 @@ void R_BindVao(vao_t * vao)
// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1)
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
// tess VAO always has buffers bound
if (vao == tess.vao)
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
}
else
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
// tess VAO doesn't have vertex pointers set until data is uploaded
if (vao != tess.vao)
Vao_SetVertexPointers(vao);
}
}
@ -642,13 +654,6 @@ void RB_UpdateTessVao(unsigned int attribBits)
R_BindVao(tess.vao);
// these may not be bound if we're using VAOs
if (glRefConfig.vertexArrayObject)
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.vao->indexesIBO);
}
// orphan old vertex buffer so we don't stall on it
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
@ -666,12 +671,31 @@ void RB_UpdateTessVao(unsigned int attribBits)
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
if (attribBits & (1 << attribIndex))
uint32_t attribBit = 1 << attribIndex;
if (attribBits & attribBit)
{
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
// note: tess has a VBO where stride == size
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
if (!glRefConfig.vertexArrayObject)
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (!(glState.vertexAttribsEnabled & attribBit))
{
qglEnableVertexAttribArrayARB(attribIndex);
glState.vertexAttribsEnabled |= attribBit;
}
}
else
{
if ((glState.vertexAttribsEnabled & attribBit))
{
qglDisableVertexAttribArrayARB(attribIndex);
glState.vertexAttribsEnabled &= ~attribBit;
}
}
}