Merge branch 'master' into game/eliteforce

This commit is contained in:
Zack Middleton 2014-12-02 17:40:09 -06:00
commit 6557800707
31 changed files with 282 additions and 499 deletions

View file

@ -49,8 +49,6 @@ int CG_Text_Width(const char *text, float scale, int limit) {
float out;
glyphInfo_t *glyph;
float useScale;
// FIXME: see ui_main.c, same problem
// const unsigned char *s = text;
const char *s = text;
fontInfo_t *font = &cgDC.Assets.textFont;
if (scale <= cg_smallFont.value) {
@ -71,7 +69,7 @@ int CG_Text_Width(const char *text, float scale, int limit) {
s += 2;
continue;
} else {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
out += glyph->xSkip;
s++;
count++;
@ -86,8 +84,6 @@ int CG_Text_Height(const char *text, float scale, int limit) {
float max;
glyphInfo_t *glyph;
float useScale;
// TTimo: FIXME
// const unsigned char *s = text;
const char *s = text;
fontInfo_t *font = &cgDC.Assets.textFont;
if (scale <= cg_smallFont.value) {
@ -108,7 +104,7 @@ int CG_Text_Height(const char *text, float scale, int limit) {
s += 2;
continue;
} else {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
if (max < glyph->height) {
max = glyph->height;
}
@ -141,8 +137,6 @@ void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text
}
useScale = scale * font->glyphScale;
if (text) {
// TTimo: FIXME
// const unsigned char *s = text;
const char *s = text;
trap_R_SetColor( color );
memcpy(&newColor[0], &color[0], sizeof(vec4_t));
@ -152,7 +146,7 @@ void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text
}
count = 0;
while (s && *s && count < len) {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
//int yadj = Assets.textFont.glyphs[text[i]].bottom + Assets.textFont.glyphs[text[i]].top;
//float yadj = scale * (Assets.textFont.glyphs[text[i]].imageHeight - Assets.textFont.glyphs[text[i]].height);
if ( Q_IsColorString( s ) ) {

View file

@ -1214,7 +1214,7 @@ static void CG_Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4
}
count = 0;
while (s && *s && count < len) {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
if ( Q_IsColorString( s ) ) {
memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) );
newColor[3] = color[3];

View file

@ -397,7 +397,7 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
// Com_Memcpy(font, faceData, sizeof(fontInfo_t));
Q_strncpyz(font->name, name, sizeof(font->name));
for (i = GLYPH_START; i < GLYPH_END; i++) {
for (i = GLYPH_START; i <= GLYPH_END; i++) {
font->glyphs[i].glyph = RE_RegisterShaderNoMip(font->glyphs[i].shaderName);
}
Com_Memcpy(&registeredFont[registeredFontCount++], font, sizeof(fontInfo_t));
@ -445,7 +445,7 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
maxHeight = 0;
for (i = GLYPH_START; i < GLYPH_END; i++) {
for (i = GLYPH_START; i <= GLYPH_END; i++) {
RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qtrue);
}
@ -455,11 +455,16 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
lastStart = i;
imageNumber = 0;
while ( i <= GLYPH_END ) {
while ( i <= GLYPH_END + 1 ) {
if ( i == GLYPH_END + 1 ) {
// upload/save current image buffer
xOut = yOut = -1;
} else {
glyph = RE_ConstructGlyphInfo(out, &xOut, &yOut, &maxHeight, face, (unsigned char)i, qfalse);
}
if (xOut == -1 || yOut == -1 || i == GLYPH_END) {
if (xOut == -1 || yOut == -1) {
// ran out of room
// we need to create an image from the bitmap, set all the handles in the glyphs to this point
//
@ -504,7 +509,7 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
xOut = 0;
yOut = 0;
ri.Free(imageBuff);
if(i == GLYPH_END)
if ( i == GLYPH_END + 1 )
i++;
} else {
Com_Memcpy(&font->glyphs[i], glyph, sizeof(glyphInfo_t));

View file

@ -481,7 +481,7 @@ void RB_BeginDrawingView (void) {
// clip to the plane of the portal
if ( backEnd.viewParms.isPortal ) {
float plane[4];
double plane2[4];
GLdouble plane2[4];
plane[0] = backEnd.viewParms.portalPlane.normal[0];
plane[1] = backEnd.viewParms.portalPlane.normal[1];

View file

@ -899,7 +899,6 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
// FIXME: this stops fog from setting border color?
glState.currenttextures[glState.currenttmu] = 0;
qglBindTexture( GL_TEXTURE_2D, 0 );
@ -1168,7 +1167,6 @@ static void R_CreateFogImage( void ) {
int x,y;
byte *data;
float d;
float borderColor[4];
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
@ -1183,18 +1181,8 @@ static void R_CreateFogImage( void ) {
data[(y*FOG_S+x)*4+3] = 255*d;
}
}
// standard openGL clamping doesn't really do what we want -- it includes
// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
// what we want.
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data );
borderColor[0] = 1.0;
borderColor[1] = 1.0;
borderColor[2] = 1.0;
borderColor[3] = 1;
qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
}
/*

View file

@ -478,7 +478,6 @@ typedef enum {
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_DISPLAY_LIST,
SF_NUM_SURFACE_TYPES,
SF_MAX = 0x7fffffff // ensures that sizeof( surfaceType_t ) == sizeof( int )
@ -504,11 +503,6 @@ typedef struct srfPoly_s {
polyVert_t *verts;
} srfPoly_t;
typedef struct srfDisplayList_s {
surfaceType_t surfaceType;
int listNum;
} srfDisplayList_t;
typedef struct srfFlare_s {
surfaceType_t surfaceType;

View file

@ -421,7 +421,7 @@ static void ProjectDlightTexture_altivec( void ) {
byte clipBits[SHADER_MAX_VERTEXES];
float texCoordsArray[SHADER_MAX_VERTEXES][2];
byte colorArray[SHADER_MAX_VERTEXES][4];
unsigned hitIndexes[SHADER_MAX_INDEXES];
glIndex_t hitIndexes[SHADER_MAX_INDEXES];
int numIndexes;
float scale;
float radius;
@ -593,7 +593,7 @@ static void ProjectDlightTexture_scalar( void ) {
byte clipBits[SHADER_MAX_VERTEXES];
float texCoordsArray[SHADER_MAX_VERTEXES][2];
byte colorArray[SHADER_MAX_VERTEXES][4];
unsigned hitIndexes[SHADER_MAX_INDEXES];
glIndex_t hitIndexes[SHADER_MAX_INDEXES];
int numIndexes;
float scale;
float radius;

View file

@ -44,6 +44,7 @@ typedef struct {
static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static int numEdgeDefs[SHADER_MAX_VERTEXES];
static int facing[SHADER_MAX_INDEXES/3];
static vec3_t shadowXyz[SHADER_MAX_VERTEXES];
void R_AddEdgeDef( int i1, int i2, int facing ) {
int c;
@ -80,13 +81,13 @@ void R_RenderShadowEdges( void ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglVertex3fv( tess.xyz[ i3 ] );
qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i3 ] );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglEnd();
}
#else
@ -126,9 +127,9 @@ void R_RenderShadowEdges( void ) {
if ( hit[ 1 ] == 0 ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglEnd();
c_edges++;
} else {
@ -157,11 +158,6 @@ void RB_ShadowTessEnd( void ) {
vec3_t lightDir;
GLboolean rgba[4];
// we can only do this if we have enough space in the vertex buffers
if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
@ -170,7 +166,7 @@ void RB_ShadowTessEnd( void ) {
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] );
}
// decide which triangles face the light

View file

@ -1485,7 +1485,8 @@ RB_SurfaceFace
*/
static void RB_SurfaceFace( srfSurfaceFace_t *surf ) {
int i;
unsigned *indices, *tessIndexes;
unsigned *indices;
glIndex_t *tessIndexes;
float *v;
float *normal;
int ndx;
@ -1821,12 +1822,6 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
}
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
// all apropriate state must be set in RB_BeginSurface
// this isn't implemented yet...
qglCallList( surf->listNum );
}
static void RB_SurfaceSkip( void *surf ) {
}
@ -1842,6 +1837,5 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
(void(*)(void*))RB_MDRSurfaceAnim, // SF_MDR,
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
(void(*)(void*))RB_SurfaceDisplayList // SF_DISPLAY_LIST
(void(*)(void*))RB_SurfaceEntity // SF_ENTITY
};

View file

@ -1,45 +1,12 @@
uniform sampler2D u_DiffuseMap;
#if defined(USE_LIGHTMAP)
uniform sampler2D u_LightMap;
uniform int u_Texture1Env;
#endif
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
varying vec2 var_LightTex;
#endif
varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
#if defined(USE_LIGHTMAP)
vec4 color2 = texture2D(u_LightMap, var_LightTex);
#if defined(RGBM_LIGHTMAP)
color2.rgb *= color2.a;
color2.a = 1.0;
#endif
if (u_Texture1Env == TEXENV_MODULATE)
{
color *= color2;
}
else if (u_Texture1Env == TEXENV_ADD)
{
color += color2;
}
else if (u_Texture1Env == TEXENV_REPLACE)
{
color = color2;
}
//color = color * (u_Texture1Env.xxxx + color2 * u_Texture1Env.z) + color2 * u_Texture1Env.y;
#endif
gl_FragColor = color * var_Color;
}

View file

@ -9,7 +9,7 @@ attribute vec3 attr_Normal2;
attribute vec4 attr_Color;
attribute vec4 attr_TexCoord0;
#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
#if defined(USE_TCGEN)
attribute vec4 attr_TexCoord1;
#endif
@ -57,9 +57,6 @@ uniform float u_VertexLerp;
#endif
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
varying vec2 var_LightTex;
#endif
varying vec4 var_Color;
#if defined(USE_DEFORM_VERTEXES)
@ -230,10 +227,6 @@ void main()
var_DiffuseTex = tex;
#endif
#if defined(USE_LIGHTMAP)
var_LightTex = attr_TexCoord1.st;
#endif
#if defined(USE_RGBAGEN)
var_Color = CalcColor(position, normal);
#else

View file

@ -100,6 +100,12 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
// texture depth at best depth
float texDepth = 0.0;
float prevT = SampleDepth(normalMap, dp);
float prevTexDepth = prevT;
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@ -109,11 +115,20 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
{
bestDepth = depth; // store best depth
texDepth = t;
prevTexDepth = prevT;
}
prevT = t;
}
depth = bestDepth;
#if !defined (USE_RELIEFMAP)
float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
bestDepth -= (depth - size - prevTexDepth) * div;
#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@ -129,6 +144,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
depth += size;
}
#endif
return bestDepth;
}
@ -357,7 +373,7 @@ void main()
vec2 texCoords = var_TexCoords.xy;
#if defined(USE_PARALLAXMAP)
vec3 offsetDir = normalize(E * tangentToWorld);
vec3 offsetDir = viewDir * tangentToWorld;
offsetDir.xy *= -u_NormalScale.a / offsetDir.z;

View file

@ -412,7 +412,7 @@ void RB_MDRSurfaceAnim( mdrSurface_t *surface )
tess.xyz[baseVertex + j][1] = tempVert[1];
tess.xyz[baseVertex + j][2] = tempVert[2];
tess.normal[baseVertex + j] = R_VaoPackNormal(tempNormal);
R_VaoPackNormal((byte *)&tess.normal[baseVertex + j], tempNormal);
tess.texCoords[baseVertex + j][0][0] = v->texCoords[0];
tess.texCoords[baseVertex + j][0][1] = v->texCoords[1];

View file

@ -544,9 +544,6 @@ void RB_BeginDrawingView (void) {
backEnd.isHyperspace = qfalse;
}
glState.faceCulling = -1; // force face culling to set next time
glState.faceCullFront = -1; // same as above
// we will only draw a sun if there was sky rendered in this view
backEnd.skyRenderedThisView = qfalse;
@ -554,7 +551,7 @@ void RB_BeginDrawingView (void) {
if ( backEnd.viewParms.isPortal ) {
#if 0
float plane[4];
double plane2[4];
GLdouble plane2[4];
plane[0] = backEnd.viewParms.portalPlane.normal[0];
plane[1] = backEnd.viewParms.portalPlane.normal[1];

View file

@ -711,4 +711,27 @@ void GLimp_InitExtraExtensions()
ri.Printf(PRINT_ALL, result[2], extension);
}
// GL_ARB_half_float_vertex
extension = "GL_ARB_half_float_vertex";
glRefConfig.packedTexcoordDataType = GL_FLOAT;
glRefConfig.packedTexcoordDataSize = sizeof(float) * 2;
glRefConfig.packedColorDataType = GL_FLOAT;
glRefConfig.packedColorDataSize = sizeof(float) * 4;
if( GLimp_HaveExtension( extension ) )
{
if (r_arb_half_float_vertex->integer)
{
glRefConfig.packedTexcoordDataType = GL_HALF_FLOAT;
glRefConfig.packedTexcoordDataSize = sizeof(uint16_t) * 2;
glRefConfig.packedColorDataType = GL_HALF_FLOAT;
glRefConfig.packedColorDataSize = sizeof(uint16_t) * 4;
}
ri.Printf(PRINT_ALL, result[r_arb_half_float_vertex->integer ? 1 : 0], extension);
}
else
{
ri.Printf(PRINT_ALL, result[2], extension);
}
}

View file

@ -199,42 +199,35 @@ int NextPowerOfTwo(int in)
return out;
}
unsigned short FloatToHalf(float in)
{
unsigned short out;
union
{
union f32_u {
float f;
unsigned int i;
} f32;
uint32_t i;
struct {
unsigned int fraction:23;
unsigned int exponent:8;
unsigned int sign:1;
} pack;
};
int sign, inExponent, inFraction;
int outExponent, outFraction;
union f16_u {
uint16_t i;
struct {
unsigned int fraction:10;
unsigned int exponent:5;
unsigned int sign:1;
} pack;
};
uint16_t FloatToHalf(float in)
{
union f32_u f32;
union f16_u f16;
f32.f = in;
sign = (f32.i & 0x80000000) >> 31;
inExponent = (f32.i & 0x7F800000) >> 23;
inFraction = f32.i & 0x007FFFFF;
f16.pack.exponent = CLAMP(f32.pack.exponent - 112, 0, 31);
f16.pack.fraction = f32.pack.fraction >> 13;
f16.pack.sign = f32.pack.sign;
outExponent = CLAMP(inExponent - 127, -15, 16) + 15;
outFraction = 0;
if (outExponent == 0x1F)
{
if (inExponent == 0xFF && inFraction != 0)
outFraction = 0x3FF;
}
else if (outExponent == 0x00)
{
if (inExponent == 0x00 && inFraction != 0)
outFraction = 0x3FF;
}
else
outFraction = inFraction >> 13;
out = (sign << 15) | (outExponent << 10) | outFraction;
return out;
return f16.i;
}

View file

@ -90,7 +90,6 @@ static uniformInfo_t uniformsInfo[] =
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_Texture1Env", GLSL_INT },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },
@ -919,12 +918,6 @@ void GLSL_InitGPUShaders(void)
if (i & GENERICDEF_USE_RGBAGEN)
Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
if (i & GENERICDEF_USE_LIGHTMAP)
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_hdr->integer && !glRefConfig.floatLightmap)
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
@ -1086,7 +1079,11 @@ void GLSL_InitGPUShaders(void)
#endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if (r_parallaxMapping->integer > 1)
Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
}
}
if (r_specularMapping->integer)
@ -1495,11 +1492,6 @@ shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
shaderAttribs |= GENERICDEF_USE_FOG;
}
if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv)
{
shaderAttribs |= GENERICDEF_USE_LIGHTMAP;
}
switch (pStage->rgbGen)
{
case CGEN_LIGHTING_DIFFUSE:

View file

@ -2641,7 +2641,6 @@ static void R_CreateFogImage( void ) {
int x,y;
byte *data;
float d;
float borderColor[4];
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
@ -2656,18 +2655,8 @@ static void R_CreateFogImage( void ) {
data[(y*FOG_S+x)*4+3] = 255*d;
}
}
// standard openGL clamping doesn't really do what we want -- it includes
// the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
// what we want.
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data );
borderColor[0] = 1.0;
borderColor[1] = 1.0;
borderColor[2] = 1.0;
borderColor[3] = 1;
qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
}
/*

View file

@ -104,6 +104,7 @@ cvar_t *r_ext_multi_draw_arrays;
cvar_t *r_ext_framebuffer_object;
cvar_t *r_ext_texture_float;
cvar_t *r_arb_half_float_pixel;
cvar_t *r_arb_half_float_vertex;
cvar_t *r_ext_framebuffer_multisample;
cvar_t *r_arb_seamless_cube_map;
cvar_t *r_arb_vertex_type_2_10_10_10_rev;
@ -952,6 +953,8 @@ void GL_SetDefaultState( void )
//
glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
glState.storedGlState = 0;
glState.faceCulling = CT_TWO_SIDED;
glState.faceCullFront = qtrue;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
@ -1152,6 +1155,7 @@ void R_Register( void )
r_ext_framebuffer_object = ri.Cvar_Get( "r_ext_framebuffer_object", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_texture_float = ri.Cvar_Get( "r_ext_texture_float", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_half_float_pixel = ri.Cvar_Get( "r_arb_half_float_pixel", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_half_float_vertex = ri.Cvar_Get( "r_arb_half_float_vertex", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_framebuffer_multisample = ri.Cvar_Get( "r_ext_framebuffer_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_seamless_cube_map = ri.Cvar_Get( "r_arb_seamless_cube_map", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_vertex_type_2_10_10_10_rev = ri.Cvar_Get( "r_arb_vertex_type_2_10_10_10_rev", "1", CVAR_ARCHIVE | CVAR_LATCH);

View file

@ -452,8 +452,6 @@ typedef struct shader_s {
float portalRange; // distance to fog out at
qboolean isPortal;
int multitextureEnv; // 0, GL_MODULATE, GL_ADD (FIXME: put in stage)
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
qboolean polygonOffset; // set for decals and other items that must be offset
qboolean noMipMaps; // for console fonts, 2D elements, etc.
@ -564,9 +562,8 @@ enum
GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
GENERICDEF_USE_FOG = 0x0008,
GENERICDEF_USE_RGBAGEN = 0x0010,
GENERICDEF_USE_LIGHTMAP = 0x0020,
GENERICDEF_ALL = 0x003F,
GENERICDEF_COUNT = 0x0040,
GENERICDEF_ALL = 0x001F,
GENERICDEF_COUNT = 0x0020,
};
enum
@ -638,7 +635,6 @@ typedef enum
UNIFORM_DIFFUSETEXMATRIX,
UNIFORM_DIFFUSETEXOFFTURB,
UNIFORM_TEXTURE1ENV,
UNIFORM_TCGEN0,
UNIFORM_TCGEN0VECTOR0,
@ -853,7 +849,6 @@ typedef enum {
SF_IQM,
SF_FLARE,
SF_ENTITY, // beams, rails, lightning, etc that can be determined by entity
SF_DISPLAY_LIST,
SF_VAO_MESH,
SF_VAO_MDVMESH,
@ -882,11 +877,6 @@ typedef struct srfPoly_s {
polyVert_t *verts;
} srfPoly_t;
typedef struct srfDisplayList_s {
surfaceType_t surfaceType;
int listNum;
} srfDisplayList_t;
typedef struct srfFlare_s {
surfaceType_t surfaceType;
@ -1412,6 +1402,10 @@ typedef struct {
qboolean seamlessCubeMap;
GLenum packedNormalDataType;
GLenum packedTexcoordDataType;
GLenum packedColorDataType;
int packedTexcoordDataSize;
int packedColorDataSize;
qboolean floatLightmap;
qboolean vertexArrayObject;
@ -1713,6 +1707,7 @@ extern cvar_t *r_ext_multi_draw_arrays;
extern cvar_t *r_ext_framebuffer_object;
extern cvar_t *r_ext_texture_float;
extern cvar_t *r_arb_half_float_pixel;
extern cvar_t *r_arb_half_float_vertex;
extern cvar_t *r_ext_framebuffer_multisample;
extern cvar_t *r_arb_seamless_cube_map;
extern cvar_t *r_arb_vertex_type_2_10_10_10_rev;
@ -2180,8 +2175,10 @@ VERTEX BUFFER OBJECTS
============================================================
*/
uint32_t R_VaoPackTangent(vec4_t v);
uint32_t R_VaoPackNormal(vec3_t v);
int R_VaoPackTangent(byte *out, vec4_t v);
int R_VaoPackNormal(byte *out, vec3_t v);
int R_VaoPackTexCoord(byte *out, vec2_t st);
int R_VaoPackColors(byte *out, vec4_t color);
void R_VaoUnpackTangent(vec4_t v, uint32_t b);
void R_VaoUnpackNormal(vec3_t v, uint32_t b);

View file

@ -674,10 +674,10 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
{
// vertex animation, store texcoords first, then position/normal/tangents
offset_st = 0;
offset_xyz = surf->numVerts * sizeof(vec2_t);
offset_xyz = surf->numVerts * glRefConfig.packedTexcoordDataSize;
offset_normal = offset_xyz + sizeof(vec3_t);
offset_tangent = offset_normal + sizeof(uint32_t);
stride_st = sizeof(vec2_t);
stride_st = glRefConfig.packedTexcoordDataSize;
stride_xyz = sizeof(vec3_t) + sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
stride_xyz += sizeof(uint32_t);
@ -691,7 +691,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
// no animation, interleave everything
offset_xyz = 0;
offset_st = offset_xyz + sizeof(vec3_t);
offset_normal = offset_st + sizeof(vec2_t);
offset_normal = offset_st + glRefConfig.packedTexcoordDataSize;
offset_tangent = offset_normal + sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
stride_xyz = offset_tangent + sizeof(uint32_t);
@ -711,8 +711,7 @@ 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(vec2_t));
dataOfs += sizeof(vec2_t);
dataOfs += R_VaoPackTexCoord(data + dataOfs, st->st);
}
v = surf->verts;
@ -722,16 +721,12 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vec3_t nxt;
vec4_t tangent;
#endif
uint32_t *p;
// xyz
memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t));
dataOfs += sizeof(vec3_t);
// normal
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackNormal(v->normal);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackNormal(data + dataOfs, v->normal);
#ifdef USE_VERT_TANGENT_SPACE
CrossProduct(v->normal, v->tangent, nxt);
@ -739,9 +734,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
tangent[3] = (DotProduct(nxt, v->bitangent) < 0.0f) ? -1.0f : 1.0f;
// tangent
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackTangent(tangent);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackTangent(data + dataOfs, tangent);
#endif
}
}
@ -755,20 +748,15 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vec3_t nxt;
vec4_t tangent;
#endif
uint32_t *p;
// xyz
memcpy(data + dataOfs, &v->xyz, sizeof(vec3_t));
dataOfs += sizeof(v->xyz);
// st
memcpy(data + dataOfs, &st->st, sizeof(vec2_t));
dataOfs += sizeof(st->st);
dataOfs += R_VaoPackTexCoord(data + dataOfs, st->st);
// normal
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackNormal(v->normal);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackNormal(data + dataOfs, v->normal);
#ifdef USE_VERT_TANGENT_SPACE
CrossProduct(v->normal, v->tangent, nxt);
@ -776,9 +764,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
tangent[3] = (DotProduct(nxt, v->bitangent) < 0.0f) ? -1.0f : 1.0f;
// tangent
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackTangent(tangent);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackTangent(data + dataOfs, tangent);
#endif
}
}
@ -807,7 +793,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vaoSurf->vao->attribs[ATTR_INDEX_POSITION].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].type = GL_FLOAT;
vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].type = glRefConfig.packedTexcoordDataType;
vaoSurf->vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;

View file

@ -1130,7 +1130,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
normal[1] = DotProduct(&nrmMat[3], &data->normals[3*vtx]);
normal[2] = DotProduct(&nrmMat[6], &data->normals[3*vtx]);
*outNormal = R_VaoPackNormal(normal);
R_VaoPackNormal((byte *)outNormal, normal);
#ifdef USE_VERT_TANGENT_SPACE
tangent[0] = DotProduct(&nrmMat[0], &data->tangents[4*vtx]);
@ -1138,7 +1138,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
tangent[2] = DotProduct(&nrmMat[6], &data->tangents[4*vtx]);
tangent[3] = data->tangents[4*vtx+3];
*outTangent++ = R_VaoPackTangent(tangent);
R_VaoPackTangent((byte *)outTangent++, tangent);
#endif
}

View file

@ -1377,16 +1377,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
else if ( pStage->bundle[1].image[0] != 0 )
{
R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
//
// lightmap/secondary pass
//
if ( r_lightmap->integer ) {
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, GL_REPLACE);
} else {
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv);
}
R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 );
}
else
@ -1395,8 +1385,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
// set state
//
R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, 0);
}
//

View file

@ -191,7 +191,7 @@ void RB_CalcDeformNormals( deformStage_t *ds ) {
VectorNormalizeFast( fNormal );
*normal = R_VaoPackNormal(fNormal);
R_VaoPackNormal((byte *)normal, fNormal);
}
}

View file

@ -2132,161 +2132,6 @@ static void ComputeVertexAttribs(void)
}
}
typedef struct {
int blendA;
int blendB;
int multitextureEnv;
int multitextureBlend;
} collapse_t;
static collapse_t collapse[] = {
{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, 0 },
{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, 0 },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, 0 },
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
#if 0
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
GL_DECAL, 0 },
#endif
{ -1 }
};
/*
================
CollapseMultitexture
Attempt to combine two stages into a single multitexture stage
FIXME: I think modulated add + modulated add collapses incorrectly
=================
*/
static qboolean CollapseMultitexture( void ) {
int abits, bbits;
int i;
textureBundle_t tmpBundle;
if ( !qglActiveTextureARB ) {
return qfalse;
}
// make sure both stages are active
if ( !stages[0].active || !stages[1].active ) {
return qfalse;
}
// on voodoo2, don't combine different tmus
if ( glConfig.driverType == GLDRV_VOODOO ) {
if ( stages[0].bundle[0].image[0]->TMU ==
stages[1].bundle[0].image[0]->TMU ) {
return qfalse;
}
}
abits = stages[0].stateBits;
bbits = stages[1].stateBits;
// make sure that both stages have identical state other than blend modes
if ( ( abits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
( bbits & ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
return qfalse;
}
abits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
bbits &= ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
// search for a valid multitexture blend function
for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
if ( abits == collapse[i].blendA
&& bbits == collapse[i].blendB ) {
break;
}
}
// nothing found
if ( collapse[i].blendA == -1 ) {
return qfalse;
}
// GL_ADD is a separate extension
if ( collapse[i].multitextureEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
return qfalse;
}
// make sure waveforms have identical parameters
if ( ( stages[0].rgbGen != stages[1].rgbGen ) ||
( stages[0].alphaGen != stages[1].alphaGen ) ) {
return qfalse;
}
// an add collapse can only have identity colors
if ( collapse[i].multitextureEnv == GL_ADD && stages[0].rgbGen != CGEN_IDENTITY ) {
return qfalse;
}
if ( stages[0].rgbGen == CGEN_WAVEFORM )
{
if ( memcmp( &stages[0].rgbWave,
&stages[1].rgbWave,
sizeof( stages[0].rgbWave ) ) )
{
return qfalse;
}
}
if ( stages[0].alphaGen == AGEN_WAVEFORM )
{
if ( memcmp( &stages[0].alphaWave,
&stages[1].alphaWave,
sizeof( stages[0].alphaWave ) ) )
{
return qfalse;
}
}
// make sure that lightmaps are in bundle 1 for 3dfx
if ( stages[0].bundle[0].isLightmap )
{
tmpBundle = stages[0].bundle[0];
stages[0].bundle[0] = stages[1].bundle[0];
stages[0].bundle[1] = tmpBundle;
}
else
{
stages[0].bundle[1] = stages[1].bundle[0];
}
// set the new blend state bits
shader.multitextureEnv = collapse[i].multitextureEnv;
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
stages[0].stateBits |= collapse[i].multitextureBlend;
//
// move down subsequent shaders
//
memmove( &stages[1], &stages[2], sizeof( stages[0] ) * ( MAX_SHADER_STAGES - 2 ) );
Com_Memset( &stages[MAX_SHADER_STAGES-1], 0, sizeof( stages[0] ) );
return qtrue;
}
static void CollapseStagesToLightall(shaderStage_t *diffuse,
shaderStage_t *normal, shaderStage_t *specular, shaderStage_t *lightmap,
@ -2617,9 +2462,6 @@ static int CollapseStagesToGLSL(void)
numStages++;
}
if (numStages == i && i >= 2 && CollapseMultitexture())
numStages--;
// convert any remaining lightmap stages to a lighting pass with a white texture
// only do this with r_sunlightMode non-zero, as it's only for correct shadows.
if (r_sunlightMode->integer && shader.numDeforms == 0)
@ -3688,15 +3530,6 @@ void R_ShaderList_f (void) {
} else {
ri.Printf (PRINT_ALL, " ");
}
if ( shader->multitextureEnv == GL_ADD ) {
ri.Printf( PRINT_ALL, "MT(a) " );
} else if ( shader->multitextureEnv == GL_MODULATE ) {
ri.Printf( PRINT_ALL, "MT(m) " );
} else if ( shader->multitextureEnv == GL_DECAL ) {
ri.Printf( PRINT_ALL, "MT(d) " );
} else {
ri.Printf( PRINT_ALL, " " );
}
if ( shader->explicitlyDefined ) {
ri.Printf( PRINT_ALL, "E " );
} else {

View file

@ -44,6 +44,7 @@ typedef struct {
static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static int numEdgeDefs[SHADER_MAX_VERTEXES];
static int facing[SHADER_MAX_INDEXES/3];
static vec3_t shadowXyz[SHADER_MAX_VERTEXES];
void R_AddEdgeDef( int i1, int i2, int facing ) {
int c;
@ -80,13 +81,13 @@ void R_RenderShadowEdges( void ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglVertex3fv( tess.xyz[ i3 ] );
qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i3 ] );
qglVertex3fv( tess.xyz[ i1 ] );
qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i1 ] );
qglEnd();
}
#else
@ -126,9 +127,9 @@ void R_RenderShadowEdges( void ) {
if ( hit[ 1 ] == 0 ) {
qglBegin( GL_TRIANGLE_STRIP );
qglVertex3fv( tess.xyz[ i ] );
qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i ] );
qglVertex3fv( tess.xyz[ i2 ] );
qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
qglVertex3fv( shadowXyz[ i2 ] );
qglEnd();
c_edges++;
} else {
@ -157,11 +158,6 @@ void RB_ShadowTessEnd( void ) {
vec3_t lightDir;
GLboolean rgba[4];
// we can only do this if we have enough space in the vertex buffers
if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
return;
}
if ( glConfig.stencilBits < 4 ) {
return;
}
@ -170,7 +166,7 @@ void RB_ShadowTessEnd( void ) {
// project vertexes away from light direction
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
VectorMA( tess.xyz[i], -512, lightDir, shadowXyz[i] );
}
// decide which triangles face the light

View file

@ -88,8 +88,11 @@ RB_AddQuadStampExt
*/
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 ) {
vec3_t normal;
uint32_t pNormal;
int ndx;
RB_CheckVao(tess.vao);
RB_CHECKOVERFLOW( 4, 6 );
ndx = tess.numVertexes;
@ -123,10 +126,11 @@ 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 );
R_VaoPackNormal((byte *)&pNormal, normal);
tess.normal[ndx] =
tess.normal[ndx+1] =
tess.normal[ndx+2] =
tess.normal[ndx+3] = R_VaoPackNormal(normal);
tess.normal[ndx+3] = pNormal;
// standard square texture coordinates
VectorSet2(tess.texCoords[ndx ][0], s1, t1);
@ -289,6 +293,8 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
int i;
int numv;
RB_CheckVao(tess.vao);
RB_CHECKOVERFLOW( p->numVerts, 3*(p->numVerts - 2) );
// fan triangles into the tess array
@ -354,7 +360,7 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
dv = verts;
normal = &tess.normal[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, normal++ )
*normal = R_VaoPackNormal(dv->normal);
R_VaoPackNormal((byte *)normal, dv->normal);
}
#ifdef USE_VERT_TANGENT_SPACE
@ -363,7 +369,7 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
dv = verts;
tangent = &tess.tangent[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, tangent++ )
*tangent = R_VaoPackTangent(dv->tangent);
R_VaoPackTangent((byte *)tangent, dv->tangent);
}
#endif
@ -396,7 +402,7 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
dv = verts;
lightdir = &tess.lightdir[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, lightdir++ )
*lightdir = R_VaoPackNormal(dv->lightdir);
R_VaoPackNormal((byte *)lightdir, dv->lightdir);
}
#if 0 // nothing even uses vertex dlightbits
@ -1206,6 +1212,8 @@ static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, f
int vbase;
float t = len / 256.0f;
RB_CheckVao(tess.vao);
RB_CHECKOVERFLOW( 4, 6 );
vbase = tess.numVertexes;
@ -1287,6 +1295,8 @@ static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, cons
}
}
RB_CheckVao(tess.vao);
for ( i = 0; i < numSegs; i++ )
{
int j;
@ -1729,7 +1739,7 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
VectorCopy(newVerts->xyz, outXyz);
VectorCopy(newVerts->normal, normal);
*outNormal = R_VaoPackNormal(normal);
R_VaoPackNormal((byte *)outNormal, normal);
newVerts++;
outXyz += 4;
@ -1754,7 +1764,7 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, normal);
VectorNormalize(normal);
*outNormal = R_VaoPackNormal(normal);
R_VaoPackNormal((byte *)outNormal, normal);
newVerts++;
oldVerts++;
@ -1798,6 +1808,8 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
backlerp = backEnd.currentEntity->e.backlerp;
}
RB_CheckVao(tess.vao);
RB_CHECKOVERFLOW( surface->numVerts, surface->numIndexes );
LerpMeshVertexes (surface, backlerp);
@ -1905,6 +1917,8 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
return;
}
RB_CheckVao(tess.vao);
dlightBits = srf->dlightBits;
tess.dlightBits |= dlightBits;
@ -1992,13 +2006,13 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
{
*normal++ = R_VaoPackNormal(dv->normal);
R_VaoPackNormal((byte *)normal++, dv->normal);
}
#ifdef USE_VERT_TANGENT_SPACE
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
{
*tangent++ = R_VaoPackTangent(dv->tangent);
R_VaoPackTangent((byte *)tangent++, dv->tangent);
}
#endif
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
@ -2021,7 +2035,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
{
*lightdir++ = R_VaoPackNormal(dv->lightdir);
R_VaoPackNormal((byte *)lightdir++, dv->lightdir);
}
//*vDlightBits++ = dlightBits;
@ -2264,12 +2278,6 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
glState.vertexAnimation = qfalse;
}
static void RB_SurfaceDisplayList( srfDisplayList_t *surf ) {
// all apropriate state must be set in RB_BeginSurface
// this isn't implemented yet...
qglCallList( surf->listNum );
}
static void RB_SurfaceSkip( void *surf ) {
}
@ -2286,7 +2294,6 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
(void(*)(void*))RB_SurfaceDisplayList, // SF_DISPLAY_LIST
(void(*)(void*))RB_SurfaceVaoMesh, // SF_VAO_MESH,
(void(*)(void*))RB_SurfaceVaoMdvMesh, // SF_VAO_MDVMESH
};

View file

@ -44,81 +44,122 @@ union pack8_u {
};
uint32_t R_VaoPackTangent(vec4_t v)
int R_VaoPackTangent(byte *out, vec4_t v)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
union pack10_u *num = (union pack10_u *)out;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = v[3];
return num.i;
num->pack.x = v[0] * 511.0f;
num->pack.y = v[1] * 511.0f;
num->pack.z = v[2] * 511.0f;
num->pack.w = v[3];
}
else
{
union pack8_u num;
union pack8_u *num = (union pack8_u *)out;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = v[3] * 127.0f;
return num.i;
num->pack.x = v[0] * 127.0f;
num->pack.y = v[1] * 127.0f;
num->pack.z = v[2] * 127.0f;
num->pack.w = v[3] * 127.0f;
}
return 4;
}
uint32_t R_VaoPackNormal(vec3_t v)
int R_VaoPackNormal(byte *out, vec3_t v)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
union pack10_u *num = (union pack10_u *)out;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = 0;
return num.i;
num->pack.x = v[0] * 511.0f;
num->pack.y = v[1] * 511.0f;
num->pack.z = v[2] * 511.0f;
num->pack.w = 0;
}
else
{
union pack8_u num;
union pack8_u *num = (union pack8_u *)out;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = 0;
num->pack.x = v[0] * 127.0f;
num->pack.y = v[1] * 127.0f;
num->pack.z = v[2] * 127.0f;
num->pack.w = 0;
}
return num.i;
return 4;
}
int R_VaoPackTexCoord(byte *out, vec2_t st)
{
if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT)
{
uint16_t *num = (uint16_t *)out;
*num++ = FloatToHalf(st[0]);
*num++ = FloatToHalf(st[1]);
return sizeof(*num) * 2;
}
else
{
float *num = (float *)out;
*num++ = st[0];
*num++ = st[1];
return sizeof(*num) * 2;
}
}
int R_VaoPackColors(byte *out, vec4_t color)
{
if (glRefConfig.packedTexcoordDataType == GL_HALF_FLOAT)
{
uint16_t *num = (uint16_t *)out;
*num++ = FloatToHalf(color[0]);
*num++ = FloatToHalf(color[1]);
*num++ = FloatToHalf(color[2]);
*num++ = FloatToHalf(color[3]);
return sizeof(*num) * 4;
}
else
{
float *num = (float *)out;
*num++ = color[0];
*num++ = color[1];
*num++ = color[2];
*num++ = color[3];
return sizeof(*num) * 4;
}
}
void R_VaoUnpackTangent(vec4_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
union pack10_u *num = (union pack10_u *)&b;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
v[3] = num.pack.w;
v[0] = num->pack.x / 511.0f;
v[1] = num->pack.y / 511.0f;
v[2] = num->pack.z / 511.0f;
v[3] = num->pack.w;
}
else
{
union pack8_u num;
union pack8_u *num = (union pack8_u *)&b;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
v[3] = num.pack.w / 127.0f;
v[0] = num->pack.x / 127.0f;
v[1] = num->pack.y / 127.0f;
v[2] = num->pack.z / 127.0f;
v[3] = num->pack.w / 127.0f;
}
}
@ -126,23 +167,19 @@ void R_VaoUnpackNormal(vec3_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
union pack10_u *num = (union pack10_u *)&b;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
v[0] = num->pack.x / 511.0f;
v[1] = num->pack.y / 511.0f;
v[2] = num->pack.z / 511.0f;
}
else
{
union pack8_u num;
union pack8_u *num = (union pack8_u *)&b;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
v[0] = num->pack.x / 127.0f;
v[1] = num->pack.y / 127.0f;
v[2] = num->pack.z / 127.0f;
}
}
@ -312,9 +349,9 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_TEXCOORD ].type = glRefConfig.packedTexcoordDataType;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = glRefConfig.packedTexcoordDataType;
vao->attribs[ATTR_INDEX_COLOR ].type = glRefConfig.packedColorDataType;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
@ -330,9 +367,9 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
#ifdef USE_VERT_TANGENT_SPACE
vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(uint32_t);
#endif
vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += sizeof(verts[0].st);
vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += sizeof(verts[0].lightmap);
vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].vertexColors);
vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += glRefConfig.packedColorDataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(uint32_t);
vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
@ -358,40 +395,29 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
for (i = 0; i < numVertexes; i++)
{
uint32_t *p;
// xyz
memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
dataOfs += sizeof(verts[i].xyz);
// normal
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackNormal(verts[i].normal);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].normal);
#ifdef USE_VERT_TANGENT_SPACE
// tangent
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackTangent(verts[i].tangent);
dataOfs += sizeof(uint32_t);
dataOfs += R_VaoPackTangent(data + dataOfs, verts[i].tangent);
#endif
// vertex texcoords
memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st));
dataOfs += sizeof(verts[i].st);
// texcoords
dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st);
// feed vertex lightmap texcoords
memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap));
dataOfs += sizeof(verts[i].lightmap);
// lightmap texcoords
dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].lightmap);
// feed vertex colors
memcpy(data + dataOfs, &verts[i].vertexColors, sizeof(verts[i].vertexColors));
dataOfs += sizeof(verts[i].vertexColors);
// colors
dataOfs += R_VaoPackColors(data + dataOfs, verts[i].vertexColors);
// feed vertex light directions
p = (uint32_t *)(data + dataOfs);
*p = R_VaoPackNormal(verts[i].lightdir);
dataOfs += sizeof(uint32_t);
// light directions
dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].lightdir);
}
vao->vertexesSize = dataSize;

View file

@ -462,6 +462,10 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
continue;
}
qglClearColor( 0, 0, 0, 1 );
qglClear( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow( SDL_window );
SDL_GL_SetSwapInterval( r_swapInterval->integer );
glConfig.colorBits = testColorBits;

View file

@ -284,7 +284,7 @@ int Text_Width(const char *text, float scale, int limit) {
s += 2;
continue;
} else {
glyph = &font->glyphs[(int)*s];
glyph = &font->glyphs[*s & 255];
out += glyph->xSkip;
s++;
count++;
@ -319,7 +319,7 @@ int Text_Height(const char *text, float scale, int limit) {
s += 2;
continue;
} else {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
if (max < glyph->height) {
max = glyph->height;
}
@ -361,7 +361,7 @@ void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, f
}
count = 0;
while (s && *s && count < len) {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
//int yadj = Assets.textFont.glyphs[text[i]].bottom + Assets.textFont.glyphs[text[i]].top;
//float yadj = scale * (Assets.textFont.glyphs[text[i]].imageHeight - Assets.textFont.glyphs[text[i]].height);
if ( Q_IsColorString( s ) ) {
@ -429,9 +429,9 @@ void Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const cha
len = limit;
}
count = 0;
glyph2 = &font->glyphs[ (int) cursor];
glyph2 = &font->glyphs[cursor & 255];
while (s && *s && count < len) {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
//int yadj = Assets.textFont.glyphs[text[i]].bottom + Assets.textFont.glyphs[text[i]].top;
//float yadj = scale * (Assets.textFont.glyphs[text[i]].imageHeight - Assets.textFont.glyphs[text[i]].height);
if ( Q_IsColorString( s ) ) {
@ -528,7 +528,7 @@ static void Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t
}
count = 0;
while (s && *s && count < len) {
glyph = &font->glyphs[(int)*s]; // TTimo: FIXME: getting nasty warnings without the cast, hopefully this doesn't break the VM build
glyph = &font->glyphs[*s & 255];
if ( Q_IsColorString( s ) ) {
memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) );
newColor[3] = color[3];

View file

@ -187,7 +187,8 @@ Cvars for advanced material usage:
r_parallaxMapping - Enable parallax mapping for materials that
support it.
0 - No. (default)
1 - Yes.
1 - Use parallax occlusion mapping.
2 - Use relief mapping. (slower)
r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or