mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-29 15:51:45 +00:00
GL3: Use dlightbits/lightflags in shader
This makes the fragment shader faster by skipping lights that haven't marked this surface in GL3_MarkLights() This seems to improve performance at least slightly everywhere, but it really helps *a lot* on integrated intel GPUs like the one on their Sandy Bridge, Ivy Bride and Haswell CPUs (those are the ones we tested).
This commit is contained in:
parent
5656345d1f
commit
3503f91234
7 changed files with 79 additions and 39 deletions
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@ -70,6 +70,12 @@ GL3_MarkLights(dlight_t *light, int bit, mnode_t *node)
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for (i = 0; i < node->numsurfaces; i++, surf++)
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for (i = 0; i < node->numsurfaces; i++, surf++)
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{
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{
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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dist = DotProduct(light->origin, surf->plane->normal) - surf->plane->dist;
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dist = DotProduct(light->origin, surf->plane->normal) - surf->plane->dist;
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if (dist >= 0)
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if (dist >= 0)
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@ -86,12 +92,6 @@ GL3_MarkLights(dlight_t *light, int bit, mnode_t *node)
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continue;
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continue;
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}
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}
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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surf->dlightframe = r_dlightframecount;
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}
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surf->dlightbits |= bit;
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surf->dlightbits |= bit;
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}
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}
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@ -196,6 +196,7 @@ GL3_LM_BuildPolygonFromSurface(msurface_t *fa)
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vert->lmTexCoord[1] = t;
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vert->lmTexCoord[1] = t;
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VectorCopy(normal, vert->normal);
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VectorCopy(normal, vert->normal);
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vert->lightFlags = 0;
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}
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}
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poly->numverts = lnumverts;
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poly->numverts = lnumverts;
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@ -110,6 +110,7 @@ CreateShaderProgram(int numShaders, const GLuint* shaders)
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_LMTEXCOORD, "lmTexCoord");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_LMTEXCOORD, "lmTexCoord");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_COLOR, "vertColor");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_COLOR, "vertColor");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_NORMAL, "normal");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_NORMAL, "normal");
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glBindAttribLocation(shaderProgram, GL3_ATTRIB_LIGHTFLAGS, "lightFlags");
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// the following line is not necessary/implicit (as there's only one output)
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// the following line is not necessary/implicit (as there's only one output)
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// glBindFragDataLocation(shaderProgram, 0, "outColor"); XXX would this even be here?
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// glBindFragDataLocation(shaderProgram, 0, "outColor"); XXX would this even be here?
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@ -262,6 +263,7 @@ static const char* vertexCommon3D = MULTILINE_STRING(#version 150\n
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in vec2 lmTexCoord; // GL3_ATTRIB_LMTEXCOORD
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in vec2 lmTexCoord; // GL3_ATTRIB_LMTEXCOORD
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in vec4 vertColor; // GL3_ATTRIB_COLOR
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in vec4 vertColor; // GL3_ATTRIB_COLOR
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in vec3 normal; // GL3_ATTRIB_NORMAL
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in vec3 normal; // GL3_ATTRIB_NORMAL
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in uint lightFlags; // GL3_ATTRIB_LIGHTFLAGS
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out vec2 passTexCoord;
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out vec2 passTexCoord;
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@ -337,6 +339,7 @@ static const char* vertexSrc3Dlm = MULTILINE_STRING(
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out vec2 passLMcoord;
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out vec2 passLMcoord;
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out vec3 passWorldCoord;
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out vec3 passWorldCoord;
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out vec3 passNormal;
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out vec3 passNormal;
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flat out uint passLightFlags;
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void main()
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void main()
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{
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{
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@ -344,6 +347,7 @@ static const char* vertexSrc3Dlm = MULTILINE_STRING(
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passLMcoord = lmTexCoord;
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passLMcoord = lmTexCoord;
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passWorldCoord = position; // TODO: multiply with model matrix for brush-based entities
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passWorldCoord = position; // TODO: multiply with model matrix for brush-based entities
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passNormal = normalize(normal); // TODO: multiply with model matrix and normalize
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passNormal = normalize(normal); // TODO: multiply with model matrix and normalize
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passLightFlags = lightFlags;
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gl_Position = transProj * transModelView * vec4(position, 1.0);
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gl_Position = transProj * transModelView * vec4(position, 1.0);
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}
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}
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@ -356,6 +360,7 @@ static const char* vertexSrc3DlmFlow = MULTILINE_STRING(
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out vec2 passLMcoord;
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out vec2 passLMcoord;
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out vec3 passWorldCoord;
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out vec3 passWorldCoord;
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out vec3 passNormal;
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out vec3 passNormal;
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flat out uint passLightFlags;
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void main()
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void main()
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{
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{
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@ -363,6 +368,7 @@ static const char* vertexSrc3DlmFlow = MULTILINE_STRING(
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passLMcoord = lmTexCoord;
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passLMcoord = lmTexCoord;
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passWorldCoord = position; // TODO: multiply with model matrix for brush-based entities
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passWorldCoord = position; // TODO: multiply with model matrix for brush-based entities
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passNormal = normalize(normal); // TODO: multiply with model matrix and normalize
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passNormal = normalize(normal); // TODO: multiply with model matrix and normalize
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passLightFlags = lightFlags;
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gl_Position = transProj * transModelView * vec4(position, 1.0);
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gl_Position = transProj * transModelView * vec4(position, 1.0);
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}
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}
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@ -417,6 +423,7 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
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in vec2 passLMcoord;
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in vec2 passLMcoord;
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in vec3 passWorldCoord;
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in vec3 passWorldCoord;
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in vec3 passNormal;
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in vec3 passNormal;
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flat in uint passLightFlags;
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void main()
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void main()
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{
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{
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@ -431,36 +438,37 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
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lmTex += texture(lightmap2, passLMcoord) * lmScales[2];
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lmTex += texture(lightmap2, passLMcoord) * lmScales[2];
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lmTex += texture(lightmap3, passLMcoord) * lmScales[3];
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lmTex += texture(lightmap3, passLMcoord) * lmScales[3];
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float planeDist = -dot(passNormal, passWorldCoord); // signed dist to origin, hopefully like msurface_t->plane->dist
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if(passLightFlags != 0u)
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// TODO: or is hardcoding 32 better?
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for(uint i=uint(0); i<numDynLights; ++i)
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{
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{
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// I made the following up, it's probably not too cool..
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// TODO: or is hardcoding 32 better?
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// it basically checks if the light is on the right side of the surface
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//for(uint i=0u; i<numDynLights; ++i)
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// and, if it is, sets intensity according to distance between light and pixel on surface
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for(uint i=0u; i < 32u; ++i)
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{
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// I made the following up, it's probably not too cool..
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// it basically checks if the light is on the right side of the surface
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// and, if it is, sets intensity according to distance between light and pixel on surface
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// signed distance between light and plane
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// dyn light number i does not affect this plane, just skip it
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float fdist = dot(passNormal, dynLights[i].lightOrigin) + planeDist;
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if((passLightFlags & (1u << i)) == 0u) continue;
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if(fdist < 0) continue; // light is on wrong side of the plane
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float intens = dynLights[i].lightColor.a;
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float intens = dynLights[i].lightColor.a;
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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float distLightToPos = length(lightToPos);
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float fact = max(0, intens - distLightToPos - 64); // FIXME: really -64 for DLIGHT_CUTOFF?
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vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
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// also factor in angle between light and point on surface
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float distLightToPos = length(lightToPos);
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fact *= dot(passNormal, lightToPos/distLightToPos);
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float fact = max(0, intens - distLightToPos - 64); // FIXME: really - 64 for DLIGHT_CUTOFF?
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fact *= dot(passNormal, lightToPos/distLightToPos); // also factor in angle between light and surfaces
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lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);
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}
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lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);
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}
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}
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lmTex.rgb *= overbrightbits;
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lmTex.rgb *= overbrightbits;
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outColor = lmTex*texel;
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outColor = lmTex*texel;
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outColor.rgb = pow(outColor.rgb, vec3(gamma)); // apply gamma correction to result
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outColor.rgb = pow(outColor.rgb, vec3(gamma)); // apply gamma correction to result
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outColor.a = 1; // lightmaps aren't used with translucent surfaces
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outColor.a = 1; // lightmaps aren't used with translucent surfaces
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//texel.a*alpha; // I think alpha shouldn't be modified by gamma and intensity
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}
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}
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);
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);
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@ -845,13 +853,7 @@ initShader3D(gl3ShaderInfo_t* shaderInfo, const char* vertSrc, const char* fragS
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glUniformBlockBinding(prog, blockIndex, GL3_BINDINGPOINT_UNILIGHTS);
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glUniformBlockBinding(prog, blockIndex, GL3_BINDINGPOINT_UNILIGHTS);
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}
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}
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else
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// else: as uniLights is only used in the LM shaders, it's ok if it's missing
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{
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// TODO: warn about this? only the lightmapped shaders have/need this..
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R_Printf(PRINT_ALL, "WARNING: Couldn't find uniform block index 'uniLights'\n");
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//goto err_cleanup;
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}
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// make sure texture is GL_TEXTURE0
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// make sure texture is GL_TEXTURE0
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GLint texLoc = glGetUniformLocation(prog, "tex");
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GLint texLoc = glGetUniformLocation(prog, "tex");
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@ -43,9 +43,8 @@ extern int numgl3textures;
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void GL3_SurfInit(void)
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void GL3_SurfInit(void)
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{
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{
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// init the VAO and VBO for the standard vertexdata: 7 floats
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// init the VAO and VBO for the standard vertexdata: 10 floats and 1 uint
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// (X, Y, Z), (S, T), (LMS, LMT), (normX, normY, normZ) - last two groups for lightmap/dynlights
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// (X, Y, Z), (S, T), (LMS, LMT), (normX, normY, normZ) - last two groups for lightmap/dynlights
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// TODO: remove LMS, LMT? only used for lightmapped surfaces, but those need normal as well for dyn lights
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glGenVertexArrays(1, &gl3state.vao3D);
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glGenVertexArrays(1, &gl3state.vao3D);
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GL3_BindVAO(gl3state.vao3D);
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GL3_BindVAO(gl3state.vao3D);
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@ -65,6 +64,10 @@ void GL3_SurfInit(void)
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glEnableVertexAttribArray(GL3_ATTRIB_NORMAL);
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glEnableVertexAttribArray(GL3_ATTRIB_NORMAL);
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qglVertexAttribPointer(GL3_ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(gl3_3D_vtx_t), offsetof(gl3_3D_vtx_t, normal));
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qglVertexAttribPointer(GL3_ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(gl3_3D_vtx_t), offsetof(gl3_3D_vtx_t, normal));
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glEnableVertexAttribArray(GL3_ATTRIB_LIGHTFLAGS);
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qglVertexAttribIPointer(GL3_ATTRIB_LIGHTFLAGS, 1, GL_UNSIGNED_INT, sizeof(gl3_3D_vtx_t), offsetof(gl3_3D_vtx_t, lightFlags));
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// init VAO and VBO for model vertexdata: 9 floats
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// init VAO and VBO for model vertexdata: 9 floats
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// (X,Y,Z), (S,T), (R,G,B,A)
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// (X,Y,Z), (S,T), (R,G,B,A)
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return tex->image;
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return tex->image;
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}
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}
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void
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GL3_DrawGLPoly(glpoly_t *p)
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static void
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SetLightFlags(msurface_t *surf)
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{
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{
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unsigned int lightFlags = 0;
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if (surf->dlightframe == gl3_framecount)
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{
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lightFlags = surf->dlightbits;
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}
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gl3_3D_vtx_t* verts = surf->polys->vertices;
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int numVerts = surf->polys->numverts;
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for(int i=0; i<numVerts; ++i)
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{
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verts[i].lightFlags = lightFlags;
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}
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}
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void
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GL3_DrawGLPoly(msurface_t *fa)
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{
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glpoly_t *p = fa->polys;
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SetLightFlags(fa);
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GL3_BindVAO(gl3state.vao3D);
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GL3_BindVAO(gl3state.vao3D);
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GL3_BindVBO(gl3state.vbo3D);
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GL3_BindVBO(gl3state.vbo3D);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gl3_3D_vtx_t)*p->numverts, p->vertices, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gl3_3D_vtx_t)*p->numverts, p->vertices, GL_STREAM_DRAW);
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glpoly_t *p;
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glpoly_t *p;
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float scroll;
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float scroll;
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SetLightFlags(fa);
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p = fa->polys;
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p = fa->polys;
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scroll = -64.0f * ((gl3_newrefdef.time / 40.0f) - (int)(gl3_newrefdef.time / 40.0f));
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scroll = -64.0f * ((gl3_newrefdef.time / 40.0f) - (int)(gl3_newrefdef.time / 40.0f));
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@ -372,7 +400,7 @@ RenderBrushPoly(msurface_t *fa)
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{
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{
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GL3_UseProgram(gl3state.si3Dlm.shaderProgram);
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GL3_UseProgram(gl3state.si3Dlm.shaderProgram);
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UpdateLMscales(lmScales, &gl3state.si3Dlm);
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UpdateLMscales(lmScales, &gl3state.si3Dlm);
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GL3_DrawGLPoly(fa->polys);
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GL3_DrawGLPoly(fa);
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}
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}
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// Note: lightmap chains are gone, lightmaps are rendered together with normal texture in one pass
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// Note: lightmap chains are gone, lightmaps are rendered together with normal texture in one pass
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else
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else
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{
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{
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GL3_UseProgram(gl3state.si3Dtrans.shaderProgram);
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GL3_UseProgram(gl3state.si3Dtrans.shaderProgram);
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GL3_DrawGLPoly(s->polys);
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GL3_DrawGLPoly(s);
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}
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}
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}
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}
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{
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{
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GL3_UseProgram(gl3state.si3Dlm.shaderProgram);
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GL3_UseProgram(gl3state.si3Dlm.shaderProgram);
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UpdateLMscales(lmScales, &gl3state.si3Dlm);
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UpdateLMscales(lmScales, &gl3state.si3Dlm);
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GL3_DrawGLPoly(surf->polys);
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GL3_DrawGLPoly(surf);
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}
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}
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}
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}
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poly->vertices[i + 1].texCoord[0] = s;
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poly->vertices[i + 1].texCoord[0] = s;
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poly->vertices[i + 1].texCoord[1] = t;
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poly->vertices[i + 1].texCoord[1] = t;
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VectorCopy(normal, poly->vertices[i + 1].normal);
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VectorCopy(normal, poly->vertices[i + 1].normal);
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poly->vertices[i + 1].lightFlags = 0;
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}
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}
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VectorScale(total, (1.0 / numverts), poly->vertices[0].pos);
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VectorScale(total, (1.0 / numverts), poly->vertices[0].pos);
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@ -64,6 +64,12 @@ qglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normaliz
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glVertexAttribPointer(index, size, type, normalized, stride, (const void*)offset);
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glVertexAttribPointer(index, size, type, normalized, stride, (const void*)offset);
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}
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}
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static inline void
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qglVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset)
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{
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glVertexAttribIPointer(index, size, type, stride, (void*)offset);
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}
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// attribute locations for vertex shaders
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// attribute locations for vertex shaders
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enum {
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enum {
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GL3_ATTRIB_POSITION = 0,
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GL3_ATTRIB_POSITION = 0,
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@ -71,6 +77,7 @@ enum {
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GL3_ATTRIB_LMTEXCOORD = 2, // for lightmap
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GL3_ATTRIB_LMTEXCOORD = 2, // for lightmap
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GL3_ATTRIB_COLOR = 3, // per-vertex color
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GL3_ATTRIB_COLOR = 3, // per-vertex color
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GL3_ATTRIB_NORMAL = 4, // vertex normal
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GL3_ATTRIB_NORMAL = 4, // vertex normal
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GL3_ATTRIB_LIGHTFLAGS = 5 // uint, each set bit means "dyn light i affects this surface"
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};
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};
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// TODO: do we need the following configurable?
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// TODO: do we need the following configurable?
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@ -444,7 +451,7 @@ extern void GL3_AddSkySurface(msurface_t *fa);
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// gl3_surf.c
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// gl3_surf.c
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||||||
extern void GL3_SurfInit(void);
|
extern void GL3_SurfInit(void);
|
||||||
extern void GL3_SurfShutdown(void);
|
extern void GL3_SurfShutdown(void);
|
||||||
extern void GL3_DrawGLPoly(glpoly_t *p);
|
extern void GL3_DrawGLPoly(msurface_t *fa);
|
||||||
extern void GL3_DrawGLFlowingPoly(msurface_t *fa);
|
extern void GL3_DrawGLFlowingPoly(msurface_t *fa);
|
||||||
extern void GL3_DrawTriangleOutlines(void);
|
extern void GL3_DrawTriangleOutlines(void);
|
||||||
extern void GL3_DrawAlphaSurfaces(void);
|
extern void GL3_DrawAlphaSurfaces(void);
|
||||||
|
|
|
@ -53,6 +53,7 @@ typedef struct gl3_3D_vtx_s {
|
||||||
float texCoord[2];
|
float texCoord[2];
|
||||||
float lmTexCoord[2]; // lightmap texture coordinate (sometimes unused)
|
float lmTexCoord[2]; // lightmap texture coordinate (sometimes unused)
|
||||||
vec3_t normal;
|
vec3_t normal;
|
||||||
|
GLuint lightFlags; // bit i set means: dynlight i affects surface
|
||||||
} gl3_3D_vtx_t;
|
} gl3_3D_vtx_t;
|
||||||
|
|
||||||
// used for vertex array elements when drawing models
|
// used for vertex array elements when drawing models
|
||||||
|
|
Loading…
Reference in a new issue