- replaced builtin texture coordinate vertex attribute.

This commit is contained in:
Christoph Oelckers 2014-07-15 00:59:01 +02:00
parent 5a322742c3
commit 1b7f5a2e6a
6 changed files with 20 additions and 16 deletions

View file

@ -115,9 +115,9 @@ FFlatVertexBuffer::FFlatVertexBuffer()
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
glVertexAttribPointer(VATTR_TEXCOORD, 2,GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glBindVertexArray(0);
}
@ -140,6 +140,7 @@ CVAR(Bool, gl_testbuffer, false, 0)
void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offset, unsigned int count)
{
#if 0
if (!gl_testbuffer) // todo: remove the immediate mode calls once the uniform array method has been tested.
{
glBegin(primtype);
@ -151,6 +152,7 @@ void FFlatVertexBuffer::ImmRenderBuffer(unsigned int primtype, unsigned int offs
glEnd();
}
else
#endif
{
if (count > 20)
{

View file

@ -117,7 +117,7 @@ FModelVertexBuffer::FModelVertexBuffer()
glBufferData(GL_ELEMENT_ARRAY_BUFFER,ibo_shadowdata.Size() * sizeof(unsigned int), &ibo_shadowdata[0], GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_VERTEX2);
glBindVertexArray(0);
}
@ -141,7 +141,7 @@ FModelVertexBuffer::~FModelVertexBuffer()
unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int frame2, float factor)
{
glVertexPointer(3, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
glVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame2].x);
return frame1;
}

View file

@ -81,10 +81,10 @@ FSkyVertexBuffer::FSkyVertexBuffer()
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glBindVertexArray(0);

View file

@ -157,6 +157,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");

View file

@ -9,8 +9,10 @@ extern bool gl_shaderactive;
enum
{
VATTR_COLOR = 14,
VATTR_VERTEX2 = 15
VATTR_VERTEX = 0,
VATTR_TEXCOORD = 1,
VATTR_COLOR = 2,
VATTR_VERTEX2 = 3
};

View file

@ -1,4 +1,5 @@
in vec2 aTexCoord;
in vec4 aColor;
#ifndef SIMPLE // we do not need these for simple shaders
in vec4 aVertex2;
@ -15,26 +16,23 @@ uniform float fakeVB[100];
void main()
{
#ifdef UNIFORM_VB
vec4 vert;
vec4 tc;
#ifdef UNIFORM_VB
if (gl_MultiTexCoord0.x >= 100000.0)
{
int fakeVI = int(gl_MultiTexCoord0.y)*5;
int fakeVI = int(aTexCoord.y)*5;
vert = gl_Vertex + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0);
}
else
#endif
{
vert = gl_Vertex;
tc = gl_MultiTexCoord0;
tc = vec4(aTexCoord, 0.0, 0.0);
}
#else
#define vert gl_Vertex
#define tc gl_MultiTexCoord0
#endif
#ifndef SIMPLE
vec4 worldcoord = ModelMatrix * mix(vert, aVertex2, uInterpolationFactor);