OpenGL2: Don't interleave texCoords and lightCoords in tess.
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1c1e1f61f1
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2349ef038e
9 changed files with 74 additions and 84 deletions
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@ -135,17 +135,17 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
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VectorCopy4(iNormal, tess.normal[ndx + 3]);
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// standard square texture coordinates
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VectorSet2(tess.texCoords[ndx ][0], s1, t1);
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VectorSet2(tess.texCoords[ndx ][1], s1, t1);
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VectorSet2(tess.texCoords[ndx], s1, t1);
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VectorSet2(tess.lightCoords[ndx], s1, t1);
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VectorSet2(tess.texCoords[ndx+1][0], s2, t1);
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VectorSet2(tess.texCoords[ndx+1][1], s2, t1);
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VectorSet2(tess.texCoords[ndx+1], s2, t1);
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VectorSet2(tess.lightCoords[ndx+1], s2, t1);
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VectorSet2(tess.texCoords[ndx+2][0], s2, t2);
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VectorSet2(tess.texCoords[ndx+2][1], s2, t2);
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VectorSet2(tess.texCoords[ndx+2], s2, t2);
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VectorSet2(tess.lightCoords[ndx+2], s2, t2);
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VectorSet2(tess.texCoords[ndx+3][0], s1, t2);
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VectorSet2(tess.texCoords[ndx+3][1], s1, t2);
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VectorSet2(tess.texCoords[ndx+3], s1, t2);
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VectorSet2(tess.lightCoords[ndx+3], s1, t2);
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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@ -187,19 +187,19 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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tess.firstIndex = 0;
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VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes][0]);
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VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes][0]);
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VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes][0]);
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VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes]);
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tess.numVertexes++;
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VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]);
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VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes][0]);
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VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes]);
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tess.numVertexes++;
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tess.indexes[tess.numIndexes++] = 0;
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@ -298,8 +298,8 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
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numv = tess.numVertexes;
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for ( i = 0; i < p->numVerts; i++ ) {
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VectorCopy( p->verts[i].xyz, tess.xyz[numv] );
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tess.texCoords[numv][0][0] = p->verts[i].st[0];
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tess.texCoords[numv][0][1] = p->verts[i].st[1];
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tess.texCoords[numv][0] = p->verts[i].st[0];
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tess.texCoords[numv][1] = p->verts[i].st[1];
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tess.color[numv][0] = (int)p->verts[i].modulate[0] * 257;
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tess.color[numv][1] = (int)p->verts[i].modulate[1] * 257;
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tess.color[numv][2] = (int)p->verts[i].modulate[2] * 257;
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@ -369,16 +369,16 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
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if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
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{
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dv = verts;
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texCoords = tess.texCoords[ tess.numVertexes ][0];
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for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=4 )
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texCoords = tess.texCoords[tess.numVertexes];
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for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=2 )
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VectorCopy2(dv->st, texCoords);
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}
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if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
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{
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dv = verts;
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lightCoords = tess.texCoords[ tess.numVertexes ][1];
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for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=4 )
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lightCoords = tess.lightCoords[ tess.numVertexes ];
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for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=2 )
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VectorCopy2(dv->lightmap, lightCoords);
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}
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@ -641,16 +641,16 @@ static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, f
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// FIXME: use quad stamp?
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VectorMA( start, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 0.25f * 257.0f;
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tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 0.25f * 257.0f;
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tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 0.25f * 257.0f;
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tess.numVertexes++;
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VectorMA( start, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
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tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
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tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
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@ -658,16 +658,16 @@ static void DoRailCore( const vec3_t start, const vec3_t end, const vec3_t up, f
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VectorMA( end, spanWidth, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.texCoords[tess.numVertexes][0] = t;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
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tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
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tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
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tess.numVertexes++;
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VectorMA( end, spanWidth2, up, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = t;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.texCoords[tess.numVertexes][0] = t;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
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tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
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tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
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@ -725,8 +725,8 @@ static void DoRailDiscs( int numSegs, const vec3_t start, const vec3_t dir, cons
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for ( j = 0; j < 4; j++ )
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{
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VectorCopy( pos[j], tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = ( j < 2 );
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tess.texCoords[tess.numVertexes][0][1] = ( j && j != 3 );
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tess.texCoords[tess.numVertexes][0] = (j < 2);
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tess.texCoords[tess.numVertexes][1] = (j && j != 3);
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tess.color[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0] * 257;
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tess.color[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1] * 257;
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tess.color[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2] * 257;
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@ -944,8 +944,8 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
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numVerts = surface->numVerts;
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for ( j = 0; j < numVerts; j++ ) {
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tess.texCoords[Doug + j][0][0] = texCoords[j].st[0];
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tess.texCoords[Doug + j][0][1] = texCoords[j].st[1];
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tess.texCoords[Doug + j][0] = texCoords[j].st[0];
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tess.texCoords[Doug + j][1] = texCoords[j].st[1];
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// FIXME: fill in lightmapST for completeness?
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}
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@ -1102,8 +1102,8 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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xyz = tess.xyz[numVertexes];
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normal = tess.normal[numVertexes];
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tangent = tess.tangent[numVertexes];
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texCoords = tess.texCoords[numVertexes][0];
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lightCoords = tess.texCoords[numVertexes][1];
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texCoords = tess.texCoords[numVertexes];
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lightCoords = tess.lightCoords[numVertexes];
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color = tess.color[numVertexes];
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lightdir = tess.lightdir[numVertexes];
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//vDlightBits = &tess.vertexDlightBits[numVertexes];
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@ -1134,13 +1134,13 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
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{
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VectorCopy2(dv->st, texCoords);
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texCoords += 4;
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texCoords += 2;
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}
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if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
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{
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VectorCopy2(dv->lightmap, lightCoords);
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lightCoords += 4;
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lightCoords += 2;
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}
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if ( tess.shader->vertexAttribs & ATTR_COLOR )
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