OpenGL2: Don't interleave texCoords and lightCoords in tess.

This commit is contained in:
SmileTheory 2016-11-25 01:17:46 -08:00
parent 1c1e1f61f1
commit 2349ef038e
9 changed files with 74 additions and 84 deletions

View file

@ -428,7 +428,8 @@ void R_InitVaos(void)
vertexesSize += sizeof(tess.normal[0]);
vertexesSize += sizeof(tess.tangent[0]);
vertexesSize += sizeof(tess.color[0]);
vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
vertexesSize += sizeof(tess.texCoords[0]);
vertexesSize += sizeof(tess.lightCoords[0]);
vertexesSize += sizeof(tess.lightdir[0]);
vertexesSize *= SHADER_MAX_VERTEXES;
@ -470,29 +471,27 @@ void R_InitVaos(void)
tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
// these next two are actually interleaved
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset + sizeof(tess.texCoords[0][0]);
offset += sizeof(tess.texCoords[0][0]) * 2 * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.color[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset; offset += sizeof(tess.texCoords[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset; offset += sizeof(tess.lightCoords[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.color[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0]);
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.lightCoords[0]);
tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.color[0]);
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]);
tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz;
tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords;
tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal;
tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent;
tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords;
tess.attribPointers[ATTR_INDEX_LIGHTCOORD] = tess.lightCoords;
tess.attribPointers[ATTR_INDEX_COLOR] = tess.color;
tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
@ -613,14 +612,6 @@ void RB_UpdateTessVao(unsigned int attribBits)
attribUpload = attribBits;
if((attribUpload & ATTR_TEXCOORD) || (attribUpload & ATTR_LIGHTCOORD))
{
// these are interleaved, so we update both if either need it
// this translates to updating ATTR_TEXCOORD twice as large as it needs
attribUpload &= ~ATTR_LIGHTCOORD;
attribUpload |= ATTR_TEXCOORD;
}
for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
uint32_t attribBit = 1 << attribIndex;