OpenGL2: Vertex array object support.

This commit is contained in:
SmileTheory 2014-10-14 01:50:44 -07:00
parent 873a02bd3c
commit 84206c8598
19 changed files with 582 additions and 666 deletions

View file

@ -23,7 +23,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_local.h"
uint32_t R_VboPackTangent(vec4_t v)
uint32_t R_VaoPackTangent(vec4_t v)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
{
@ -41,7 +41,7 @@ uint32_t R_VboPackTangent(vec4_t v)
}
}
uint32_t R_VboPackNormal(vec3_t v)
uint32_t R_VaoPackNormal(vec3_t v)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
{
@ -57,7 +57,7 @@ uint32_t R_VboPackNormal(vec3_t v)
}
}
void R_VboUnpackTangent(vec4_t v, uint32_t b)
void R_VaoUnpackTangent(vec4_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
{
@ -75,7 +75,7 @@ void R_VboUnpackTangent(vec4_t v, uint32_t b)
}
}
void R_VboUnpackNormal(vec3_t v, uint32_t b)
void R_VaoUnpackNormal(vec3_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_UNSIGNED_INT_2_10_10_10_REV)
{
@ -91,73 +91,113 @@ void R_VboUnpackNormal(vec3_t v, uint32_t b)
}
}
void Vao_SetVertexPointers(vao_t *vao)
{
int i;
// set vertex pointers
for (i = 0; i < ATTR_INDEX_COUNT; i++)
{
if (vao->attribs[i].enabled)
{
qglVertexAttribPointerARB((GLuint)i,
(GLint)vao->attribs[i].count,
(GLenum)vao->attribs[i].type,
(GLboolean)vao->attribs[i].normalized,
(GLsizei)vao->attribs[i].stride,
BUFFER_OFFSET(vao->attribs[i].offset));
qglEnableVertexAttribArrayARB(i);
}
else
{
qglDisableVertexAttribArrayARB(i);
}
}
}
/*
============
R_CreateVBO
R_CreateVao
============
*/
VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize, vboUsage_t usage)
vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage)
{
VBO_t *vbo;
vao_t *vao;
int glUsage;
switch (usage)
{
case VBO_USAGE_STATIC:
case VAO_USAGE_STATIC:
glUsage = GL_STATIC_DRAW_ARB;
break;
case VBO_USAGE_DYNAMIC:
case VAO_USAGE_DYNAMIC:
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
default:
Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage);
return NULL;
}
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateVBO: \"%s\" is too long", name);
ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name);
}
if ( tr.numVBOs == MAX_VBOS ) {
ri.Error( ERR_DROP, "R_CreateVBO: MAX_VBOS hit");
if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit");
}
R_IssuePendingRenderCommands();
vbo = tr.vbos[tr.numVBOs] = ri.Hunk_Alloc(sizeof(*vbo), h_low);
tr.numVBOs++;
vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vbo, 0, sizeof(*vbo));
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vbo->name, name, sizeof(vbo->name));
Q_strncpyz(vao->name, name, sizeof(vao->name));
vbo->vertexesSize = vertexesSize;
qglGenBuffersARB(1, &vbo->vertexesVBO);
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArraysARB(1, &vao->vao);
qglBindVertexArrayARB(vao->vao);
}
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
vao->vertexesSize = vertexesSize;
qglGenBuffersARB(1, &vao->vertexesVBO);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexesSize, vertexes, glUsage);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
vao->indexesSize = indexesSize;
qglGenBuffersARB(1, &vao->indexesIBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
glState.currentVao = vao;
GL_CheckErrors();
return vbo;
return vao;
}
/*
============
R_CreateVBO2
R_CreateVao2
============
*/
VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * verts)
vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
{
VBO_t *vbo;
vao_t *vao;
int i;
byte *data;
@ -166,79 +206,87 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
int glUsage = GL_STATIC_DRAW_ARB;
if(!numVertexes)
if(!numVertexes || !numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateVBO2: \"%s\" is too long", name);
ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
}
if ( tr.numVBOs == MAX_VBOS ) {
ri.Error( ERR_DROP, "R_CreateVBO2: MAX_VBOS hit");
if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
}
R_IssuePendingRenderCommands();
vbo = tr.vbos[tr.numVBOs] = ri.Hunk_Alloc(sizeof(*vbo), h_low);
tr.numVBOs++;
vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vbo, 0, sizeof(*vbo));
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vbo->name, name, sizeof(vbo->name));
Q_strncpyz(vao->name, name, sizeof(vao->name));
// since these vertex attributes are never altered, interleave them
vbo->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vbo->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
vbo->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
#endif
vbo->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
vbo->attribs[ATTR_INDEX_COLOR ].enabled = 1;
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vbo->attribs[ATTR_INDEX_POSITION ].count = 3;
vbo->attribs[ATTR_INDEX_NORMAL ].count = 4;
vbo->attribs[ATTR_INDEX_TANGENT ].count = 4;
vbo->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
vbo->attribs[ATTR_INDEX_COLOR ].count = 4;
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vao->attribs[ATTR_INDEX_POSITION ].count = 3;
vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
vao->attribs[ATTR_INDEX_COLOR ].count = 4;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vbo->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vbo->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
vbo->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
vbo->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
vbo->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
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_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
vbo->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vbo->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vbo->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vbo->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
vbo->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vbo->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
vbo->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(uint32_t);
vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
vbo->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(uint32_t);
vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(uint32_t);
#endif
vbo->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += sizeof(verts[0].st);
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += sizeof(verts[0].lightmap);
vbo->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].vertexColors);
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(uint32_t);
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_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(uint32_t);
vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArraysARB(1, &vao->vao);
qglBindVertexArrayARB(vao->vao);
}
vbo->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
vbo->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
vbo->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
vbo->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
vbo->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
vbo->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
// create VBO
dataSize *= numVertexes;
@ -255,13 +303,13 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
// normal
p = (uint32_t *)(data + dataOfs);
*p = R_VboPackNormal(verts[i].normal);
*p = R_VaoPackNormal(verts[i].normal);
dataOfs += sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
// tangent
p = (uint32_t *)(data + dataOfs);
*p = R_VboPackTangent(verts[i].tangent);
*p = R_VaoPackTangent(verts[i].tangent);
dataOfs += sizeof(uint32_t);
#endif
@ -279,334 +327,205 @@ VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vert
// feed vertex light directions
p = (uint32_t *)(data + dataOfs);
*p = R_VboPackNormal(verts[i].lightdir);
*p = R_VaoPackNormal(verts[i].lightdir);
dataOfs += sizeof(uint32_t);
}
vbo->vertexesSize = dataSize;
vao->vertexesSize = dataSize;
qglGenBuffersARB(1, &vbo->vertexesVBO);
qglGenBuffersARB(1, &vao->vertexesVBO);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, dataSize, data, glUsage);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vao->vertexesSize, data, glUsage);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
// create IBO
vao->indexesSize = numIndexes * sizeof(glIndex_t);
qglGenBuffersARB(1, &vao->indexesIBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesSize, indexes, glUsage);
Vao_SetVertexPointers(vao);
glState.currentVao = vao;
GL_CheckErrors();
ri.Hunk_FreeTempMemory(data);
return vbo;
return vao;
}
/*
============
R_CreateIBO
R_BindVao
============
*/
IBO_t *R_CreateIBO(const char *name, byte * indexes, int indexesSize, vboUsage_t usage)
void R_BindVao(vao_t * vao)
{
IBO_t *ibo;
int glUsage;
switch (usage)
if(!vao)
{
case VBO_USAGE_STATIC:
glUsage = GL_STATIC_DRAW_ARB;
break;
case VBO_USAGE_DYNAMIC:
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
default:
Com_Error(ERR_FATAL, "bad vboUsage_t given: %i", usage);
return NULL;
}
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateIBO: \"%s\" is too long", name);
}
if ( tr.numIBOs == MAX_IBOS ) {
ri.Error( ERR_DROP, "R_CreateIBO: MAX_IBOS hit");
}
R_IssuePendingRenderCommands();
ibo = tr.ibos[tr.numIBOs] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
tr.numIBOs++;
Q_strncpyz(ibo->name, name, sizeof(ibo->name));
ibo->indexesSize = indexesSize;
qglGenBuffersARB(1, &ibo->indexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentIBO = NULL;
GL_CheckErrors();
return ibo;
}
/*
============
R_CreateIBO2
============
*/
IBO_t *R_CreateIBO2(const char *name, int numIndexes, glIndex_t * inIndexes)
{
IBO_t *ibo;
int i;
glIndex_t *indexes;
int indexesSize;
int glUsage = GL_STATIC_DRAW_ARB;
if(!numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "R_CreateIBO2: \"%s\" is too long", name);
}
if ( tr.numIBOs == MAX_IBOS ) {
ri.Error( ERR_DROP, "R_CreateIBO2: MAX_IBOS hit");
}
R_IssuePendingRenderCommands();
ibo = tr.ibos[tr.numIBOs] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
tr.numIBOs++;
Q_strncpyz(ibo->name, name, sizeof(ibo->name));
indexesSize = numIndexes * sizeof(glIndex_t);
indexes = ri.Hunk_AllocateTempMemory(indexesSize);
for(i = 0; i < numIndexes; i++)
{
indexes[i] = inIndexes[i];
}
ibo->indexesSize = indexesSize;
qglGenBuffersARB(1, &ibo->indexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentIBO = NULL;
GL_CheckErrors();
ri.Hunk_FreeTempMemory(indexes);
return ibo;
}
/*
============
R_BindVBO
============
*/
void R_BindVBO(VBO_t * vbo)
{
if(!vbo)
{
//R_BindNullVBO();
ri.Error(ERR_DROP, "R_BindNullVBO: NULL vbo");
//R_BindNullVao();
ri.Error(ERR_DROP, "R_BindVao: NULL vao");
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- R_BindVBO( %s ) ---\n", vbo->name));
GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name));
}
if(glState.currentVBO != vbo)
if(glState.currentVao != vao)
{
glState.currentVBO = vbo;
glState.vertexAttribPointersSet = 0;
glState.currentVao = vao;
glState.vertexAttribsInterpolation = 0;
glState.vertexAttribsOldFrame = 0;
glState.vertexAttribsNewFrame = 0;
glState.vertexAnimation = qfalse;
backEnd.pc.c_vaoBinds++;
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
if (glRefConfig.vertexArrayObject)
{
qglBindVertexArrayARB(vao->vao);
backEnd.pc.c_vboVertexBuffers++;
// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1)
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
}
else
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
if (vao != tess.vao)
Vao_SetVertexPointers(vao);
}
}
}
/*
============
R_BindNullVBO
R_BindNullVao
============
*/
void R_BindNullVBO(void)
void R_BindNullVao(void)
{
GLimp_LogComment("--- R_BindNullVBO ---\n");
GLimp_LogComment("--- R_BindNullVao ---\n");
if(glState.currentVBO)
if(glState.currentVao)
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glState.currentVBO = NULL;
if (glRefConfig.vertexArrayObject)
{
qglBindVertexArrayARB(0);
// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1) qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
glState.currentVao = NULL;
}
GL_CheckErrors();
}
/*
============
R_BindIBO
============
*/
void R_BindIBO(IBO_t * ibo)
{
if(!ibo)
{
//R_BindNullIBO();
ri.Error(ERR_DROP, "R_BindIBO: NULL ibo");
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- R_BindIBO( %s ) ---\n", ibo->name));
}
if(glState.currentIBO != ibo)
{
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ibo->indexesVBO);
glState.currentIBO = ibo;
backEnd.pc.c_vboIndexBuffers++;
}
}
/*
============
R_BindNullIBO
R_InitVaos
============
*/
void R_BindNullIBO(void)
void R_InitVaos(void)
{
GLimp_LogComment("--- R_BindNullIBO ---\n");
if(glState.currentIBO)
{
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glState.currentIBO = NULL;
glState.vertexAttribPointersSet = 0;
}
}
/*
============
R_InitVBOs
============
*/
void R_InitVBOs(void)
{
int dataSize;
int vertexesSize, indexesSize;
int offset;
ri.Printf(PRINT_ALL, "------- R_InitVBOs -------\n");
ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n");
tr.numVBOs = 0;
tr.numIBOs = 0;
tr.numVaos = 0;
dataSize = sizeof(tess.xyz[0]);
dataSize += sizeof(tess.normal[0]);
vertexesSize = sizeof(tess.xyz[0]);
vertexesSize += sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
dataSize += sizeof(tess.tangent[0]);
vertexesSize += sizeof(tess.tangent[0]);
#endif
dataSize += sizeof(tess.vertexColors[0]);
dataSize += sizeof(tess.texCoords[0][0]) * 2;
dataSize += sizeof(tess.lightdir[0]);
dataSize *= SHADER_MAX_VERTEXES;
vertexesSize += sizeof(tess.vertexColors[0]);
vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
vertexesSize += sizeof(tess.lightdir[0]);
vertexesSize *= SHADER_MAX_VERTEXES;
tess.vbo = R_CreateVBO("tessVertexArray_VBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC);
offset = 0;
tess.vbo->attribs[ATTR_INDEX_POSITION ].enabled = 1;
tess.vbo->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
tess.vbo->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
#endif
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
tess.vbo->attribs[ATTR_INDEX_COLOR ].enabled = 1;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
tess.vbo->attribs[ATTR_INDEX_POSITION ].count = 3;
tess.vbo->attribs[ATTR_INDEX_NORMAL ].count = 4;
tess.vbo->attribs[ATTR_INDEX_TANGENT ].count = 4;
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
tess.vbo->attribs[ATTR_INDEX_COLOR ].count = 4;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3;
tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
tess.vbo->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
tess.vbo->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
tess.vbo->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
tess.vbo->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
tess.vbo->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
tess.vbo->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
tess.vbo->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
tess.vbo->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vbo->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vbo->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[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;
#ifdef USE_VERT_TANGENT_SPACE
tess.vbo->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
#endif
// these next two are actually interleaved
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].offset = offset;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset + sizeof(tess.texCoords[0][0]);
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.vbo->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
tess.vbo->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vbo->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
tess.vbo->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
#endif
tess.vbo->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.vertexColors[0]);
tess.vbo->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vbo->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vbo->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]);
dataSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.vertexColors[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;
@ -617,100 +536,86 @@ void R_InitVBOs(void)
tess.attribPointers[ATTR_INDEX_COLOR] = tess.vertexColors;
tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
tess.ibo = R_CreateIBO("tessVertexArray_IBO", NULL, dataSize, VBO_USAGE_DYNAMIC);
Vao_SetVertexPointers(tess.vao);
R_BindNullVBO();
R_BindNullIBO();
R_BindNullVao();
GL_CheckErrors();
}
/*
============
R_ShutdownVBOs
R_ShutdownVaos
============
*/
void R_ShutdownVBOs(void)
void R_ShutdownVaos(void)
{
int i;
VBO_t *vbo;
IBO_t *ibo;
vao_t *vao;
ri.Printf(PRINT_ALL, "------- R_ShutdownVBOs -------\n");
ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n");
R_BindNullVBO();
R_BindNullIBO();
R_BindNullVao();
for(i = 0; i < tr.numVBOs; i++)
for(i = 0; i < tr.numVaos; i++)
{
vbo = tr.vbos[i];
vao = tr.vaos[i];
if(vbo->vertexesVBO)
if(vao->vao)
qglDeleteVertexArraysARB(1, &vao->vao);
if(vao->vertexesVBO)
{
qglDeleteBuffersARB(1, &vbo->vertexesVBO);
qglDeleteBuffersARB(1, &vao->vertexesVBO);
}
//ri.Free(vbo);
}
for(i = 0; i < tr.numIBOs; i++)
{
ibo = tr.ibos[i];
if(ibo->indexesVBO)
if(vao->indexesIBO)
{
qglDeleteBuffersARB(1, &ibo->indexesVBO);
qglDeleteBuffersARB(1, &vao->indexesIBO);
}
//ri.Free(ibo);
}
tr.numVBOs = 0;
tr.numIBOs = 0;
tr.numVaos = 0;
}
/*
============
R_VBOList_f
R_VaoList_f
============
*/
void R_VBOList_f(void)
void R_VaoList_f(void)
{
int i;
VBO_t *vbo;
IBO_t *ibo;
vao_t *vao;
int vertexesSize = 0;
int indexesSize = 0;
ri.Printf(PRINT_ALL, " size name\n");
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
for(i = 0; i < tr.numVBOs; i++)
for(i = 0; i < tr.numVaos; i++)
{
vbo = tr.vbos[i];
vao = tr.vaos[i];
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vbo->vertexesSize / (1024 * 1024),
(vbo->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vbo->name);
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024),
(vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
vertexesSize += vbo->vertexesSize;
vertexesSize += vao->vertexesSize;
}
for(i = 0; i < tr.numIBOs; i++)
for(i = 0; i < tr.numVaos; i++)
{
ibo = tr.ibos[i];
vao = tr.vaos[i];
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", ibo->indexesSize / (1024 * 1024),
(ibo->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), ibo->name);
ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024),
(vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
indexesSize += ibo->indexesSize;
indexesSize += vao->indexesSize;
}
ri.Printf(PRINT_ALL, " %i total VBOs\n", tr.numVBOs);
ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos);
ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024),
(vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
ri.Printf(PRINT_ALL, " %i total IBOs\n", tr.numIBOs);
ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024),
(indexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
}
@ -718,28 +623,35 @@ void R_VBOList_f(void)
/*
==============
RB_UpdateTessVbo
RB_UpdateTessVao
Adapted from Tess_UpdateVBOs from xreal
Update the default VBO to replace the client side vertex arrays
Update the default VAO to replace the client side vertex arrays
==============
*/
void RB_UpdateTessVbo(unsigned int attribBits)
void RB_UpdateTessVao(unsigned int attribBits)
{
GLimp_LogComment("--- RB_UpdateTessVbo ---\n");
GLimp_LogComment("--- RB_UpdateTessVao ---\n");
backEnd.pc.c_dynamicVboDraws++;
backEnd.pc.c_dynamicVaoDraws++;
// update the default VBO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES)
// update the default VAO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
int attribIndex;
R_BindVBO(tess.vbo);
R_BindVao(tess.vao);
// orphan old buffer so we don't stall on it
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
// these may not be bound if we're using VAOs
if (glRefConfig.vertexArrayObject)
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.vao->indexesIBO);
}
// orphan old vertex buffer so we don't stall on it
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
// if nothing to set, set everything
if(!(attribBits & ATTR_BITS))
@ -757,21 +669,15 @@ void RB_UpdateTessVbo(unsigned int attribBits)
{
if (attribBits & (1 << attribIndex))
{
vaoAttrib_t *vAtb = &tess.vbo->attribs[attribIndex];
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
// note: tess is a VBO where stride == size
// note: tess has a VBO where stride == size
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
}
}
}
// update the default IBO
if(tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
R_BindIBO(tess.ibo);
// orphan old buffer so we don't stall on it
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.ibo->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
// orphan old index buffer so we don't stall on it
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
}