OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs

This commit is contained in:
SmileTheory 2013-12-09 17:33:54 -08:00
parent 4c9d39ae6e
commit f6f3a19f73
13 changed files with 239 additions and 198 deletions

View file

@ -1423,6 +1423,8 @@ typedef struct {
qboolean depthClamp;
qboolean seamlessCubeMap;
GLenum packedNormalDataType;
} glRefConfig_t;
@ -1720,6 +1722,7 @@ extern cvar_t *r_ext_texture_float;
extern cvar_t *r_arb_half_float_pixel;
extern cvar_t *r_ext_framebuffer_multisample;
extern cvar_t *r_arb_seamless_cube_map;
extern cvar_t *r_arb_vertex_type_2_10_10_10_rev;
extern cvar_t *r_nobind; // turns off binding to appropriate textures
extern cvar_t *r_singleShader; // make most world faces use default shader
@ -2006,13 +2009,13 @@ typedef struct shaderCommands_s
{
glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(16);
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
uint8_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
uint32_t normal[SHADER_MAX_VERTEXES] QALIGN(16);
#ifdef USE_VERT_TANGENT_SPACE
uint8_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
uint32_t tangent[SHADER_MAX_VERTEXES] QALIGN(16);
#endif
vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
vec4_t vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
vec4_t lightdir[SHADER_MAX_VERTEXES] QALIGN(16);
uint32_t lightdir[SHADER_MAX_VERTEXES] QALIGN(16);
//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
VBO_t *vbo;
@ -2176,6 +2179,12 @@ VERTEX BUFFER OBJECTS
============================================================
*/
uint32_t R_VboPackTangent(vec4_t v);
uint32_t R_VboPackNormal(vec3_t v);
void R_VboUnpackTangent(vec4_t v, uint32_t b);
void R_VboUnpackNormal(vec3_t v, uint32_t b);
VBO_t *R_CreateVBO(const char *name, byte * vertexes, int vertexesSize, vboUsage_t usage);
VBO_t *R_CreateVBO2(const char *name, int numVertexes, srfVert_t * vertexes, uint32_t stateBits, vboUsage_t usage);