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

@ -124,26 +124,11 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
// constant normal all the way around
VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
tess.normal[ndx][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx][3] = 0;
tess.normal[ndx] =
tess.normal[ndx+1] =
tess.normal[ndx+2] =
tess.normal[ndx+3] = R_VboPackNormal(normal);
tess.normal[ndx+1][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+1][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+1][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+1][3] = 0;
tess.normal[ndx+2][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+2][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+2][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+2][3] = 0;
tess.normal[ndx+3][0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
tess.normal[ndx+3][1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
tess.normal[ndx+3][2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
tess.normal[ndx+3][3] = 0;
// standard square texture coordinates
VectorSet2(tess.texCoords[ndx ][0], s1, t1);
VectorSet2(tess.texCoords[ndx ][1], s1, t1);
@ -331,10 +316,11 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
int i;
glIndex_t *inIndex;
srfVert_t *dv;
float *xyz, *texCoords, *lightCoords, *lightdir;
uint8_t *normal;
float *xyz, *texCoords, *lightCoords;
uint32_t *lightdir;
uint32_t *normal;
#ifdef USE_VERT_TANGENT_SPACE
uint8_t *tangent;
uint32_t *tangent;
#endif
glIndex_t *outIndex;
float *color;
@ -361,28 +347,18 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
{
dv = verts;
normal = tess.normal[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
{
normal[0] = (uint8_t)(dv->normal[0] * 127.5f + 128.0f);
normal[1] = (uint8_t)(dv->normal[1] * 127.5f + 128.0f);
normal[2] = (uint8_t)(dv->normal[2] * 127.5f + 128.0f);
normal[3] = 0;
}
normal = &tess.normal[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, normal++ )
*normal = R_VboPackNormal(dv->normal);
}
#ifdef USE_VERT_TANGENT_SPACE
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
{
dv = verts;
tangent = tess.tangent[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
{
tangent[0] = (uint8_t)(dv->tangent[0] * 127.5f + 128.0f);
tangent[1] = (uint8_t)(dv->tangent[1] * 127.5f + 128.0f);
tangent[2] = (uint8_t)(dv->tangent[2] * 127.5f + 128.0f);
tangent[3] = (uint8_t)(dv->tangent[3] * 127.5f + 128.0f);
}
tangent = &tess.tangent[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, tangent++ )
*tangent = R_VboPackTangent(dv->tangent);
}
#endif
@ -413,9 +389,9 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
{
dv = verts;
lightdir = tess.lightdir[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
VectorCopy(dv->lightdir, lightdir);
lightdir = &tess.lightdir[ tess.numVertexes ];
for ( i = 0 ; i < numVerts ; i++, dv++, lightdir++ )
*lightdir = R_VboPackNormal(dv->lightdir);
}
#if 0 // nothing even uses vertex dlightbits
@ -1150,14 +1126,14 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
}
#endif
float *outXyz;
uint8_t *outNormal;
uint32_t *outNormal;
mdvVertex_t *newVerts;
int vertNum;
newVerts = surf->verts + backEnd.currentEntity->e.frame * surf->numVerts;
outXyz = tess.xyz[tess.numVertexes];
outNormal = tess.normal[tess.numVertexes];
outNormal = &tess.normal[tess.numVertexes];
if (backlerp == 0)
{
@ -1172,14 +1148,11 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
VectorCopy(newVerts->xyz, outXyz);
VectorCopy(newVerts->normal, normal);
outNormal[0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
outNormal[1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
outNormal[2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
outNormal[3] = 0;
*outNormal = R_VboPackNormal(normal);
newVerts++;
outXyz += 4;
outNormal += 4;
outNormal++;
}
}
else
@ -1200,15 +1173,12 @@ static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
VectorLerp(newVerts->normal, oldVerts->normal, backlerp, normal);
VectorNormalize(normal);
outNormal[0] = (uint8_t)(normal[0] * 127.5f + 128.0f);
outNormal[1] = (uint8_t)(normal[1] * 127.5f + 128.0f);
outNormal[2] = (uint8_t)(normal[2] * 127.5f + 128.0f);
outNormal[3] = 0;
*outNormal = R_VboPackNormal(normal);
newVerts++;
oldVerts++;
outXyz += 4;
outNormal += 4;
outNormal++;
}
}
@ -1330,11 +1300,12 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
int i, j;
float *xyz;
float *texCoords, *lightCoords;
uint8_t *normal;
uint32_t *normal;
#ifdef USE_VERT_TANGENT_SPACE
uint8_t *tangent;
uint32_t *tangent;
#endif
float *color, *lightdir;
float *color;
uint32_t *lightdir;
srfVert_t *dv;
int rows, irows, vrows;
int used;
@ -1417,14 +1388,14 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
numVertexes = tess.numVertexes;
xyz = tess.xyz[numVertexes];
normal = tess.normal[numVertexes];
normal = &tess.normal[numVertexes];
#ifdef USE_VERT_TANGENT_SPACE
tangent = tess.tangent[numVertexes];
tangent = &tess.tangent[numVertexes];
#endif
texCoords = tess.texCoords[numVertexes][0];
lightCoords = tess.texCoords[numVertexes][1];
color = tess.vertexColors[numVertexes];
lightdir = tess.lightdir[numVertexes];
lightdir = &tess.lightdir[numVertexes];
//vDlightBits = &tess.vertexDlightBits[numVertexes];
for ( i = 0 ; i < rows ; i++ ) {
@ -1440,21 +1411,13 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_NORMAL )
{
normal[0] = (uint8_t)(dv->normal[0] * 127.5f + 128.0f);
normal[1] = (uint8_t)(dv->normal[1] * 127.5f + 128.0f);
normal[2] = (uint8_t)(dv->normal[2] * 127.5f + 128.0f);
normal[3] = 0;
normal += 4;
*normal++ = R_VboPackNormal(dv->normal);
}
#ifdef USE_VERT_TANGENT_SPACE
if ( tess.shader->vertexAttribs & ATTR_TANGENT )
{
tangent[0] = (uint8_t)(dv->tangent[0] * 127.5f + 128.0f);
tangent[1] = (uint8_t)(dv->tangent[1] * 127.5f + 128.0f);
tangent[2] = (uint8_t)(dv->tangent[2] * 127.5f + 128.0f);
tangent[3] = (uint8_t)(dv->tangent[3] * 127.5f + 128.0f);
tangent += 4;
*tangent++ = R_VboPackTangent(dv->tangent);
}
#endif
if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
@ -1477,8 +1440,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
{
VectorCopy(dv->lightdir, lightdir);
lightdir += 4;
*lightdir++ = R_VboPackNormal(dv->lightdir);
}
//*vDlightBits++ = dlightBits;