Example #1
0
/*
=================
RB_AddIQMSurfaces

Compute vertices for this model surface
=================
*/
void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
	srfIQModel_t	*surf = (srfIQModel_t *)surface;
	iqmData_t	*data = surf->data;
	float		jointMats[IQM_MAX_JOINTS * 12];
	int		i;

	vec4_t		*outXYZ;
	uint32_t	*outNormal;
#ifdef USE_VERT_TANGENT_SPACE
	uint32_t	*outTangent;
#endif
	vec2_t		(*outTexCoord)[2];
	vec4_t	*outColor;

	int	frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
	int	oldframe = data->num_frames ? backEnd.currentEntity->e.oldframe % data->num_frames : 0;
	float	backlerp = backEnd.currentEntity->e.backlerp;

	int		*tri;
	glIndex_t	*ptr;
	glIndex_t	base;

	RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 );

	outXYZ = &tess.xyz[tess.numVertexes];
	outNormal = &tess.normal[tess.numVertexes];
#ifdef USE_VERT_TANGENT_SPACE
	outTangent = &tess.tangent[tess.numVertexes];
#endif
	outTexCoord = &tess.texCoords[tess.numVertexes];
	outColor = &tess.vertexColors[tess.numVertexes];

	// compute interpolated joint matrices
	if ( data->num_poses > 0 ) {
		ComputePoseMats( data, frame, oldframe, backlerp, jointMats );
	}

	// transform vertexes and fill other data
	for( i = 0; i < surf->num_vertexes;
	     i++, outXYZ++, outNormal++, outTexCoord++, outColor++ ) {
		int	j, k;
		float	vtxMat[12];
		float	nrmMat[9];
		int	vtx = i + surf->first_vertex;
		float	blendWeights[4];
		int		numWeights;

		for ( numWeights = 0; numWeights < 4; numWeights++ ) {
			if ( data->blendWeightsType == IQM_FLOAT )
				blendWeights[numWeights] = data->blendWeights.f[4*vtx + numWeights];
			else
				blendWeights[numWeights] = (float)data->blendWeights.b[4*vtx + numWeights] / 255.0f;

			if ( blendWeights[numWeights] <= 0 )
				break;
		}

		if ( data->num_poses == 0 || numWeights == 0 ) {
			// no blend joint, use identity matrix.
			Com_Memcpy( vtxMat, identityMatrix, 12 * sizeof (float) );
		} else {
			// compute the vertex matrix by blending the up to
			// four blend weights
			Com_Memset( vtxMat, 0, 12 * sizeof (float) );
			for( j = 0; j < numWeights; j++ ) {
				for( k = 0; k < 12; k++ ) {
					vtxMat[k] += blendWeights[j] * jointMats[12*data->blendIndexes[4*vtx + j] + k];
				}
			}
		}

		// compute the normal matrix as transpose of the adjoint
		// of the vertex matrix
		nrmMat[ 0] = vtxMat[ 5]*vtxMat[10] - vtxMat[ 6]*vtxMat[ 9];
		nrmMat[ 1] = vtxMat[ 6]*vtxMat[ 8] - vtxMat[ 4]*vtxMat[10];
		nrmMat[ 2] = vtxMat[ 4]*vtxMat[ 9] - vtxMat[ 5]*vtxMat[ 8];
		nrmMat[ 3] = vtxMat[ 2]*vtxMat[ 9] - vtxMat[ 1]*vtxMat[10];
		nrmMat[ 4] = vtxMat[ 0]*vtxMat[10] - vtxMat[ 2]*vtxMat[ 8];
		nrmMat[ 5] = vtxMat[ 1]*vtxMat[ 8] - vtxMat[ 0]*vtxMat[ 9];
		nrmMat[ 6] = vtxMat[ 1]*vtxMat[ 6] - vtxMat[ 2]*vtxMat[ 5];
		nrmMat[ 7] = vtxMat[ 2]*vtxMat[ 4] - vtxMat[ 0]*vtxMat[ 6];
		nrmMat[ 8] = vtxMat[ 0]*vtxMat[ 5] - vtxMat[ 1]*vtxMat[ 4];

		(*outTexCoord)[0][0] = data->texcoords[2*vtx + 0];
		(*outTexCoord)[0][1] = data->texcoords[2*vtx + 1];
		(*outTexCoord)[1][0] = (*outTexCoord)[0][0];
		(*outTexCoord)[1][1] = (*outTexCoord)[0][1];

		(*outXYZ)[0] =
			vtxMat[ 0] * data->positions[3*vtx+0] +
			vtxMat[ 1] * data->positions[3*vtx+1] +
			vtxMat[ 2] * data->positions[3*vtx+2] +
			vtxMat[ 3];
		(*outXYZ)[1] =
			vtxMat[ 4] * data->positions[3*vtx+0] +
			vtxMat[ 5] * data->positions[3*vtx+1] +
			vtxMat[ 6] * data->positions[3*vtx+2] +
			vtxMat[ 7];
		(*outXYZ)[2] =
			vtxMat[ 8] * data->positions[3*vtx+0] +
			vtxMat[ 9] * data->positions[3*vtx+1] +
			vtxMat[10] * data->positions[3*vtx+2] +
			vtxMat[11];
		(*outXYZ)[3] = 1.0f;

		{
			vec3_t normal;
			vec4_t tangent;

			normal[0] = DotProduct(&nrmMat[0], &data->normals[3*vtx]);
			normal[1] = DotProduct(&nrmMat[3], &data->normals[3*vtx]);
			normal[2] = DotProduct(&nrmMat[6], &data->normals[3*vtx]);

			R_VaoPackNormal((byte *)outNormal, normal);

#ifdef USE_VERT_TANGENT_SPACE
			tangent[0] = DotProduct(&nrmMat[0], &data->tangents[4*vtx]);
			tangent[1] = DotProduct(&nrmMat[3], &data->tangents[4*vtx]);
			tangent[2] = DotProduct(&nrmMat[6], &data->tangents[4*vtx]);
			tangent[3] = data->tangents[4*vtx+3];

			R_VaoPackTangent((byte *)outTangent++, tangent);
#endif
		}

		(*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
		(*outColor)[1] = data->colors[4*vtx+1] / 255.0f;
		(*outColor)[2] = data->colors[4*vtx+2] / 255.0f;
		(*outColor)[3] = data->colors[4*vtx+3] / 255.0f;
	}

	tri = data->triangles + 3 * surf->first_triangle;
	ptr = &tess.indexes[tess.numIndexes];
	base = tess.numVertexes;

	for( i = 0; i < surf->num_triangles; i++ ) {
		*ptr++ = base + (*tri++ - surf->first_vertex);
		*ptr++ = base + (*tri++ - surf->first_vertex);
		*ptr++ = base + (*tri++ - surf->first_vertex);
	}

	tess.numIndexes += 3 * surf->num_triangles;
	tess.numVertexes += surf->num_vertexes;
}
Example #2
0
File: tr_vbo.c Project: UniQP/ioq3
/*
============
R_CreateVao2
============
*/
vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
{
	vao_t          *vao;
	int             i;

	byte           *data;
	int             dataSize;
	int             dataOfs;

	int				glUsage = GL_STATIC_DRAW;

	if(!numVertexes || !numIndexes)
		return NULL;

	if(strlen(name) >= MAX_QPATH)
	{
		ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
	}

	if ( tr.numVaos == MAX_VAOS ) {
		ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
	}

	R_IssuePendingRenderCommands();

	vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
	tr.numVaos++;

	memset(vao, 0, sizeof(*vao));

	Q_strncpyz(vao->name, name, sizeof(vao->name));

	// since these vertex attributes are never altered, interleave them
	vao->attribs[ATTR_INDEX_POSITION      ].enabled = 1;
	vao->attribs[ATTR_INDEX_NORMAL        ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
	vao->attribs[ATTR_INDEX_TANGENT       ].enabled = 1;
#endif
	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;

	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;

	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 = glRefConfig.packedTexcoordDataType;
	vao->attribs[ATTR_INDEX_LIGHTCOORD    ].type = glRefConfig.packedTexcoordDataType;
	vao->attribs[ATTR_INDEX_COLOR         ].type = glRefConfig.packedColorDataType;
	vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;

	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;

	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
	vao->attribs[ATTR_INDEX_TANGENT       ].offset = dataSize; dataSize += sizeof(uint32_t);
#endif
	vao->attribs[ATTR_INDEX_TEXCOORD      ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
	vao->attribs[ATTR_INDEX_LIGHTCOORD    ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
	vao->attribs[ATTR_INDEX_COLOR         ].offset = dataSize; dataSize += glRefConfig.packedColorDataSize;
	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)
	{
		qglGenVertexArrays(1, &vao->vao);
		qglBindVertexArray(vao->vao);
	}


	// create VBO
	dataSize *= numVertexes;
	data = ri.Hunk_AllocateTempMemory(dataSize);
	dataOfs = 0;

	for (i = 0; i < numVertexes; i++)
	{
		// xyz
		memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
		dataOfs += sizeof(verts[i].xyz);

		// normal
		dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].normal);

#ifdef USE_VERT_TANGENT_SPACE
		// tangent
		dataOfs += R_VaoPackTangent(data + dataOfs, verts[i].tangent);
#endif

		// texcoords
		dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st);

		// lightmap texcoords
		dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].lightmap);

		// colors
		dataOfs += R_VaoPackColors(data + dataOfs, verts[i].vertexColors);

		// light directions
		dataOfs += R_VaoPackNormal(data + dataOfs, verts[i].lightdir);
	}

	vao->vertexesSize = dataSize;

	qglGenBuffers(1, &vao->vertexesVBO);

	qglBindBuffer(GL_ARRAY_BUFFER, vao->vertexesVBO);
	qglBufferData(GL_ARRAY_BUFFER, vao->vertexesSize, data, glUsage);


	// create IBO
	vao->indexesSize = numIndexes * sizeof(glIndex_t);

	qglGenBuffers(1, &vao->indexesIBO);

	qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
	qglBufferData(GL_ELEMENT_ARRAY_BUFFER, vao->indexesSize, indexes, glUsage);


	Vao_SetVertexPointers(vao);


	glState.currentVao = vao;

	GL_CheckErrors();

	ri.Hunk_FreeTempMemory(data);

	return vao;
}