コード例 #1
0
ファイル: tr_vbo.c プロジェクト: UniQP/ioq3
void Vao_SetVertexPointers(vao_t *vao)
{
	int attribIndex;

	// set vertex pointers
	for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
	{
		uint32_t attribBit = 1 << attribIndex;
		vaoAttrib_t *vAtb = &vao->attribs[attribIndex];

		if (vAtb->enabled)
		{
			qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
			if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
				qglEnableVertexAttribArray(attribIndex);

			if (!glRefConfig.vertexArrayObject || vao == tess.vao)
				glState.vertexAttribsEnabled |= attribBit;
		}
		else
		{
			// don't disable vertex attribs when using vertex array objects
			// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
			if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
				qglDisableVertexAttribArray(attribIndex);

			if (!glRefConfig.vertexArrayObject || vao == tess.vao)
				glState.vertexAttribsEnabled &= ~attribBit;
		}
	}
}
コード例 #2
0
ファイル: r_program.cpp プロジェクト: ArkyRomania/ufoai
void R_AttributePointer (const char* name, GLuint size, const GLvoid* array)
{
	r_progvar_t* v;

	if (!(v = R_ProgramVariable(GL_ATTRIBUTE, name)))
		return;

	qglVertexAttribPointer(v->location, size, GL_FLOAT, GL_FALSE, 0, array);
}
コード例 #3
0
ファイル: r_program.c プロジェクト: devilx4/quake2world
/*
 * @brief
 */
void R_AttributePointer(const char *name, GLuint size, GLvoid *array) {
	r_attribute_t attribute;

	R_ProgramVariable(&attribute, R_ATTRIBUTE, name);

	qglVertexAttribPointer(attribute.location, size, GL_FLOAT, GL_FALSE, 0, array);

	R_GetError(name);
}
コード例 #4
0
ファイル: tr_vbo.c プロジェクト: UniQP/ioq3
/*
==============
RB_UpdateTessVao

Adapted from Tess_UpdateVBOs from xreal

Update the default VAO to replace the client side vertex arrays
==============
*/
void RB_UpdateTessVao(unsigned int attribBits)
{
	GLimp_LogComment("--- RB_UpdateTessVao ---\n");

	backEnd.pc.c_dynamicVaoDraws++;

	// update the default VAO
	if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
	{
		int attribIndex;
		int attribUpload;

		R_BindVao(tess.vao);

		// orphan old vertex buffer so we don't stall on it
		qglBufferData(GL_ARRAY_BUFFER, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW);

		// if nothing to set, set everything
		if(!(attribBits & ATTR_BITS))
			attribBits = ATTR_BITS;

		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;
			vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];

			if (attribUpload & attribBit)
			{
				// note: tess has a VBO where stride == size
				qglBufferSubData(GL_ARRAY_BUFFER, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
			}

			if (attribBits & attribBit)
			{
				if (!glRefConfig.vertexArrayObject)
					qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));

				if (!(glState.vertexAttribsEnabled & attribBit))
				{
					qglEnableVertexAttribArray(attribIndex);
					glState.vertexAttribsEnabled |= attribBit;
				}
			}
			else
			{
				if ((glState.vertexAttribsEnabled & attribBit))
				{
					qglDisableVertexAttribArray(attribIndex);
					glState.vertexAttribsEnabled &= ~attribBit;
				}
			}
		}

		// orphan old index buffer so we don't stall on it
		qglBufferData(GL_ELEMENT_ARRAY_BUFFER, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW);

		qglBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
	}
}
コード例 #5
0
ファイル: tr_surface.c プロジェクト: coltongit/ioq3
void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
{
	//mdvModel_t     *mdvModel;
	//mdvSurface_t   *mdvSurface;
	refEntity_t    *refEnt;

	GLimp_LogComment("--- RB_SurfaceVaoMdvMesh ---\n");

	if (ShaderRequiresCPUDeforms(tess.shader))
	{
		RB_SurfaceMesh(surface->mdvSurface);
		return;
	}

	if(!surface->vao)
		return;

	//RB_CheckVao(surface->vao);
	RB_EndSurface();
	RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex);

	R_BindVao(surface->vao);

	tess.useInternalVao = qfalse;

	tess.numIndexes = surface->numIndexes;
	tess.numVertexes = surface->numVerts;

	//mdvModel = surface->mdvModel;
	//mdvSurface = surface->mdvSurface;

	refEnt = &backEnd.currentEntity->e;

	glState.vertexAttribsInterpolation = (refEnt->oldframe == refEnt->frame) ? 0.0f : refEnt->backlerp;

	if (surface->mdvModel->numFrames > 1)
	{
		int frameOffset, attribIndex;
		vaoAttrib_t *vAtb;

		glState.vertexAnimation = qtrue;

		if (glRefConfig.vertexArrayObject)
		{
			qglBindBuffer(GL_ARRAY_BUFFER, surface->vao->vertexesVBO);
		}

		frameOffset    = refEnt->frame * surface->vao->frameSize;

		attribIndex = ATTR_INDEX_POSITION;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));

		attribIndex = ATTR_INDEX_NORMAL;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));

		attribIndex = ATTR_INDEX_TANGENT;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));

		frameOffset = refEnt->oldframe * surface->vao->frameSize;

		attribIndex = ATTR_INDEX_POSITION2;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));

		attribIndex = ATTR_INDEX_NORMAL2;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));

		attribIndex = ATTR_INDEX_TANGENT2;
		vAtb = &surface->vao->attribs[attribIndex];
		qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset));


		if (!glRefConfig.vertexArrayObject)
		{
			attribIndex = ATTR_INDEX_TEXCOORD;
			vAtb = &surface->vao->attribs[attribIndex];
			qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
		}
	}

	RB_EndSurface();

	// So we don't lerp surfaces that shouldn't be lerped
	glState.vertexAnimation = qfalse;
}