if hardware doesn't support per-vertex tex matrix scale, apply the scaling of the first vertex to the whole mesh

This commit is contained in:
Chris Danford
2005-10-20 14:15:13 +00:00
parent 70b89f0824
commit 83d437dd6b
3 changed files with 33 additions and 16 deletions
+9 -2
View File
@@ -784,10 +784,11 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
{
m_bNeedsNormals = bNeedsNormals;
m_bNeedsTextureMatrixScale = false;
size_t totalVerts = 0;
size_t totalTriangles = 0;
m_bAnyNeedsTextureMatrixScale = false;
m_vMeshInfo.resize( vMeshes.size() );
for( unsigned i=0; i<vMeshes.size(); i++ )
{
@@ -796,6 +797,7 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
const vector<msTriangle> &Triangles = mesh.Triangles;
MeshInfo& meshInfo = m_vMeshInfo[i];
meshInfo.m_bNeedsTextureMatrixScale = false;
meshInfo.iVertexStart = totalVerts;
meshInfo.iVertexCount = Vertices.size();
@@ -806,8 +808,13 @@ void RageCompiledGeometry::Set( const vector<msMesh> &vMeshes, bool bNeedsNormal
totalTriangles += Triangles.size();
for( unsigned j = 0; j < Vertices.size(); ++j )
{
if( Vertices[j].TextureMatrixScale.x != 1.0f || Vertices[j].TextureMatrixScale.y != 1.0f )
m_bNeedsTextureMatrixScale = true;
{
meshInfo.m_bNeedsTextureMatrixScale = true;
m_bAnyNeedsTextureMatrixScale = true;
}
}
}
this->Allocate( vMeshes );
+2 -1
View File
@@ -33,10 +33,11 @@ protected:
int iVertexCount;
int iTriangleStart;
int iTriangleCount;
bool m_bNeedsTextureMatrixScale;
};
vector<MeshInfo> m_vMeshInfo;
bool m_bNeedsNormals;
bool m_bNeedsTextureMatrixScale;
bool m_bAnyNeedsTextureMatrixScale;
};
enum PixelFormat
+22 -13
View File
@@ -1059,7 +1059,7 @@ void RageCompiledGeometryHWOGL::UploadData()
// AssertNoGLError();
if( m_bNeedsTextureMatrixScale )
if( m_bAnyNeedsTextureMatrixScale )
{
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
GLExt.glBufferDataARB(
@@ -1171,19 +1171,28 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
glDisableClientState(GL_NORMAL_ARRAY);
}
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
if( meshInfo.m_bNeedsTextureMatrixScale )
{
/* If we're using texture matrix scales, set up that buffer, too, and enable the
* vertex shader. This shader doesn't support all OpenGL state, so only enable it
* if we're using it. */
GLExt.glEnableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
AssertNoGLError();
GLExt.glVertexAttribPointerARB( ATTRIB_TEXTURE_MATRIX_SCALE, 2, GL_FLOAT, false, 0, NULL );
AssertNoGLError();
if( false ) //g_bTextureMatrixShader != 0 )
{
/* If we're using texture matrix scales, set up that buffer, too, and enable the
* vertex shader. This shader doesn't support all OpenGL state, so only enable it
* if we're using it. */
GLExt.glEnableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
AssertNoGLError();
GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale );
AssertNoGLError();
GLExt.glVertexAttribPointerARB( ATTRIB_TEXTURE_MATRIX_SCALE, 2, GL_FLOAT, false, 0, NULL );
AssertNoGLError();
GLExt.glUseProgramObjectARB( g_bTextureMatrixShader );
GLExt.glUseProgramObjectARB( g_bTextureMatrixShader );
}
else
{
// Approximate by applying the texture scale of the first vertex to the whole mesh.
glMatrixMode( GL_TEXTURE );
glScalef( 0, 0, 0 );
}
}
GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles );
@@ -1202,7 +1211,7 @@ void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const
BUFFER_OFFSET(meshInfo.iTriangleStart*sizeof(msTriangle)) );
AssertNoGLError();
if( m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
if( meshInfo.m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 )
{
GLExt.glDisableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE );
GLExt.glUseProgramObjectARB( 0 );