More work on sprite-texture model uv adjustment

This commit is contained in:
Hannu Hanhi 2020-07-16 22:11:36 +03:00
parent 893ff0fa19
commit afd0858b4d
3 changed files with 55 additions and 31 deletions

View file

@ -1200,10 +1200,7 @@ static void adjustTextureCoords(model_t *model, GLPatch_t *gpatch)
// if originaluvs points to uvs, we need to allocate new memory for adjusted uvs
// the old uvs are kept around for use in possible readjustments
if (mesh->uvs == mesh->originaluvs)
{
CONS_Printf("Debug: allocating memory for adjusted uvs\n");
mesh->uvs = Z_Malloc(numVertices * 2 * sizeof(float), PU_STATIC, NULL);
}
uvWritePtr = mesh->uvs;
@ -1349,10 +1346,13 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
if (md2->model)
{
md2_printModelInfo(md2->model);
// if model uses sprite patch as texture, then
// If model uses sprite patch as texture, then
// adjust texture coordinates to take power of two textures into account
if (!gpatch || !gpatch->mipmap->format)
adjustTextureCoords(md2->model, spr->gpatch);
// note down the max_s and max_t that end up in the VBO
md2->model->vbo_max_s = md2->model->max_s;
md2->model->vbo_max_t = md2->model->max_t;
HWD.pfnCreateModelVBOs(md2->model);
}
else
@ -1408,15 +1408,10 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
// Check if sprite dimensions are different from previously used sprite.
// If so, uvs need to be readjusted.
// Comparing floats with the != operator here should be okay because they
// are just copies of glpatches' max_s and max_t values.
if (gpatch->max_s != md2->model->max_s || gpatch->max_t != md2->model->max_t)
{
CONS_Printf("Debug: Readjusting uvs!\n");
adjustTextureCoords(md2->model, gpatch);
// The vbo(s) are now wrong, so recreate them.
// If this turns out to be slow, then could try updating the vbos instead of
// deleting and creating new ones.
HWD.pfnCreateModelVBOs(md2->model);
}
HWR_GetMappedPatch(gpatch, spr->colormap);
}

View file

@ -109,6 +109,10 @@ typedef struct model_s
// (if a sprite is used as a texture)
float max_s;
float max_t;
// These are the values that the uvs in the VBO have been adjusted to.
// If they are not same as max_s and max_t, then the VBO won't be used.
float vbo_max_s;
float vbo_max_t;
} model_t;
extern int numModels;

View file

@ -2626,6 +2626,8 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
boolean useTinyFrames;
boolean useVBO = true;
int i;
// Because otherwise, scaling the screen negatively vertically breaks the lighting
@ -2766,6 +2768,13 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (useTinyFrames)
pglScalef(1 / 64.0f, 1 / 64.0f, 1 / 64.0f);
// Don't use the VBO if it does not have the correct texture coordinates.
// (Can happen when model uses a sprite as a texture and the sprite changes)
// Comparing floats with the != operator here should be okay because they
// are just copies of glpatches' max_s and max_t values.
if (model->vbo_max_s != model->max_s || model->vbo_max_t != model->max_t)
useVBO = false;
pglEnableClientState(GL_NORMAL_ARRAY);
for (i = 0; i < model->numMeshes; i++)
@ -2782,13 +2791,24 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_SHORT, sizeof(vbotiny_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_BYTE, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short)*3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short) * 3 + sizeof(char) * 6));
if (useVBO)
{
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_SHORT, sizeof(vbotiny_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_BYTE, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short)*3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbotiny_t), BUFFER_OFFSET(sizeof(short) * 3 + sizeof(char) * 6));
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
//CONS_Printf("non-vbo tinyframe\n");
pglVertexPointer(3, GL_SHORT, 0, frame->vertices);
pglNormalPointer(GL_BYTE, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
}
}
else
{
@ -2824,21 +2844,26 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (!nextframe || fpclassify(pol) == FP_ZERO)
{
// Zoom! Take advantage of just shoving the entire arrays to the GPU.
/* pglVertexPointer(3, GL_FLOAT, 0, frame->vertices);
pglNormalPointer(GL_FLOAT, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);*/
if (useVBO)
{
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 6));
pglBindBuffer(GL_ARRAY_BUFFER, frame->vboID);
pglVertexPointer(3, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(0));
pglNormalPointer(GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 3));
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo64_t), BUFFER_OFFSET(sizeof(float) * 6));
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);
// No tinyframes, no mesh indices
//pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);
// No tinyframes, no mesh indices
//pglDrawElements(GL_TRIANGLES, mesh->numTriangles * 3, GL_UNSIGNED_SHORT, mesh->indices);
pglBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
{
//CONS_Printf("non-vbo frame\n");
pglVertexPointer(3, GL_FLOAT, 0, frame->vertices);
pglNormalPointer(GL_FLOAT, 0, frame->normals);
pglTexCoordPointer(2, GL_FLOAT, 0, mesh->uvs);
pglDrawArrays(GL_TRIANGLES, 0, mesh->numTriangles * 3);
}
}
else
{