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-rw-r--r--src/renderergl2/tr_backend.c5
-rw-r--r--src/renderergl2/tr_fbo.c2
-rw-r--r--src/renderergl2/tr_sky.c6
-rw-r--r--src/renderergl2/tr_surface.c113
4 files changed, 40 insertions, 86 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index bc11001c..e7425db3 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -844,7 +844,6 @@ Used for cinematics.
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
int i, j;
int start, end;
- vec4_t color;
vec4_t quadVerts[4];
vec2_t texCoords[4];
@@ -902,12 +901,10 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows);
- VectorSet4(color, 1.0f, 1.0f, 1.0f, 1.0f);
-
GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
- GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
+ GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
RB_InstantQuad2(quadVerts, texCoords);
}
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index 0ad08b20..5273e119 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -720,7 +720,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
}
else
{
- color[0] = color[1] = color[2] = color[3] = 1.0f;
+ VectorCopy4(colorWhite, color);
}
if (!shaderProgram)
diff --git a/src/renderergl2/tr_sky.c b/src/renderergl2/tr_sky.c
index 74355722..4777b459 100644
--- a/src/renderergl2/tr_sky.c
+++ b/src/renderergl2/tr_sky.c
@@ -829,11 +829,7 @@ void RB_DrawSun( float scale, shader_t *shader ) {
RB_BeginSurface( shader, 0 );
- {
- vec4_t color;
- color[0] = color[1] = color[2] = color[3] = 1;
- RB_AddQuadStamp(origin, vec1, vec2, color);
- }
+ RB_AddQuadStamp(origin, vec1, vec2, colorWhite);
RB_EndSurface();
diff --git a/src/renderergl2/tr_surface.c b/src/renderergl2/tr_surface.c
index 9253c3ae..9577018a 100644
--- a/src/renderergl2/tr_surface.c
+++ b/src/renderergl2/tr_surface.c
@@ -125,44 +125,30 @@ 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] = tess.normal[ndx+1][0] = tess.normal[ndx+2][0] = tess.normal[ndx+3][0] = normal[0];
- tess.normal[ndx][1] = tess.normal[ndx+1][1] = tess.normal[ndx+2][1] = tess.normal[ndx+3][1] = normal[1];
- tess.normal[ndx][2] = tess.normal[ndx+1][2] = tess.normal[ndx+2][2] = tess.normal[ndx+3][2] = normal[2];
+ VectorCopy(normal, tess.normal[ndx]);
+ VectorCopy(normal, tess.normal[ndx+1]);
+ VectorCopy(normal, tess.normal[ndx+2]);
+ VectorCopy(normal, tess.normal[ndx+3]);
// standard square texture coordinates
- tess.texCoords[ndx][0][0] = tess.texCoords[ndx][1][0] = s1;
- tess.texCoords[ndx][0][1] = tess.texCoords[ndx][1][1] = t1;
+ VectorSet2(tess.texCoords[ndx ][0], s1, t1);
+ VectorSet2(tess.texCoords[ndx ][1], s1, t1);
- tess.texCoords[ndx+1][0][0] = tess.texCoords[ndx+1][1][0] = s2;
- tess.texCoords[ndx+1][0][1] = tess.texCoords[ndx+1][1][1] = t1;
+ VectorSet2(tess.texCoords[ndx+1][0], s2, t1);
+ VectorSet2(tess.texCoords[ndx+1][1], s2, t1);
- tess.texCoords[ndx+2][0][0] = tess.texCoords[ndx+2][1][0] = s2;
- tess.texCoords[ndx+2][0][1] = tess.texCoords[ndx+2][1][1] = t2;
+ VectorSet2(tess.texCoords[ndx+2][0], s2, t2);
+ VectorSet2(tess.texCoords[ndx+2][1], s2, t2);
- tess.texCoords[ndx+3][0][0] = tess.texCoords[ndx+3][1][0] = s1;
- tess.texCoords[ndx+3][0][1] = tess.texCoords[ndx+3][1][1] = t2;
+ VectorSet2(tess.texCoords[ndx+3][0], s1, t2);
+ VectorSet2(tess.texCoords[ndx+3][1], s1, t2);
// constant color all the way around
// should this be identity and let the shader specify from entity?
- tess.vertexColors[ndx][0] = color[0];
- tess.vertexColors[ndx][1] = color[1];
- tess.vertexColors[ndx][2] = color[2];
- tess.vertexColors[ndx][3] = color[3];
-
- tess.vertexColors[ndx+1][0] = color[0];
- tess.vertexColors[ndx+1][1] = color[1];
- tess.vertexColors[ndx+1][2] = color[2];
- tess.vertexColors[ndx+1][3] = color[3];
-
- tess.vertexColors[ndx+2][0] = color[0];
- tess.vertexColors[ndx+2][1] = color[1];
- tess.vertexColors[ndx+2][2] = color[2];
- tess.vertexColors[ndx+2][3] = color[3];
-
- tess.vertexColors[ndx+3][0] = color[0];
- tess.vertexColors[ndx+3][1] = color[1];
- tess.vertexColors[ndx+3][2] = color[2];
- tess.vertexColors[ndx+3][3] = color[3];
+ VectorCopy4(color, tess.vertexColors[ndx]);
+ VectorCopy4(color, tess.vertexColors[ndx+1]);
+ VectorCopy4(color, tess.vertexColors[ndx+2]);
+ VectorCopy4(color, tess.vertexColors[ndx+3]);
tess.numVertexes += 4;
tess.numIndexes += 6;
@@ -234,36 +220,19 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
void RB_InstantQuad(vec4_t quadVerts[4])
{
- vec4_t color;
vec2_t texCoords[4];
- vec2_t invTexRes;
- VectorSet4(color, 1, 1, 1, 1);
-
- texCoords[0][0] = 0;
- texCoords[0][1] = 0;
-
- texCoords[1][0] = 1;
- texCoords[1][1] = 0;
-
- texCoords[2][0] = 1;
- texCoords[2][1] = 1;
-
- texCoords[3][0] = 0;
- texCoords[3][1] = 1;
-
- invTexRes[0] = 1.0f / 256.0f;
- invTexRes[1] = 1.0f / 256.0f;
+ VectorSet2(texCoords[0], 0.0f, 0.0f);
+ VectorSet2(texCoords[1], 1.0f, 0.0f);
+ VectorSet2(texCoords[2], 1.0f, 1.0f);
+ VectorSet2(texCoords[3], 0.0f, 1.0f);
GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
- GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
- GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
- GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
- GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
+ GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
- RB_InstantQuad2(quadVerts, texCoords); //, color, &tr.textureColorShader, invTexRes);
+ RB_InstantQuad2(quadVerts, texCoords);
}
@@ -343,9 +312,9 @@ static void RB_SurfacePolychain( srfPoly_t *p ) {
tess.numVertexes = numv;
}
-static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
+static void RB_SurfaceVertsAndTris( int numVerts, srfVert_t *verts, int numTriangles, srfTriangle_t *triangles, int dlightBits, int pshadowBits)
{
- int i;
+ int i;
srfTriangle_t *tri;
srfVert_t *dv;
float *xyz, *normal, *texCoords, *lightCoords, *lightdir;
@@ -353,7 +322,7 @@ static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles,
float *tangent, *bitangent;
#endif
glIndex_t *index;
- float *color;
+ float *color;
RB_CheckVBOandIBO(tess.vbo, tess.ibo);
@@ -446,7 +415,7 @@ static void RB_SurfaceHelper( int numVerts, srfVert_t *verts, int numTriangles,
tess.numVertexes += numVerts;
}
-static qboolean RB_SurfaceHelperVBO(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
+static qboolean RB_SurfaceVbo(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
{
int i, mergeForward, mergeBack;
GLvoid *firstIndexOffset, *lastIndexOffset;
@@ -555,13 +524,13 @@ RB_SurfaceTriangles
=============
*/
static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
- if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
+ if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
- RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles,
+ RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
}
@@ -576,6 +545,7 @@ static void RB_SurfaceBeam( void )
{
#define NUM_BEAM_SEGS 6
refEntity_t *e;
+ shaderProgram_t *sp = &tr.textureColorShader;
int i;
vec3_t perpvec;
vec3_t direction, normalized_direction;
@@ -642,21 +612,12 @@ static void RB_SurfaceBeam( void )
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
RB_UpdateVBOs(ATTR_POSITION);
- {
- shaderProgram_t *sp = &tr.textureColorShader;
- vec4_t color;
-
- GLSL_VertexAttribsState(ATTR_POSITION);
- GLSL_BindProgram(sp);
+ GLSL_VertexAttribsState(ATTR_POSITION);
+ GLSL_BindProgram(sp);
- GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
- color[0] = 1.0f;
- color[1] = 0.0f;
- color[2] = 0.0f;
- color[3] = 1.0f;
- GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
- }
+ GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, colorRed);
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
@@ -1288,13 +1249,13 @@ RB_SurfaceFace
==============
*/
static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
- if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
+ if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
}
- RB_SurfaceHelper(srf->numVerts, srf->verts, srf->numTriangles,
+ RB_SurfaceVertsAndTris(srf->numVerts, srf->verts, srf->numTriangles,
srf->triangles, srf->dlightBits, srf->pshadowBits);
}
@@ -1357,7 +1318,7 @@ static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
int pshadowBits;
//int *vDlightBits;
- if( RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
+ if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
return;
@@ -1616,7 +1577,7 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
{
- RB_SurfaceHelperVBO (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
+ RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
}