PortableVertexFormat: use AttributeFormat for texcoord attribute format
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@ -102,12 +102,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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for (int i = 0; i < 8; i++)
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{
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if (_vtx_decl.texcoord_offset[i] > 0)
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format = &_vtx_decl.texcoords[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i], false);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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@ -83,11 +83,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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SetPointer(SHADER_TEXTURE0_ATTRIB+i, vertex_stride, vtx_decl.texcoords[i]);
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}
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if (vtx_decl.posmtx_offset != -1) {
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@ -88,11 +88,8 @@ struct PortableVertexDeclaration
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AttributeFormat position;
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AttributeFormat normals[3];
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AttributeFormat colors[2];
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AttributeFormat texcoords[8];
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VarType texcoord_gl_type[8];
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//int texcoord_gl_size[8];
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int texcoord_offset[8];
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int texcoord_size[8];
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int posmtx_offset;
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};
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@ -550,12 +550,6 @@ void VertexLoader::CompileVertexTranslator()
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int nat_offset = 0;
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PortableVertexDeclaration vtx_decl;
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memset(&vtx_decl, 0, sizeof(vtx_decl));
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for (int i = 0; i < 8; i++)
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{
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vtx_decl.texcoord_offset[i] = -1;
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}
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// m_VBVertexStride for texmtx and posmtx is computed later when writing.
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// Position Matrix Index
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if (m_VtxDesc.PosMatIdx)
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@ -688,7 +682,10 @@ void VertexLoader::CompileVertexTranslator()
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// Texture matrix indices (remove if corresponding texture coordinate isn't enabled)
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for (int i = 0; i < 8; i++)
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{
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vtx_decl.texcoord_offset[i] = -1;
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vtx_decl.texcoords[i].offset = nat_offset;
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vtx_decl.texcoords[i].type = VAR_FLOAT;
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vtx_decl.texcoords[i].integer = false;
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const int format = m_VtxAttr.texCoord[i].Format;
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const int elements = m_VtxAttr.texCoord[i].Elements;
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@ -709,21 +706,18 @@ void VertexLoader::CompileVertexTranslator()
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if (components & (VB_HAS_TEXMTXIDX0 << i))
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{
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vtx_decl.texcoords[i].enable = true;
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if (tc[i] != NOT_PRESENT)
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{
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// if texmtx is included, texcoord will always be 3 floats, z will be the texmtx index
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vtx_decl.texcoord_offset[i] = nat_offset;
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = 3;
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vtx_decl.texcoords[i].components = 3;
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nat_offset += 12;
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WriteCall(m_VtxAttr.texCoord[i].Elements ? TexMtx_Write_Float : TexMtx_Write_Float2);
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}
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else
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{
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components |= VB_HAS_UV0 << i; // have to include since using now
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vtx_decl.texcoord_offset[i] = nat_offset;
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = 4;
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vtx_decl.texcoords[i].components = 4;
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nat_offset += 16; // still include the texture coordinate, but this time as 6 + 2 bytes
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WriteCall(TexMtx_Write_Float4);
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}
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@ -732,9 +726,8 @@ void VertexLoader::CompileVertexTranslator()
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{
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if (tc[i] != NOT_PRESENT)
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{
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vtx_decl.texcoord_offset[i] = nat_offset;
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vtx_decl.texcoord_gl_type[i] = VAR_FLOAT;
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vtx_decl.texcoord_size[i] = vtx_attr.texCoord[i].Elements ? 2 : 1;
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vtx_decl.texcoords[i].enable = true;
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vtx_decl.texcoords[i].components = vtx_attr.texCoord[i].Elements ? 2 : 1;
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nat_offset += 4 * (vtx_attr.texCoord[i].Elements ? 2 : 1);
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}
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}
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