PortableVertexFormat: use AttributeFormat for normal attribute format

This commit is contained in:
degasus 2014-01-24 15:16:52 +01:00
parent 210f4f3e55
commit b38ef39ab7
4 changed files with 12 additions and 25 deletions

View File

@ -74,12 +74,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
if (_vtx_decl.normal_offset[i] > 0) format = &_vtx_decl.normals[i];
if (format->enable)
{ {
m_elems[m_num_elems].SemanticName = "NORMAL"; m_elems[m_num_elems].SemanticName = "NORMAL";
m_elems[m_num_elems].SemanticIndex = i; m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i]; m_elems[m_num_elems].AlignedByteOffset = format->offset;
m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size, false); m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
++m_num_elems; ++m_num_elems;
} }

View File

@ -75,10 +75,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position); SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
if (vtx_decl.num_normals > i) { SetPointer(SHADER_NORM0_ATTRIB+i, vertex_stride, vtx_decl.normals[i]);
glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
}
} }
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {

View File

@ -86,11 +86,8 @@ struct PortableVertexDeclaration
int stride; int stride;
AttributeFormat position; AttributeFormat position;
AttributeFormat normals[3];
int num_normals;
int normal_offset[3];
VarType normal_gl_type;
int normal_gl_size;
VarType color_gl_type; // always GL_UNSIGNED_BYTE VarType color_gl_type; // always GL_UNSIGNED_BYTE
int color_offset[2]; int color_offset[2];
VarType texcoord_gl_type[8]; VarType texcoord_gl_type[8];

View File

@ -594,7 +594,6 @@ void VertexLoader::CompileVertexTranslator()
vtx_decl.position.integer = false; vtx_decl.position.integer = false;
// Normals // Normals
vtx_decl.num_normals = 0;
if (m_VtxDesc.Normal != NOT_PRESENT) if (m_VtxDesc.Normal != NOT_PRESENT)
{ {
m_VertexSize += VertexLoader_Normal::GetSize(m_VtxDesc.Normal, m_VertexSize += VertexLoader_Normal::GetSize(m_VtxDesc.Normal,
@ -611,20 +610,13 @@ void VertexLoader::CompileVertexTranslator()
} }
WriteCall(pFunc); WriteCall(pFunc);
vtx_decl.num_normals = vtx_attr.NormalElements ? 3 : 1; for (int i = 0; i < (vtx_attr.NormalElements ? 3 : 1); i++)
vtx_decl.normal_offset[0] = -1;
vtx_decl.normal_offset[1] = -1;
vtx_decl.normal_offset[2] = -1;
vtx_decl.normal_gl_type = VAR_FLOAT;
vtx_decl.normal_gl_size = 3;
vtx_decl.normal_offset[0] = nat_offset;
nat_offset += 12;
if (vtx_attr.NormalElements)
{ {
vtx_decl.normal_offset[1] = nat_offset; vtx_decl.normals[i].components = 3;
nat_offset += 12; vtx_decl.normals[i].enable = true;
vtx_decl.normal_offset[2] = nat_offset; vtx_decl.normals[i].offset = nat_offset;
vtx_decl.normals[i].type = VAR_FLOAT;
vtx_decl.normals[i].integer = false;
nat_offset += 12; nat_offset += 12;
} }