PortableVertexFormat: use AttributeFormat for color attribute format

This commit is contained in:
degasus 2014-01-24 15:23:50 +01:00
parent b38ef39ab7
commit ef2d6e7d53
4 changed files with 12 additions and 16 deletions

View File

@ -88,12 +88,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] > 0)
format = &_vtx_decl.colors[i];
if (format->enable)
{
m_elems[m_num_elems].SemanticName = "COLOR";
m_elems[m_num_elems].SemanticIndex = i;
m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4, false);
m_elems[m_num_elems].AlignedByteOffset = format->offset;
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_num_elems;
}

View File

@ -79,10 +79,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
}
SetPointer(SHADER_COLOR0_ATTRIB+i, vertex_stride, vtx_decl.colors[i]);
}
for (int i = 0; i < 8; i++) {

View File

@ -87,9 +87,8 @@ struct PortableVertexDeclaration
AttributeFormat position;
AttributeFormat normals[3];
AttributeFormat colors[2];
VarType color_gl_type; // always GL_UNSIGNED_BYTE
int color_offset[2];
VarType texcoord_gl_type[8];
//int texcoord_gl_size[8];
int texcoord_offset[8];

View File

@ -627,17 +627,14 @@ void VertexLoader::CompileVertexTranslator()
components |= VB_HAS_NRM1 | VB_HAS_NRM2;
}
vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
vtx_decl.color_offset[0] = -1;
vtx_decl.color_offset[1] = -1;
for (int i = 0; i < 2; i++)
{
components |= VB_HAS_COL0 << i;
vtx_decl.colors[i].components = 4;
vtx_decl.colors[i].type = VAR_UNSIGNED_BYTE;
vtx_decl.colors[i].integer = false;
switch (col[i])
{
case NOT_PRESENT:
components &= ~(VB_HAS_COL0 << i);
vtx_decl.color_offset[i] = -1;
break;
case DIRECT:
switch (m_VtxAttr.color[i].Comp)
@ -681,7 +678,9 @@ void VertexLoader::CompileVertexTranslator()
// Common for the three bottom cases
if (col[i] != NOT_PRESENT)
{
vtx_decl.color_offset[i] = nat_offset;
components |= VB_HAS_COL0 << i;
vtx_decl.colors[i].offset = nat_offset;
vtx_decl.colors[i].enable = true;
nat_offset += 4;
}
}