Software tcmod/tcgen: skip if pass needs no texcoords. Fixes #1326.
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 13 Oct 2013 16:40:38 +0000 (16:40 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 13 Oct 2013 16:40:38 +0000 (16:40 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12024 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index a5870e7..81287cc 100644 (file)
@@ -10090,77 +10090,80 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                }
        }
 
-       // generate texcoords based on the chosen texcoord source
-       switch(rsurface.texture->tcgen.tcgen)
+       if (rsurface.batchtexcoordtexture2f)
        {
-       default:
-       case Q3TCGEN_TEXTURE:
-               break;
-       case Q3TCGEN_LIGHTMAP:
-//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
-               if (rsurface.batchtexcoordlightmap2f)
-                       memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
-               break;
-       case Q3TCGEN_VECTOR:
-//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
-               for (j = 0;j < batchnumvertices;j++)
-               {
-                       rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
-                       rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
-               }
-               break;
-       case Q3TCGEN_ENVIRONMENT:
-               // make environment reflections using a spheremap
-               rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
-               for (j = 0;j < batchnumvertices;j++)
+       // generate texcoords based on the chosen texcoord source
+               switch(rsurface.texture->tcgen.tcgen)
                {
-                       // identical to Q3A's method, but executed in worldspace so
-                       // carried models can be shiny too
+               default:
+               case Q3TCGEN_TEXTURE:
+                       break;
+               case Q3TCGEN_LIGHTMAP:
+       //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+       //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       if (rsurface.batchtexcoordlightmap2f)
+                               memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
+                       break;
+               case Q3TCGEN_VECTOR:
+       //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+       //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                       {
+                               rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+                               rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+                       }
+                       break;
+               case Q3TCGEN_ENVIRONMENT:
+                       // make environment reflections using a spheremap
+                       rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+                       rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+                       rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                       {
+                               // identical to Q3A's method, but executed in worldspace so
+                               // carried models can be shiny too
 
-                       float viewer[3], d, reflected[3], worldreflected[3];
+                               float viewer[3], d, reflected[3], worldreflected[3];
 
-                       VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
-                       // VectorNormalize(viewer);
+                               VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
+                               // VectorNormalize(viewer);
 
-                       d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
+                               d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
 
-                       reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
-                       reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
-                       reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
-                       // note: this is proportinal to viewer, so we can normalize later
+                               reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
+                               reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
+                               reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
+                               // note: this is proportinal to viewer, so we can normalize later
 
-                       Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
-                       VectorNormalize(worldreflected);
+                               Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
+                               VectorNormalize(worldreflected);
 
-                       // note: this sphere map only uses world x and z!
-                       // so positive and negative y will LOOK THE SAME.
-                       rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
-                       rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+                               // note: this sphere map only uses world x and z!
+                               // so positive and negative y will LOOK THE SAME.
+                               rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+                               rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+                       }
+                       break;
                }
-               break;
-       }
-       // the only tcmod that needs software vertex processing is turbulent, so
-       // check for it here and apply the changes if needed
-       // and we only support that as the first one
-       // (handling a mixture of turbulent and other tcmods would be problematic
-       //  without punting it entirely to a software path)
-       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
-       {
-               amplitude = rsurface.texture->tcmods[0].parms[1];
-               animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
-//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
-               for (j = 0;j < batchnumvertices;j++)
-               {
-                       rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                       rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+               // the only tcmod that needs software vertex processing is turbulent, so
+               // check for it here and apply the changes if needed
+               // and we only support that as the first one
+               // (handling a mixture of turbulent and other tcmods would be problematic
+               //  without punting it entirely to a software path)
+               if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+               {
+                       amplitude = rsurface.texture->tcmods[0].parms[1];
+                       animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
+       //              rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+       //              rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       //              rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                       {
+                               rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                               rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       }
                }
        }