From c2e80277d20d64e0da8ea14523eed5af1f3120dd Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 16 Jan 2013 14:23:31 +0000 Subject: [PATCH] implemented gpu-skinning (vertex shader skeletal animation), can be disabled by turning off the r_glsl_skeletal cvar git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11881 d7cf8633-e32d-0410-b094-e92efae38249 --- client.h | 3 + dpsoftrast.h | 3 +- gl_backend.c | 65 +++++++++++++-- gl_backend.h | 2 +- gl_rmain.c | 219 ++++++++++++++++++++++++++++++++++++++++++++++++- model_alias.c | 51 +++++++++++- model_shared.c | 8 ++ model_shared.h | 8 +- render.h | 32 ++++++-- shader_glsl.h | 117 +++++++++++++++++++++++++- 10 files changed, 483 insertions(+), 25 deletions(-) diff --git a/client.h b/client.h index da20b908..afd75a23 100644 --- a/client.h +++ b/client.h @@ -377,6 +377,9 @@ typedef struct entity_render_s r_meshbuffer_t *animcache_vertex3fbuffer; r_vertexmesh_t *animcache_vertexmesh; r_meshbuffer_t *animcache_vertexmeshbuffer; + // gpu-skinning shader needs transforms in a certain format + // if this is not NULL, the other animcache variables are NULL + float *animcache_skeletaltransform3x4; // current lighting from map (updated ONLY by client code, not renderer) vec3_t modellight_ambient; diff --git a/dpsoftrast.h b/dpsoftrast.h index eb3df2ba..007d4e36 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -196,7 +196,8 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex - SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning) + SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array } shaderpermutation_t; diff --git a/gl_backend.c b/gl_backend.c index e5231070..8415c146 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2675,8 +2675,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5"); - qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6"); - qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex"); + qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight"); #ifndef USE_GLES2 if(vid.support.gl20shaders130) qglBindFragDataLocation(programobject, 0, "dp_FragColor"); @@ -2912,7 +2912,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]); } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) + else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000)) { const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) @@ -2927,6 +2927,30 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f)); + } + else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (gl_state.units[j].pointer_texcoord_components == 4) + qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f)); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f)); + } + else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000)) + { + const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); if (gl_state.units[j].pointer_texcoord_components == 4) qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]); else if (gl_state.units[j].pointer_texcoord_components == 3) @@ -3455,7 +3479,8 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } break; case RENDERPATH_D3D9: @@ -3537,7 +3562,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -3632,7 +3658,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si unit->pointer_texcoord_vertexbuffer = vertexbuffer; unit->pointer_texcoord_offset = bufferoffset; GL_BindVBO(bufferobject); - qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR + // LordHavoc: special flag added to gltype for unnormalized types + qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } else @@ -4113,6 +4140,8 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7}, D3DDECL_END() }; @@ -4193,6 +4222,9 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } else { @@ -4203,6 +4235,9 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; case RENDERPATH_GL13: @@ -4307,6 +4342,9 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); return; } break; @@ -4387,6 +4425,9 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } else { @@ -4397,6 +4438,9 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); } break; case RENDERPATH_GL13: @@ -4501,6 +4545,9 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); return; } break; @@ -4592,6 +4639,9 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , vertexbuffer, (int)((unsigned char *)vertex->tvector3f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , vertexbuffer, (int)((unsigned char *)vertex->normal3f - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , vertexbuffer, (int)((unsigned char *)vertex->skeletalindex4ub - (unsigned char *)vertex)); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, (int)((unsigned char *)vertex->skeletalweight4ub - (unsigned char *)vertex)); } else { @@ -4602,6 +4652,9 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(*vertex), vertex->tvector3f , NULL, 0); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(*vertex), vertex->normal3f , NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(*vertex), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub , NULL, 0); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0); } break; case RENDERPATH_GL13: diff --git a/gl_backend.h b/gl_backend.h index 86b2d310..0c6913d9 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -95,7 +95,7 @@ void R_EntityMatrix(const matrix4x4_t *matrix); void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); // sets the color array pointer (GL_Color only works when this is NULL) void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); -// sets the texcoord array pointer for an array unit +// sets the texcoord array pointer for an array unit, if GL_UNSIGNED_BYTE | 0x80000000 is specified it will be an unnormalized type (integer values) void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset); // returns current texture bound to this identifier int R_Mesh_TexBound(unsigned int unitnum, int id); diff --git a/gl_rmain.c b/gl_rmain.c index c4cbe0d8..958a341b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -162,6 +162,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"}; cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"}; +cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"}; @@ -662,7 +663,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm {"#define USETRIPPY\n", " trippy"}, {"#define USEDEPTHRGB\n", " depthrgb"}, - {"#define USEALPHAGENVERTEX\n", "alphagenvertex"} + {"#define USEALPHAGENVERTEX\n", " alphagenvertex"}, + {"#define USESKELETAL\n", " skeletal"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! @@ -821,6 +823,7 @@ typedef struct r_glsl_permutation_s int loc_ShadowMap_Parameters; int loc_ShadowMap_TextureScale; int loc_SpecularPower; + int loc_Skeletal_Transform12; int loc_UserVec1; int loc_UserVec2; int loc_UserVec3; @@ -1168,6 +1171,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters"); p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale"); p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower"); + p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12"); p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1"); p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2"); p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3"); @@ -2145,6 +2149,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float m16f[16]; matrix4x4_t tempmatrix; r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; + if (rsurface.entityskeletaltransform3x4) + permutation |= SHADERPERMUTATION_SKELETAL; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -2693,10 +2699,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset); } else { - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); } R_SetupShader_SetPermutationGLSL(mode, permutation); @@ -2840,6 +2849,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } } if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture); + if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.entityskeletalnumtransforms > 0) + qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.entityskeletalnumtransforms*3, rsurface.entityskeletaltransform3x4); CHECKGLERROR break; case RENDERPATH_GL11: @@ -4316,6 +4327,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_batch_multidraw); Cvar_RegisterVariable(&r_batch_multidraw_mintriangles); + Cvar_RegisterVariable(&r_glsl_skeletal); Cvar_RegisterVariable(&r_glsl_saturation); Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas); @@ -4616,6 +4628,7 @@ void R_AnimCache_ClearCache(void) ent->animcache_vertexmesh = NULL; ent->animcache_vertex3fbuffer = NULL; ent->animcache_vertexmeshbuffer = NULL; + ent->animcache_skeletaltransform3x4 = NULL; } } @@ -4652,6 +4665,106 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool { dp_model_t *model = ent->model; int numvertices; + + // cache skeletal animation data first (primarily for gpu-skinning) + if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0) + { + int i; + int blends; + const skeleton_t *skeleton = ent->skeleton; + const frameblend_t *frameblend = ent->frameblend; + float *boneposerelative; + float m[12]; + static float bonepose[256][12]; + ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); + boneposerelative = ent->animcache_skeletaltransform3x4; + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + // resolve hierarchy and make relative transforms (deforms) which the shader wants + if (skeleton) + { + for (i = 0;i < model->num_bones;i++) + { + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float lerp = frameblend[0].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + rx = pose7s[3] * lerp, + ry = pose7s[4] * lerp, + rz = pose7s[5] * lerp, + rw = pose7s[6] * lerp, + dx = tx*rw + ty*rz - tz*ry, + dy = -tx*rz + ty*rw + tz*rx, + dz = tx*ry - ty*rx + tz*rw, + dw = -tx*rx - ty*ry - tz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) + { + const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float lerp = frameblend[blends].lerp, + tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], + qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp; + qx *= lerp; + qy *= lerp; + qz *= lerp; + qw *= lerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += tx*qw + ty*qz - tz*qy; + dy += -tx*qz + ty*qw + tz*qx; + dz += tx*qy - ty*qx + tz*qw; + dw += -tx*qx - ty*qy - tz*qz; + } + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); + if (i == r_skeletal_debugbone.integer) + m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; + m[3] *= r_skeletal_debugtranslatex.value; + m[7] *= r_skeletal_debugtranslatey.value; + m[11] *= r_skeletal_debugtranslatez.value; + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]); + else + memcpy(bonepose[i], m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + } + // see if it's already cached this frame if (ent->animcache_vertex3f) { @@ -4682,6 +4795,24 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool // see if this ent is worth caching if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices) return false; + // skip entity if the shader backend has a cheaper way + if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer) + { + switch (vid.renderpath) + { + case RENDERPATH_GL20: + return false; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_GLES2: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + } + } // get some memory for this entity and generate mesh data numvertices = model->surfmesh.num_vertices; ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); @@ -8146,6 +8277,12 @@ void RSurf_ActiveWorldEntity(void) rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8186,6 +8323,12 @@ void RSurf_ActiveWorldEntity(void) rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8241,7 +8384,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } - if (model->surfmesh.isanimated && model->AnimateVertices) + // if the animcache code decided it should use the shader path, skip the deform step + rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4; + rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0; + if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4) { if (ent->animcache_vertex3f) { @@ -8324,6 +8470,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub; + rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub; + rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub; + rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer; + rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; @@ -8360,6 +8512,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8450,6 +8608,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modeltexcoordlightmap2f = NULL; rsurface.modeltexcoordlightmap2f_vertexbuffer = 0; rsurface.modeltexcoordlightmap2f_bufferoffset = 0; + rsurface.modelskeletalindex4ub = NULL; + rsurface.modelskeletalindex4ub_vertexbuffer = NULL; + rsurface.modelskeletalindex4ub_bufferoffset = 0; + rsurface.modelskeletalweight4ub = NULL; + rsurface.modelskeletalweight4ub_vertexbuffer = NULL; + rsurface.modelskeletalweight4ub_bufferoffset = 0; rsurface.modelelement3i = (int *)element3i; rsurface.modelelement3i_indexbuffer = NULL; rsurface.modelelement3i_bufferoffset = 0; @@ -8484,6 +8648,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchvertexmesh = NULL; rsurface.batchvertexmeshbuffer = NULL; rsurface.batchvertex3fbuffer = NULL; @@ -8579,6 +8749,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float scale; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; + unsigned char *ub; q3shaderinfo_deform_t *deform; const msurface_t *surface, *firstsurface; r_vertexmesh_t *vertexmesh; @@ -8734,6 +8905,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR; if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD; if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP; + if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL; } // if needsupdate, we have to do a dynamic vertex batch for sure @@ -8765,6 +8937,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer; rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub; + rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer; + rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset; + rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub; + rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer; + rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset; rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer; rsurface.batchvertexmesh = rsurface.modelvertexmesh; rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer; @@ -8868,6 +9046,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordlightmap2f = NULL; rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchskeletalindex4ub = NULL; + rsurface.batchskeletalindex4ub_vertexbuffer = NULL; + rsurface.batchskeletalindex4ub_bufferoffset = 0; + rsurface.batchskeletalweight4ub = NULL; + rsurface.batchskeletalweight4ub_vertexbuffer = NULL; + rsurface.batchskeletalweight4ub_bufferoffset = 0; rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); rsurface.batchelement3i_indexbuffer = NULL; rsurface.batchelement3i_bufferoffset = 0; @@ -8892,6 +9076,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4])); + } numvertices = 0; numtriangles = 0; for (i = 0;i < texturenumsurfaces;i++) @@ -8953,6 +9142,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const else memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2])); } + if (batchneed & BATCHNEED_ARRAY_SKELETAL) + { + if (rsurface.modelskeletalindex4ub) + { + memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4])); + } + else + { + memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4])); + ub = rsurface.batchskeletalweight4ub + 4*numvertices; + for (j = 0;j < surfacenumvertices;j++) + ub[j*4] = 255; + } + } } RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex); numvertices += surfacenumvertices; @@ -9416,6 +9621,14 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f) for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); + if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub) + { + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + { + Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub); + Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub); + } + } } } diff --git a/model_alias.c b/model_alias.c index 14c385bd..5407c86d 100644 --- a/model_alias.c +++ b/model_alias.c @@ -1891,7 +1891,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->nummodelsurfaces = loadmodel->num_surfaces; loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins; loadmodel->num_texturesperskin = loadmodel->num_surfaces; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12])); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12])); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -1907,6 +1907,8 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->surfmesh.num_blends = 0; loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short); @@ -1994,6 +1996,14 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11]; // store the weight as the primary weight on this vertex loadmodel->surfmesh.blends[j] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = boneindex; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = 255; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0; + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0; } Z_Free(bonepose); // normals and tangents are calculated after elements are loaded @@ -2212,7 +2222,7 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -2228,6 +2238,8 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -2424,6 +2436,14 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) data += sizeof(dpmbonevert_t); } loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f); } // since dpm models do not have named sections, reuse their shader name as the section name @@ -2869,7 +2889,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL; // do most allocations as one merged chunk - size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); + size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0); data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); @@ -2884,6 +2904,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -3009,6 +3031,14 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) } } loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence); + loadmodel->surfmesh.data_skeletalindex4ub[index*4 ] = weightindex[0]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2]; + loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3]; + loadmodel->surfmesh.data_skeletalweight4ub[index*4 ] = (unsigned char)(weightinfluence[0]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f); + loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f); } if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices) loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t)); @@ -3353,7 +3383,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) meshtriangles = header.num_triangles; // do most allocations as one merged chunk - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t)); loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); @@ -3373,6 +3403,11 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) { loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]); } + if (vblendindexes && vblendweights) + { + loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]); + } loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]); loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t); loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t); @@ -3797,6 +3832,14 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) memcpy(weights.index, vblendindexes + i*4, 4); memcpy(weights.influence, vblendweights + i*4, 4); loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights); + loadmodel->surfmesh.data_skeletalindex4ub[i*4 ] = weights.index[0]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2]; + loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4 ] = weights.influence[0]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2]; + loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3]; } } diff --git a/model_shared.c b/model_shared.c index 1b1b29cd..0c4fe175 100644 --- a/model_shared.c +++ b/model_shared.c @@ -3035,6 +3035,10 @@ void Mod_BuildVBOs(void) Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f); if (loadmodel->surfmesh.data_texcoordlightmap2f) Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f); + if (loadmodel->surfmesh.data_skeletalindex4ub) + Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub); + if (loadmodel->surfmesh.data_skeletalweight4ub) + Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub); } } @@ -3072,6 +3076,8 @@ void Mod_BuildVBOs(void) loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]); + loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); mem = (unsigned char *)Mem_Alloc(tempmempool, size); if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); @@ -3080,6 +3086,8 @@ void Mod_BuildVBOs(void) if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4])); + if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4])); + if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4])); loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false); Mem_Free(mem); } diff --git a/model_shared.h b/model_shared.h index 84fba405..dc8177ae 100644 --- a/model_shared.h +++ b/model_shared.h @@ -112,7 +112,7 @@ r_vertexgeneric_t; typedef struct r_vertexmesh_s { - // 80 bytes + // 88 bytes float vertex3f[3]; float color4f[4]; float texcoordtexture2f[2]; @@ -120,6 +120,8 @@ typedef struct r_vertexmesh_s float svector3f[3]; float tvector3f[3]; float normal3f[3]; + unsigned char skeletalindex4ub[4]; + unsigned char skeletalweight4ub[4]; } r_vertexmesh_t; @@ -157,6 +159,8 @@ typedef struct surfmesh_s float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture float *data_lightmapcolor4f; + unsigned char *data_skeletalindex4ub; + unsigned char *data_skeletalweight4ub; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting // vertex buffer object (stores geometry in video memory) r_meshbuffer_t *vbo_vertexbuffer; @@ -167,6 +171,8 @@ typedef struct surfmesh_s size_t vbooffset_texcoordtexture2f; size_t vbooffset_texcoordlightmap2f; size_t vbooffset_lightmapcolor4f; + size_t vbooffset_skeletalindex4ub; + size_t vbooffset_skeletalweight4ub; // morph blending, these are zero if model is skeletal or static int num_morphframes; struct md3vertex_s *data_morphmd3vertex; diff --git a/render.h b/render.h index e1c2c0c2..f694bcfe 100644 --- a/render.h +++ b/render.h @@ -246,6 +246,8 @@ typedef struct rsurfacestate_s // (in other words, the model has been animated in software) qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha) qboolean modelgeneratedvertex; + int entityskeletalnumtransforms; // how many transforms are used for this mesh + float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh float *modelvertex3f; const r_meshbuffer_t *modelvertex3f_vertexbuffer; size_t modelvertex3f_bufferoffset; @@ -267,6 +269,12 @@ typedef struct rsurfacestate_s float *modeltexcoordlightmap2f; const r_meshbuffer_t *modeltexcoordlightmap2f_vertexbuffer; size_t modeltexcoordlightmap2f_bufferoffset; + unsigned char *modelskeletalindex4ub; + const r_meshbuffer_t *modelskeletalindex4ub_vertexbuffer; + size_t modelskeletalindex4ub_bufferoffset; + unsigned char *modelskeletalweight4ub; + const r_meshbuffer_t *modelskeletalweight4ub_vertexbuffer; + size_t modelskeletalweight4ub_bufferoffset; r_vertexmesh_t *modelvertexmesh; const r_meshbuffer_t *modelvertexmeshbuffer; const r_meshbuffer_t *modelvertex3fbuffer; @@ -318,6 +326,12 @@ typedef struct rsurfacestate_s float *batchtexcoordlightmap2f; const r_meshbuffer_t *batchtexcoordlightmap2f_vertexbuffer; size_t batchtexcoordlightmap2f_bufferoffset; + unsigned char *batchskeletalindex4ub; + const r_meshbuffer_t *batchskeletalindex4ub_vertexbuffer; + size_t batchskeletalindex4ub_bufferoffset; + unsigned char *batchskeletalweight4ub; + const r_meshbuffer_t *batchskeletalweight4ub_vertexbuffer; + size_t batchskeletalweight4ub_bufferoffset; int *batchelement3i; const r_meshbuffer_t *batchelement3i_indexbuffer; size_t batchelement3i_bufferoffset; @@ -424,14 +438,16 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_TEXCOORD (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS #define BATCHNEED_VERTEXMESH_LIGHTMAP (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS -#define BATCHNEED_ARRAY_VERTEX (1<< 7) // set up rsurface.batchvertex3f and optionally others -#define BATCHNEED_ARRAY_NORMAL (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS -#define BATCHNEED_ARRAY_VECTOR (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS -#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS -#define BATCHNEED_ARRAY_TEXCOORD (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS -#define BATCHNEED_ARRAY_LIGHTMAP (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS -#define BATCHNEED_NOGAPS (1<<13) // force vertex copying if firstvertex is not zero or there are gaps -#define BATCHNEED_ALLOWMULTIDRAW (1<<14) // allow multiple draws +#define BATCHNEED_VERTEXMESH_SKELETAL (1<< 7) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_ARRAY_VERTEX (1<< 8) // set up rsurface.batchvertex3f and optionally others +#define BATCHNEED_ARRAY_NORMAL (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VECTOR (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_VERTEXCOLOR (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_TEXCOORD (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_LIGHTMAP (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS +#define BATCHNEED_ARRAY_SKELETAL (1<<14) // set up skeletal index and weight data for vertex shader +#define BATCHNEED_NOGAPS (1<<15) // force vertex copying if firstvertex is not zero or there are gaps +#define BATCHNEED_ALLOWMULTIDRAW (1<<16) // allow multiple draws void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist); void RSurf_DrawBatch(void); diff --git a/shader_glsl.h b/shader_glsl.h index ebfa9b47..ac0dd80a 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -75,6 +75,12 @@ "dp_attribute vec3 Attrib_TexCoord2; // tvector\n" "dp_attribute vec3 Attrib_TexCoord3; // normal\n" "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n" +"#ifdef USESKELETAL\n" +"//uniform mat4 Skeletal_Transform[128];\n" +"uniform vec4 Skeletal_Transform12[768];\n" +"dp_attribute vec4 Attrib_SkeletalIndex;\n" +"dp_attribute vec4 Attrib_SkeletalWeight;\n" +"#endif\n" "#endif\n" "dp_varying mediump vec4 VertexColor;\n" "\n" @@ -158,6 +164,18 @@ "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +"#define Attrib_Position SkeletalVertex\n" +"#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" "#ifdef USETRIPPY\n" " gl_Position = TrippyVertex(gl_Position);\n" @@ -185,6 +203,18 @@ "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +"#define Attrib_Position SkeletalVertex\n" +"#endif\n" " gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n" " VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "#ifdef USETRIPPY\n" @@ -330,6 +360,18 @@ "#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +"#define Attrib_Position SkeletalVertex\n" +"#endif\n" " VertexColor = Attrib_Color;\n" "#ifdef USEDIFFUSE\n" " TexCoord1 = Attrib_TexCoord0.xy;\n" @@ -436,6 +478,18 @@ "\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +"#define Attrib_Position SkeletalVertex\n" +"#endif\n" "#ifdef USEALPHAGENVERTEX\n" " VertexColor = Attrib_Color;\n" "#endif\n" @@ -509,6 +563,25 @@ "\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" +"#define Attrib_Position SkeletalVertex\n" +"#define Attrib_TexCoord1 SkeletalSVector\n" +"#define Attrib_TexCoord2 SkeletalTVector\n" +"#define Attrib_TexCoord3 SkeletalNormal\n" +"#endif\n" "#ifdef USEALPHAGENVERTEX\n" " VertexColor = Attrib_Color;\n" "#endif\n" @@ -895,7 +968,7 @@ "# else\n" " vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n" " f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n" -"# endif\n" +"# endif \n" "# else\n" " f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n" "# endif\n" @@ -988,6 +1061,25 @@ "uniform highp mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" +"#define Attrib_Position SkeletalVertex\n" +"#define Attrib_TexCoord1 SkeletalSVector\n" +"#define Attrib_TexCoord2 SkeletalTVector\n" +"#define Attrib_TexCoord3 SkeletalNormal\n" +"#endif\n" " TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" " VertexColor = Attrib_Color;\n" @@ -1157,6 +1249,29 @@ "#endif\n" "void main(void)\n" "{\n" +"#ifdef USESKELETAL\n" +" ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n" +" ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n" +" ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n" +" vec4 sw = Attrib_SkeletalWeight;\n" +" vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n" +" vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n" +" vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n" +" mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n" +"// ivec4 si = ivec4(Attrib_SkeletalIndex);\n" +"// mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n" +" mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n" +" vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n" +" SkeletalVertex.w = 1.0;\n" +" vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n" +" vec3 SkeletalNormal = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n" +"#define Attrib_Position SkeletalVertex\n" +"#define Attrib_TexCoord1 SkeletalSVector\n" +"#define Attrib_TexCoord2 SkeletalTVector\n" +"#define Attrib_TexCoord3 SkeletalNormal\n" +"#endif\n" +"\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n" " VertexColor = Attrib_Color;\n" "#endif\n" -- 2.39.2