attribs->tface[a].array = tfdata->layers[layer].data;
attribs->tface[a].emOffset = tfdata->layers[layer].offset;
attribs->tface[a].glIndex = gattribs->layer[b].glindex;
- attribs->tface[a].glTexco = gattribs->layer[b].gltexco;
- }
+ } /*else {
+ int player;
+ CustomData *pdata = dm->getFaceDataLayout(dm);
+
+ if(gattribs->layer[b].name[0])
+ player = CustomData_get_named_layer_index(pdata, CD_MTEXPOLY,
+ gattribs->layer[b].name);
+ else
+ player = CustomData_get_active_layer_index(pdata, CD_MTEXPOLY);
+
+ if (player != -1) {
+ a = attribs->tottface++;
+
+ attribs->tface[a].array = NULL;
+ attribs->tface[a].emOffset = pdata->layers[layer].offset;
+ attribs->tface[a].glIndex = gattribs->layer[b].glindex;
++ attribs->tface[a].glTexco = gattribs->layer[b].gltexco;
+
+ }
+ }*/
}
else if(gattribs->layer[b].type == CD_MCOL) {
/* vertex colors */
cdDM_drawFacesTex_common(dm, NULL, setDrawOptions, userData);
}
-
++
+ static void cddm_draw_attrib_vertex(DMVertexAttribs *attribs, MVert *mvert, int a, int index, int vert, int smoothnormal)
+ {
+ int b;
+
+ /* orco texture coordinates */
+ if(attribs->totorco) {
+ if(attribs->orco.glTexco)
+ glTexCoord3fv(attribs->orco.array[index]);
+ else
+ glVertexAttrib3fvARB(attribs->orco.glIndex, attribs->orco.array[index]);
+ }
+
+ /* uv texture coordinates */
+ for(b = 0; b < attribs->tottface; b++) {
+ MTFace *tf = &attribs->tface[b].array[a];
+
+ if(attribs->tface[b].glTexco)
+ glTexCoord2fv(tf->uv[vert]);
+ else
+ glVertexAttrib2fvARB(attribs->tface[b].glIndex, tf->uv[vert]);
+ }
+
+ /* vertex colors */
+ for(b = 0; b < attribs->totmcol; b++) {
+ MCol *cp = &attribs->mcol[b].array[a*4 + vert];
+ GLubyte col[4];
+ col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a;
+ glVertexAttrib4ubvARB(attribs->mcol[b].glIndex, col);
+ }
+
+ /* tangent for normal mapping */
+ if(attribs->tottang) {
+ float *tang = attribs->tang.array[a*4 + vert];
+ glVertexAttrib4fvARB(attribs->tang.glIndex, tang);
+ }
+
+ /* vertex normal */
+ if(smoothnormal)
+ glNormal3sv(mvert[index].no);
++
+ /* vertex coordinate */
+ glVertex3fv(mvert[index].co);
+ }
+
++
static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, void *attribs), int (*setDrawOptions)(void *userData, int index), void *userData)
{
CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
}
}
- #define PASSVERT(index, vert) { \
- if(attribs.totorco) \
- glVertexAttrib3fvARB(attribs.orco.glIndex, attribs.orco.array[index]); \
- for(b = 0; b < attribs.tottface; b++) { \
- MTFace *tf = &attribs.tface[b].array[a]; \
- glVertexAttrib2fvARB(attribs.tface[b].glIndex, tf->uv[vert]); \
- } \
- for(b = 0; b < attribs.totmcol; b++) { \
- MCol *cp = &attribs.mcol[b].array[a*4 + vert]; \
- GLubyte col[4]; \
- col[0]= cp->b; col[1]= cp->g; col[2]= cp->r; col[3]= cp->a; \
- glVertexAttrib4ubvARB(attribs.mcol[b].glIndex, col); \
- } \
- if(attribs.tottang) { \
- float *tang = attribs.tang.array[a*4 + vert]; \
- glVertexAttrib4fvARB(attribs.tang.glIndex, tang); \
- } \
- if(smoothnormal) \
- glNormal3sv(mvert[index].no); \
- glVertex3fv(mvert[index].co); \
- }
-
- PASSVERT(mface->v1, 0);
- PASSVERT(mface->v2, 1);
- PASSVERT(mface->v3, 2);
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v1, 0, smoothnormal);
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v2, 1, smoothnormal);
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v3, 2, smoothnormal);
-
if(mface->v4)
- PASSVERT(mface->v4, 3)
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v4, 3, smoothnormal);
else
- PASSVERT(mface->v3, 2)
+ cddm_draw_attrib_vertex(&attribs, mvert, a, mface->v3, 2, smoothnormal);
+
}
glEnd();
}