[ioquake3] 45/59: OpenGL2: Remove per fragment tangent space calculation code.

Simon McVittie smcv at debian.org
Wed Sep 21 19:57:09 UTC 2016


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smcv pushed a commit to branch debian/master
in repository ioquake3.

commit 8749d62bbd1992e938bc25aa28f319ba4b9a1244
Author: SmileTheory <SmileTheory at gmail.com>
Date:   Wed Sep 14 03:57:51 2016 -0700

    OpenGL2: Remove per fragment tangent space calculation code.
---
 code/renderergl2/glsl/lightall_fp.glsl | 29 -----------------------------
 code/renderergl2/glsl/lightall_vp.glsl | 22 ++++------------------
 code/renderergl2/tr_bsp.c              |  6 ------
 code/renderergl2/tr_curve.c            |  8 --------
 code/renderergl2/tr_glsl.c             |  5 -----
 code/renderergl2/tr_local.h            | 12 ------------
 code/renderergl2/tr_main.c             |  2 --
 code/renderergl2/tr_model.c            | 14 --------------
 code/renderergl2/tr_model_iqm.c        |  6 ------
 code/renderergl2/tr_shade.c            |  2 --
 code/renderergl2/tr_shader.c           |  2 --
 code/renderergl2/tr_surface.c          | 11 +----------
 code/renderergl2/tr_vbo.c              | 16 ----------------
 13 files changed, 5 insertions(+), 130 deletions(-)

diff --git a/code/renderergl2/glsl/lightall_fp.glsl b/code/renderergl2/glsl/lightall_fp.glsl
index 9e53d4a..531267c 100644
--- a/code/renderergl2/glsl/lightall_fp.glsl
+++ b/code/renderergl2/glsl/lightall_fp.glsl
@@ -53,14 +53,9 @@ varying vec4      var_ColorAmbient;
 #endif
 
 #if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
-  #if defined(USE_VERT_TANGENT_SPACE)
 varying vec4   var_Normal;
 varying vec4   var_Tangent;
 varying vec4   var_Bitangent;
-  #else
-varying vec3   var_Normal;
-varying vec3   var_ViewDir;
-  #endif
 #endif
 
 #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
@@ -196,25 +191,6 @@ float CalcLightAttenuation(float point, float normDist)
 	return attenuation;
 }
 
-// from http://www.thetenthplanet.de/archives/1180
-mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
-{
-	// get edge vectors of the pixel triangle
-	vec3 dp1 = dFdx( p );
-	vec3 dp2 = dFdy( p );
-	vec2 duv1 = dFdx( uv );
-	vec2 duv2 = dFdy( uv );
-
-	// solve the linear system
-	vec3 dp2perp = cross( dp2, N );
-	vec3 dp1perp = cross( N, dp1 );
-	vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
-	vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
-
-	// construct a scale-invariant frame 
-	float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
-	return mat3( T * invmax, B * invmax, N );
-}
 
 void main()
 {
@@ -223,13 +199,8 @@ void main()
 	float NL, NH, NE, EH, attenuation;
 
 #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
-  #if defined(USE_VERT_TANGENT_SPACE)
 	mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
 	viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
-  #else
-	mat3 tangentToWorld = cotangent_frame(var_Normal, -var_ViewDir, var_TexCoords.xy);
-	viewDir = var_ViewDir;
-  #endif
 	E = normalize(viewDir);
 #endif
 
diff --git a/code/renderergl2/glsl/lightall_vp.glsl b/code/renderergl2/glsl/lightall_vp.glsl
index 783885e..e5b3c4f 100644
--- a/code/renderergl2/glsl/lightall_vp.glsl
+++ b/code/renderergl2/glsl/lightall_vp.glsl
@@ -6,16 +6,12 @@ attribute vec4 attr_Color;
 
 attribute vec3 attr_Position;
 attribute vec3 attr_Normal;
-#if defined(USE_VERT_TANGENT_SPACE)
 attribute vec4 attr_Tangent;
-#endif
 
 #if defined(USE_VERTEX_ANIMATION)
 attribute vec3 attr_Position2;
 attribute vec3 attr_Normal2;
-  #if defined(USE_VERT_TANGENT_SPACE)
 attribute vec4 attr_Tangent2;
-  #endif
 #endif
 
 #if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
@@ -74,14 +70,9 @@ varying vec4   var_ColorAmbient;
 #endif
 
 #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
-  #if defined(USE_VERT_TANGENT_SPACE)
 varying vec4   var_Normal;
 varying vec4   var_Tangent;
 varying vec4   var_Bitangent;
-  #else
-varying vec3   var_Normal;
-varying vec3   var_ViewDir;
-  #endif
 #endif
 
 #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
@@ -157,13 +148,13 @@ void main()
 #if defined(USE_VERTEX_ANIMATION)
 	vec3 position  = mix(attr_Position,    attr_Position2,    u_VertexLerp);
 	vec3 normal    = mix(attr_Normal,      attr_Normal2,      u_VertexLerp);
-  #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+  #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
 	vec3 tangent   = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp);
   #endif
 #else
 	vec3 position  = attr_Position;
 	vec3 normal    = attr_Normal;
-  #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+  #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
 	vec3 tangent   = attr_Tangent.xyz;
   #endif
 #endif
@@ -185,12 +176,12 @@ void main()
 #if defined(USE_MODELMATRIX)
 	position  = (u_ModelMatrix * vec4(position, 1.0)).xyz;
 	normal    = (u_ModelMatrix * vec4(normal,   0.0)).xyz;
-  #if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+  #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
 	tangent   = (u_ModelMatrix * vec4(tangent,  0.0)).xyz;
   #endif
 #endif
 
-#if defined(USE_VERT_TANGENT_SPACE) && defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
 	vec3 bitangent = cross(normal, tangent) * attr_Tangent.w;
 #endif
 
@@ -247,14 +238,9 @@ void main()
 
 #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
 	vec3 viewDir = u_ViewOrigin - position;
-  #if defined(USE_VERT_TANGENT_SPACE)
 	// store view direction in tangent space to save on varyings
 	var_Normal    = vec4(normal,    viewDir.x);
 	var_Tangent   = vec4(tangent,   viewDir.y);
 	var_Bitangent = vec4(bitangent, viewDir.z);
-  #else
-	var_Normal = normal;
-	var_ViewDir = viewDir;
-  #endif
 #endif
 }
diff --git a/code/renderergl2/tr_bsp.c b/code/renderergl2/tr_bsp.c
index 8f56de8..44636f2 100644
--- a/code/renderergl2/tr_bsp.c
+++ b/code/renderergl2/tr_bsp.c
@@ -809,7 +809,6 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
 
 	surf->data = (surfaceType_t *)cv;
 
-#ifdef USE_VERT_TANGENT_SPACE
 	// Calculate tangent spaces
 	{
 		srfVert_t      *dv[3];
@@ -823,7 +822,6 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
 			R_CalcTangentVectors(dv);
 		}
 	}
-#endif
 }
 
 
@@ -963,7 +961,6 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
 		cv->numIndexes -= badTriangles * 3;
 	}
 
-#ifdef USE_VERT_TANGENT_SPACE
 	// Calculate tangent spaces
 	{
 		srfVert_t      *dv[3];
@@ -977,7 +974,6 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
 			R_CalcTangentVectors(dv);
 		}
 	}
-#endif
 }
 
 /*
@@ -1773,9 +1769,7 @@ static int BSPSurfaceCompare(const void *a, const void *b)
 static void CopyVert(const srfVert_t * in, srfVert_t * out)
 {
 	VectorCopy(in->xyz,      out->xyz);
-#ifdef USE_VERT_TANGENT_SPACE
 	VectorCopy4(in->tangent, out->tangent);
-#endif
 	VectorCopy4(in->normal,   out->normal);
 	VectorCopy4(in->lightdir, out->lightdir);
 
diff --git a/code/renderergl2/tr_curve.c b/code/renderergl2/tr_curve.c
index 2f56b4b..8889f06 100644
--- a/code/renderergl2/tr_curve.c
+++ b/code/renderergl2/tr_curve.c
@@ -216,7 +216,6 @@ static	int	neighbors[8][2] = {
 	}
 }
 
-#ifdef USE_VERT_TANGENT_SPACE
 static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRID_SIZE][MAX_GRID_SIZE], int numIndexes,
 								   glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
 {
@@ -255,7 +254,6 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
 		}
 	}
 }
-#endif
 
 
 static int MakeMeshIndexes(int width, int height, glIndex_t indexes[(MAX_GRID_SIZE-1)*(MAX_GRID_SIZE-1)*2*3])
@@ -615,9 +613,7 @@ void R_SubdividePatchToGrid( srfBspSurface_t *grid, int width, int height,
 
 	// calculate normals
 	MakeMeshNormals( width, height, ctrl );
-#ifdef USE_VERT_TANGENT_SPACE
 	MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
-#endif
 
 	R_CreateSurfaceGridMesh(grid, width, height, ctrl, errorTable, numIndexes, indexes);
 }
@@ -670,9 +666,7 @@ void R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t poin
 
 	// calculate normals
 	MakeMeshNormals( width, height, ctrl );
-#ifdef USE_VERT_TANGENT_SPACE
 	MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
-#endif
 
 	VectorCopy(grid->lodOrigin, lodOrigin);
 	lodRadius = grid->lodRadius;
@@ -732,9 +726,7 @@ void R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point,
 
 	// calculate normals
 	MakeMeshNormals( width, height, ctrl );
-#ifdef USE_VERT_TANGENT_SPACE
 	MakeMeshTangentVectors(width, height, ctrl, numIndexes, indexes);
-#endif
 
 	VectorCopy(grid->lodOrigin, lodOrigin);
 	lodRadius = grid->lodRadius;
diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c
index f934942..bd20bed 100644
--- a/code/renderergl2/tr_glsl.c
+++ b/code/renderergl2/tr_glsl.c
@@ -1061,10 +1061,7 @@ void GLSL_InitGPUShaders(void)
 			{
 				Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
 
-#ifdef USE_VERT_TANGENT_SPACE
-				Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
 				attribs |= ATTR_TANGENT;
-#endif
 
 				if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
 				{
@@ -1119,12 +1116,10 @@ void GLSL_InitGPUShaders(void)
 			Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
 			attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
 
-#ifdef USE_VERT_TANGENT_SPACE
 			if (r_normalMapping->integer)
 			{
 				attribs |= ATTR_TANGENT2;
 			}
-#endif
 		}
 
 		if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h
index 09e70d2..a39ca3d 100644
--- a/code/renderergl2/tr_local.h
+++ b/code/renderergl2/tr_local.h
@@ -55,8 +55,6 @@ typedef unsigned int glIndex_t;
 #define MAX_DRAWN_PSHADOWS    16 // do not increase past 32, because bit flags are used on surfaces
 #define PSHADOW_MAP_SIZE      512
 
-#define USE_VERT_TANGENT_SPACE
-
 typedef struct cubemap_s {
 	char name[MAX_QPATH];
 	vec3_t origin;
@@ -894,9 +892,7 @@ typedef struct
 	vec2_t          st;
 	vec2_t          lightmap;
 	int16_t         normal[4];
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t         tangent[4];
-#endif
 	int16_t         lightdir[4];
 	vec4_t			vertexColors;
 
@@ -905,11 +901,7 @@ typedef struct
 #endif
 } srfVert_t;
 
-#ifdef USE_VERT_TANGENT_SPACE
 #define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
-#else
-#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}}
-#endif
 
 // srfBspSurface_t covers SF_GRID, SF_TRIANGLES, SF_POLY, and SF_VAO_MESH
 typedef struct srfBspSurface_s
@@ -1200,9 +1192,7 @@ typedef struct
 {
 	vec3_t          xyz;
 	int16_t         normal[4];
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t         tangent[4];
-#endif
 } mdvVertex_t;
 
 typedef struct
@@ -2002,9 +1992,7 @@ typedef struct shaderCommands_s
 	glIndex_t	indexes[SHADER_MAX_INDEXES] QALIGN(16);
 	vec4_t		xyz[SHADER_MAX_VERTEXES] QALIGN(16);
 	int16_t		normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t		tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
-#endif
 	vec2_t		texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
 	vec4_t		vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
 	int16_t		lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c
index ddbbf90..014457a 100644
--- a/code/renderergl2/tr_main.c
+++ b/code/renderergl2/tr_main.c
@@ -128,7 +128,6 @@ vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal,
 	return handedness;
 }
 
-#ifdef USE_VERT_TANGENT_SPACE
 qboolean R_CalcTangentVectors(srfVert_t * dv[3])
 {
 	int             i;
@@ -189,7 +188,6 @@ qboolean R_CalcTangentVectors(srfVert_t * dv[3])
 
 	return qtrue;
 }
-#endif
 
 
 /*
diff --git a/code/renderergl2/tr_model.c b/code/renderergl2/tr_model.c
index e1faee1..e5de2e3 100644
--- a/code/renderergl2/tr_model.c
+++ b/code/renderergl2/tr_model.c
@@ -598,7 +598,6 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 			st->st[1] = LittleFloat(md3st->st[1]);
 		}
 
-#ifdef USE_VERT_TANGENT_SPACE
 		// calc tangent spaces
 		{
 			vec3_t *sdirs = ri.Malloc(sizeof(*sdirs) * surf->numVerts * mdvModel->numFrames);
@@ -659,7 +658,6 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 			ri.Free(sdirs);
 			ri.Free(tdirs);
 		}
-#endif
 
 		// find the next surface
 		md3Surf = (md3Surface_t *) ((byte *) md3Surf + md3Surf->ofsEnd);
@@ -690,9 +688,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 				offset_tangent = offset_normal + sizeof(int16_t) * 4;
 				stride_st  = glRefConfig.packedTexcoordDataSize;
 				stride_xyz = sizeof(vec3_t) + sizeof(int16_t) * 4;
-#ifdef USE_VERT_TANGENT_SPACE
 				stride_xyz += sizeof(int16_t) * 4;
-#endif
 				stride_normal = stride_tangent = stride_xyz;
 
 				dataSize = offset_xyz + surf->numVerts * mdvModel->numFrames * stride_xyz;
@@ -704,11 +700,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 				offset_st      = offset_xyz + sizeof(vec3_t);
 				offset_normal  = offset_st + glRefConfig.packedTexcoordDataSize;
 				offset_tangent = offset_normal + sizeof(int16_t) * 4;
-#ifdef USE_VERT_TANGENT_SPACE
 				stride_xyz = offset_tangent + sizeof(int16_t) * 4;
-#else
-				stride_xyz = offset_normal + sizeof(int16_t) * 4;
-#endif
 				stride_st = stride_normal = stride_tangent = stride_xyz;
 
 				dataSize = surf->numVerts * stride_xyz;
@@ -736,11 +728,9 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 					memcpy(data + dataOfs, &v->normal, sizeof(int16_t) * 4);
 					dataOfs += sizeof(int16_t) * 4;
 
-#ifdef USE_VERT_TANGENT_SPACE
 					// tangent
 					memcpy(data + dataOfs, &v->tangent, sizeof(int16_t) * 4);
 					dataOfs += sizeof(int16_t) * 4;
-#endif
 				}
 			}
 			else
@@ -760,11 +750,9 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 					memcpy(data + dataOfs, &v->normal, sizeof(int16_t) * 4);
 					dataOfs += sizeof(int16_t) * 4;
 
-#ifdef USE_VERT_TANGENT_SPACE
 					// tangent
 					memcpy(data + dataOfs, &v->tangent, sizeof(int16_t) * 4);
 					dataOfs += sizeof(int16_t) * 4;
-#endif
 				}
 			}
 
@@ -782,9 +770,7 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
 			vaoSurf->vao->attribs[ATTR_INDEX_POSITION].enabled = 1;
 			vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].enabled = 1;
 			vaoSurf->vao->attribs[ATTR_INDEX_NORMAL  ].enabled = 1;
-#ifdef USE_VERT_TANGENT_SPACE
 			vaoSurf->vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
-#endif
 
 			vaoSurf->vao->attribs[ATTR_INDEX_POSITION].count = 3;
 			vaoSurf->vao->attribs[ATTR_INDEX_TEXCOORD].count = 2;
diff --git a/code/renderergl2/tr_model_iqm.c b/code/renderergl2/tr_model_iqm.c
index e30e706..184d71b 100644
--- a/code/renderergl2/tr_model_iqm.c
+++ b/code/renderergl2/tr_model_iqm.c
@@ -1025,9 +1025,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
 
 	vec4_t		*outXYZ;
 	int16_t	*outNormal;
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t	*outTangent;
-#endif
 	vec2_t		(*outTexCoord)[2];
 	vec4_t	*outColor;
 
@@ -1043,9 +1041,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
 
 	outXYZ = &tess.xyz[tess.numVertexes];
 	outNormal = tess.normal[tess.numVertexes];
-#ifdef USE_VERT_TANGENT_SPACE
 	outTangent = tess.tangent[tess.numVertexes];
-#endif
 	outTexCoord = &tess.texCoords[tess.numVertexes];
 	outColor = &tess.vertexColors[tess.numVertexes];
 
@@ -1132,7 +1128,6 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
 
 			R_VaoPackNormal(outNormal, normal);
 
-#ifdef USE_VERT_TANGENT_SPACE
 			tangent[0] = DotProduct(&nrmMat[0], &data->tangents[4*vtx]);
 			tangent[1] = DotProduct(&nrmMat[3], &data->tangents[4*vtx]);
 			tangent[2] = DotProduct(&nrmMat[6], &data->tangents[4*vtx]);
@@ -1140,7 +1135,6 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
 
 			R_VaoPackTangent(outTangent, tangent);
 			outTangent+=4;
-#endif
 		}
 
 		(*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c
index 705f5d0..fd88191 100644
--- a/code/renderergl2/tr_shade.c
+++ b/code/renderergl2/tr_shade.c
@@ -1024,9 +1024,7 @@ static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
 		if (vertexAttribs & ATTR_NORMAL)
 		{
 			vertexAttribs |= ATTR_NORMAL2;
-#ifdef USE_VERT_TANGENT_SPACE
 			vertexAttribs |= ATTR_TANGENT2;
-#endif
 		}
 	}
 
diff --git a/code/renderergl2/tr_shader.c b/code/renderergl2/tr_shader.c
index 4da8a0b..c055076 100644
--- a/code/renderergl2/tr_shader.c
+++ b/code/renderergl2/tr_shader.c
@@ -2120,12 +2120,10 @@ static void ComputeVertexAttribs(void)
 		{
 			shader.vertexAttribs |= ATTR_NORMAL;
 
-#ifdef USE_VERT_TANGENT_SPACE
 			if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
 			{
 				shader.vertexAttribs |= ATTR_TANGENT;
 			}
-#endif
 
 			switch (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)
 			{
diff --git a/code/renderergl2/tr_surface.c b/code/renderergl2/tr_surface.c
index 082254b..293dc34 100644
--- a/code/renderergl2/tr_surface.c
+++ b/code/renderergl2/tr_surface.c
@@ -323,9 +323,7 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
 	float          *xyz, *texCoords, *lightCoords;
 	int16_t        *lightdir;
 	int16_t        *normal;
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t        *tangent;
-#endif
 	glIndex_t      *outIndex;
 	float          *color;
 
@@ -356,7 +354,6 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
 			VectorCopy4(dv->normal, normal);
 	}
 
-#ifdef USE_VERT_TANGENT_SPACE
 	if ( tess.shader->vertexAttribs & ATTR_TANGENT )
 	{
 		dv = verts;
@@ -364,7 +361,6 @@ static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIn
 		for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
 			VectorCopy4(dv->tangent, tangent);
 	}
-#endif
 
 	if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
 	{
@@ -1013,9 +1009,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
 	float	*xyz;
 	float	*texCoords, *lightCoords;
 	int16_t *normal;
-#ifdef USE_VERT_TANGENT_SPACE
 	int16_t *tangent;
-#endif
 	float   *color;
 	int16_t *lightdir;
 	srfVert_t	*dv;
@@ -1103,9 +1097,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
 
 		xyz = tess.xyz[numVertexes];
 		normal = tess.normal[numVertexes];
-#ifdef USE_VERT_TANGENT_SPACE
 		tangent = tess.tangent[numVertexes];
-#endif
 		texCoords = tess.texCoords[numVertexes][0];
 		lightCoords = tess.texCoords[numVertexes][1];
 		color = tess.vertexColors[numVertexes];
@@ -1129,13 +1121,12 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
 					normal += 4;
 				}
 
-#ifdef USE_VERT_TANGENT_SPACE
 				if ( tess.shader->vertexAttribs & ATTR_TANGENT )
 				{
 					VectorCopy4(dv->tangent, tangent);
 					tangent += 4;
 				}
-#endif
+
 				if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
 				{
 					VectorCopy2(dv->st, texCoords);
diff --git a/code/renderergl2/tr_vbo.c b/code/renderergl2/tr_vbo.c
index db3d8eb..4a2ddf8 100644
--- a/code/renderergl2/tr_vbo.c
+++ b/code/renderergl2/tr_vbo.c
@@ -248,9 +248,7 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
 	// since these vertex attributes are never altered, interleave them
 	vao->attribs[ATTR_INDEX_POSITION      ].enabled = 1;
 	vao->attribs[ATTR_INDEX_NORMAL        ].enabled = 1;
-#ifdef USE_VERT_TANGENT_SPACE
 	vao->attribs[ATTR_INDEX_TANGENT       ].enabled = 1;
-#endif
 	vao->attribs[ATTR_INDEX_TEXCOORD      ].enabled = 1;
 	vao->attribs[ATTR_INDEX_LIGHTCOORD    ].enabled = 1;
 	vao->attribs[ATTR_INDEX_COLOR         ].enabled = 1;
@@ -282,9 +280,7 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
 
 	vao->attribs[ATTR_INDEX_POSITION      ].offset = 0;        dataSize  = sizeof(verts[0].xyz);
 	vao->attribs[ATTR_INDEX_NORMAL        ].offset = dataSize; dataSize += sizeof(verts[0].normal);
-#ifdef USE_VERT_TANGENT_SPACE
 	vao->attribs[ATTR_INDEX_TANGENT       ].offset = dataSize; dataSize += sizeof(verts[0].tangent);
-#endif
 	vao->attribs[ATTR_INDEX_TEXCOORD      ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
 	vao->attribs[ATTR_INDEX_LIGHTCOORD    ].offset = dataSize; dataSize += glRefConfig.packedTexcoordDataSize;
 	vao->attribs[ATTR_INDEX_COLOR         ].offset = dataSize; dataSize += glRefConfig.packedColorDataSize;
@@ -321,11 +317,9 @@ vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int num
 		memcpy(data + dataOfs, &verts[i].normal, sizeof(verts[i].normal));
 		dataOfs += sizeof(verts[i].normal);
 
-#ifdef USE_VERT_TANGENT_SPACE
 		// tangent
 		memcpy(data + dataOfs, &verts[i].tangent, sizeof(verts[i].tangent));
 		dataOfs += sizeof(verts[i].tangent);
-#endif
 
 		// texcoords
 		dataOfs += R_VaoPackTexCoord(data + dataOfs, verts[i].st);
@@ -469,9 +463,7 @@ void R_InitVaos(void)
 
 	vertexesSize  = sizeof(tess.xyz[0]);
 	vertexesSize += sizeof(tess.normal[0]);
-#ifdef USE_VERT_TANGENT_SPACE
 	vertexesSize += sizeof(tess.tangent[0]);
-#endif
 	vertexesSize += sizeof(tess.vertexColors[0]);
 	vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
 	vertexesSize += sizeof(tess.lightdir[0]);
@@ -485,9 +477,7 @@ void R_InitVaos(void)
 
 	tess.vao->attribs[ATTR_INDEX_POSITION      ].enabled = 1;
 	tess.vao->attribs[ATTR_INDEX_NORMAL        ].enabled = 1;
-#ifdef USE_VERT_TANGENT_SPACE
 	tess.vao->attribs[ATTR_INDEX_TANGENT       ].enabled = 1;
-#endif
 	tess.vao->attribs[ATTR_INDEX_TEXCOORD      ].enabled = 1;
 	tess.vao->attribs[ATTR_INDEX_LIGHTCOORD    ].enabled = 1;
 	tess.vao->attribs[ATTR_INDEX_COLOR         ].enabled = 1;
@@ -519,9 +509,7 @@ void R_InitVaos(void)
 
 	tess.vao->attribs[ATTR_INDEX_POSITION      ].offset = offset; offset += sizeof(tess.xyz[0])              * SHADER_MAX_VERTEXES;
 	tess.vao->attribs[ATTR_INDEX_NORMAL        ].offset = offset; offset += sizeof(tess.normal[0])           * SHADER_MAX_VERTEXES;
-#ifdef USE_VERT_TANGENT_SPACE
 	tess.vao->attribs[ATTR_INDEX_TANGENT       ].offset = offset; offset += sizeof(tess.tangent[0])          * SHADER_MAX_VERTEXES;
-#endif
 	// these next two are actually interleaved
 	tess.vao->attribs[ATTR_INDEX_TEXCOORD      ].offset = offset; 
 	tess.vao->attribs[ATTR_INDEX_LIGHTCOORD    ].offset = offset + sizeof(tess.texCoords[0][0]);
@@ -532,9 +520,7 @@ void R_InitVaos(void)
 
 	tess.vao->attribs[ATTR_INDEX_POSITION      ].stride = sizeof(tess.xyz[0]);
 	tess.vao->attribs[ATTR_INDEX_NORMAL        ].stride = sizeof(tess.normal[0]);
-#ifdef USE_VERT_TANGENT_SPACE
 	tess.vao->attribs[ATTR_INDEX_TANGENT       ].stride = sizeof(tess.tangent[0]);
-#endif
 	tess.vao->attribs[ATTR_INDEX_COLOR         ].stride = sizeof(tess.vertexColors[0]);
 	tess.vao->attribs[ATTR_INDEX_TEXCOORD      ].stride = sizeof(tess.texCoords[0][0]) * 2;
 	tess.vao->attribs[ATTR_INDEX_LIGHTCOORD    ].stride = sizeof(tess.texCoords[0][0]) * 2;
@@ -543,9 +529,7 @@ void R_InitVaos(void)
 	tess.attribPointers[ATTR_INDEX_POSITION]       = tess.xyz;
 	tess.attribPointers[ATTR_INDEX_TEXCOORD]       = tess.texCoords;
 	tess.attribPointers[ATTR_INDEX_NORMAL]         = tess.normal;
-#ifdef USE_VERT_TANGENT_SPACE
 	tess.attribPointers[ATTR_INDEX_TANGENT]        = tess.tangent;
-#endif
 	tess.attribPointers[ATTR_INDEX_COLOR]          = tess.vertexColors;
 	tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
 

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/ioquake3.git



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