quakeforge/libs/video/renderer/glsl/glsl_iqm.c

284 lines
7.9 KiB
C
Raw Normal View History

/*
glsl_iqm.c
GLSL IQM rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/5/11
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_iqm.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
static const char iqm_vert[] =
#include "iqm.vc"
;
static const char iqm_frag[] =
#include "iqm.fc"
;
typedef struct {
shaderparam_t position;
shaderparam_t color;
} lightpar_t;
#define MAX_IQM_LIGHTS 8
#define MAX_IQM_BONES 80
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t bonemats;
shaderparam_t vcolor;
shaderparam_t vweights;
shaderparam_t vbones;
shaderparam_t texcoord;
shaderparam_t vtangent;
shaderparam_t vnormal;
shaderparam_t position;
lightpar_t lights[MAX_IQM_LIGHTS];
shaderparam_t texture;
shaderparam_t normalmap;
shaderparam_t fog;
} iqm_shader = {
0,
{"mvp_mat", 1},
{"norm_mat", 1},
{"bonemats", 1},
{"vcolor", 0},
{"vweights", 0},
{"vbones", 0},
{"texcoord", 0},
{"vtangent", 0},
{"vnormal", 0},
{"position", 0},
{
{{"lights[0].position", 1}, {"lights[0].color", 1}},
{{"lights[1].position", 1}, {"lights[1].color", 1}},
{{"lights[2].position", 1}, {"lights[2].color", 1}},
{{"lights[3].position", 1}, {"lights[3].color", 1}},
{{"lights[4].position", 1}, {"lights[4].color", 1}},
{{"lights[5].position", 1}, {"lights[5].color", 1}},
{{"lights[6].position", 1}, {"lights[6].color", 1}},
{{"lights[7].position", 1}, {"lights[7].color", 1}},
},
{"texture", 1},
{"normalmap", 1},
{"fog", 1},
};
static struct va_attr_s {
shaderparam_t *attr;
GLint size;
GLenum type;
GLboolean normalized;
} vertex_attribs[] = {
{&iqm_shader.position, 3, GL_FLOAT, 0},
{&iqm_shader.texcoord, 2, GL_FLOAT, 0},
{&iqm_shader.vnormal, 3, GL_FLOAT, 0},
{&iqm_shader.vtangent, 4, GL_FLOAT, 0},
{&iqm_shader.vbones, 4, GL_UNSIGNED_BYTE, 0},
{&iqm_shader.vweights, 4, GL_UNSIGNED_BYTE, 1},
{&iqm_shader.vcolor, 4, GL_UNSIGNED_BYTE, 1},
};
static mat4_t iqm_vp;
void
glsl_R_InitIQM (void)
{
int vert;
int frag;
int i;
vert = GLSL_CompileShader ("iqm.vert", iqm_vert, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("iqm.frag", iqm_frag, GL_FRAGMENT_SHADER);
iqm_shader.program = GLSL_LinkProgram ("iqm", vert, frag);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.mvp_matrix);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.norm_matrix);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.bonemats);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vcolor);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vweights);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vbones);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texcoord);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vtangent);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vnormal);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.position);
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
GLSL_ResolveShaderParam (iqm_shader.program,
&iqm_shader.lights[i].position);
GLSL_ResolveShaderParam (iqm_shader.program,
&iqm_shader.lights[i].color);
}
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texture);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.normalmap);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.fog);
}
static void
set_arrays (iqm_t *iqm)
{
int i;
uint32_t j;
struct va_attr_s *attr;
iqmvertexarray *va;
for (i = 0, j = 0; i < iqm->num_arrays; i++) {
va = &iqm->vertexarrays[i];
if (va->type > IQM_COLOR)
Sys_Error ("iqm: unknown array type");
if (j > va->type)
Sys_Error ("iqm: array order bogus");
while (j < va->type)
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
attr = &vertex_attribs[j];
qfeglEnableVertexAttribArray (attr->attr->location);
qfeglVertexAttribPointer (attr->attr->location, attr->size,
attr->type, attr->normalized, iqm->stride,
iqm->vertices + va->offset);
//(byte *) 0 + va->offset);
}
while (j <= IQM_COLOR)
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
}
void
glsl_R_DrawIQM (void)
{
static quat_t color = { 1, 1, 1, 1};
entity_t *ent = currententity;
model_t *model = ent->model;
iqm_t *iqm = (iqm_t *) model->aliashdr;
dlight_t **lights;
int i;
vec_t norm_mat[9];
mat4_t mvp_mat;
float blend;
iqmframe_t *frame;
Sys_MaskPrintf (SYS_GLSL, "glsl_R_DrawIQM\n");
lights = R_FindNearLights (ent->origin, MAX_IQM_LIGHTS);
// we need only the rotation for normals.
VectorCopy (ent->transform + 0, norm_mat + 0);
VectorCopy (ent->transform + 4, norm_mat + 3);
VectorCopy (ent->transform + 8, norm_mat + 6);
Mat4Mult (iqm_vp, ent->transform, mvp_mat);
blend = R_EntityBlend (ent, ent->frame, 0.1);
frame = malloc (iqm->num_joints * sizeof (iqmframe_t));
for (i = 0; i < iqm->num_joints; i++) {
iqmframe_t *f1 = iqm->frames[ent->pose1];
iqmframe_t *f2 = iqm->frames[ent->pose2];
DualQuatBlend (f1->rt, f2->rt, blend, frame[i].rt);
QuatBlend (f1->shear, f2->shear, blend, frame[i].shear);
QuatBlend (f1->scale, f2->scale, blend, frame[i].scale);
}
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
quat_t val;
lightpar_t *l = &iqm_shader.lights[i];
if (!lights[i])
break;
VectorCopy (lights[i]->origin, val);
val[3] = lights[i]->radius;
qfeglUniform4fv (l->position.location, 1, val);
qfeglUniform4fv (l->color.location, 1, lights[i]->color);
}
for (; i < MAX_IQM_LIGHTS; i++) {
lightpar_t *l = &iqm_shader.lights[i];
qfeglUniform4fv (l->position.location, 1, quat_origin);
qfeglUniform4fv (l->color.location, 1, quat_origin);
}
qfeglUniformMatrix4fv (iqm_shader.mvp_matrix.location, 1, false, mvp_mat);
qfeglUniformMatrix3fv (iqm_shader.norm_matrix.location, 1, false,
norm_mat);
qfeglUniformMatrix4fv (iqm_shader.bonemats.location, iqm->num_joints,
false, (float *) frame);
qfeglVertexAttrib4fv (iqm_shader.vcolor.location, color);
set_arrays (iqm);
for (i = 0; i < iqm->num_meshes; i++) {
qfeglDrawElements (GL_TRIANGLES, 3 * iqm->meshes[i].num_triangles,
GL_UNSIGNED_SHORT,
iqm->elements + 3 * iqm->meshes[i].first_triangle);
}
2012-05-11 07:43:29 +00:00
free (frame);
free (lights);
}
// All iqm models are drawn in a batch, so avoid thrashing the gl state
void
glsl_R_IQMBegin (void)
{
quat_t fog;
// pre-multiply the view and projection matricies
Mat4Mult (glsl_projection, glsl_view, iqm_vp);
qfeglUseProgram (iqm_shader.program);
VectorCopy (glsl_Fog_GetColor (), fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (iqm_shader.fog.location, 1, fog);
}
void
glsl_R_IQMEnd (void)
{
int i;
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
for (i = 0; i <= IQM_COLOR; i++)
qfeglDisableVertexAttribArray (vertex_attribs[i].attr->location);
}