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

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/*
glsl_sprite.c
Sprite drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/30
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 "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
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static const char *sprite_vert_effects[] =
{
"QuakeForge.Vertex.sprite",
0
};
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static const char *sprite_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
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"QuakeForge.Fragment.sprite",
0
};
//static float proj_matrix[16];
static struct {
int program;
shaderparam_t spritea;
shaderparam_t spriteb;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertexa;
shaderparam_t vertexb;
shaderparam_t uvab;
shaderparam_t colora;
shaderparam_t colorb;
shaderparam_t blend;
shaderparam_t fog;
} quake_sprite = {
0,
{"spritea", 1},
{"spriteb", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertexa", 0},
{"vertexb", 0},
{"uvab", 0},
{"vcolora", 0},
{"vcolorb", 0},
{"vblend", 0},
{"fog", 1},
};
void
glsl_R_InitSprites (void)
{
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shader_t *vert_shader, *frag_shader;
int frag, vert;
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vert_shader = GLSL_BuildShader (sprite_vert_effects);
frag_shader = GLSL_BuildShader (sprite_frag_effects);
vert = GLSL_CompileShader ("quakespr.vert", vert_shader,
GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quakespr.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
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GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
}
static void
R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1,
mspriteframe_t **frame2, float *blend)
{
int framenum = currententity->frame;
int pose;
int i, numframes;
float *intervals;
float frame_interval;
float fullinterval, targettime, time;
mspritegroup_t *group = 0;
mspriteframedesc_t *framedesc;
if (framenum >= sprite->numframes || framenum < 0)
framenum = 0;
framedesc = &sprite->frames[framenum];
if (framedesc->type == SPR_SINGLE) {
frame_interval = 0.1;
pose = framenum;
} else {
group = (mspritegroup_t *) framedesc->frameptr;
intervals = group->intervals;
numframes = group->numframes;
fullinterval = intervals[numframes - 1];
time = vr_data.realtime + currententity->syncbase;
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < numframes - 1; i++) {
if (intervals[i] > targettime)
break;
}
frame_interval = intervals[i];
if (i)
frame_interval = intervals[i - 1];
pose = i;
}
//FIXME this will break if the sprite changes between single frames and
//group frames.
*blend = R_EntityBlend (ent, pose, frame_interval);
if (group) {
*frame1 = group->frames[ent->pose1];
*frame2 = group->frames[ent->pose2];
} else {
*frame1 = sprite->frames[ent->pose1].frameptr;
*frame2 = sprite->frames[ent->pose2].frameptr;
}
}
static void
make_quad (mspriteframe_t *frame, const vec3_t vpn, const vec3_t vright,
const vec3_t vup, float verts[6][3])
{
vec3_t left, up, right, down;
vec3_t ul, ur, ll, lr;
// build the sprite poster in worldspace
// first, rotate the sprite axes into world space
VectorScale (vright, frame->right, right);
VectorScale (vup, frame->up, up);
VectorScale (vright, frame->left, left);
VectorScale (vup, frame->down, down);
// next, build the sprite corners from the axes
VectorAdd (up, left, ul);
VectorAdd (up, right, ur);
VectorAdd (down, left, ll);
VectorAdd (down, right, lr);
// finally, translate the sprite corners, creating two triangles
VectorAdd (currententity->origin, ul, verts[0]); // first triangle
VectorAdd (currententity->origin, ur, verts[1]);
VectorAdd (currententity->origin, lr, verts[2]);
VectorAdd (currententity->origin, ul, verts[3]); // second triangle
VectorAdd (currententity->origin, lr, verts[4]);
VectorAdd (currententity->origin, ll, verts[5]);
}
void
R_DrawSprite (void)
{
entity_t *ent = currententity;
msprite_t *sprite = (msprite_t *) ent->model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend, sr, cr, dot, angle;
vec3_t tvec;
vec3_t svpn, svright, svup;
static quat_t color = { 1, 1, 1, 1};
float vertsa[6][3], vertsb[6][3];
static float uvab[6][4] = {
{ 0, 0, 0, 0 },
{ 1, 0, 1, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 0, 1, 0, 1 },
};
switch (sprite->type) {
case SPR_FACING_UPRIGHT:
// generate the sprite's exes with svup straight up in worldspace
// and svright perpendicular to r_origin. This will not work if the
// view direction is very close to straight up or down because the
// cross product will be between two nearly parallel vectors and
// starts to approach an undefined staate, so we don't draw if the
// two vectors are less than 1 degree apart
VectorNegate (r_origin, tvec);
VectorNormalize (tvec);
dot = tvec[2]; // same as DotProcut (tvec, svup) because
// svup is 0, 0, 1
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
return;
VectorSet (0, 0, 1, svup);
// CrossProduct (svup, -r_origin, svright)
VectorSet (tvec[1], -tvec[0], 0, svright);
VectorNormalize (svright);
// CrossProduct (svright, svup, svpn);
VectorSet (-svright[1], svright[0], 0, svpn);
break;
case SPR_VP_PARALLEL:
// generate the prite's axes completely parallel to the viewplane.
// There are no problem situations, because the prite is always in
// the same position relative to the viewer.
VectorCopy (vup, svup);
VectorCopy (vright, svright);
VectorCopy (vpn, svpn);
break;
case SPR_VP_PARALLEL_UPRIGHT:
// generate the sprite's axes with svup straight up in worldspace,
// and svright parallel to the viewplane. This will not work if the
// view diretion iss very close to straight up or down because the
// cross prodcut will be between two nearly parallel vectors and
// starts to approach an undefined state, so we don't draw if the
// two vectros are less that 1 degree apart
dot = vpn[2];
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
return;
VectorSet (0, 0, 1, svup);
// CrossProduct (svup, -r_origin, svright)
VectorSet (vpn[1], -vpn[0], 0, svright);
VectorNormalize (svright);
// CrossProduct (svright, svup, svpn);
VectorSet (-svright[1], svright[0], 0, svpn);
break;
case SPR_ORIENTED:
// generate the prite's axes according to the sprite's world
// orientation
VectorCopy (currententity->transform + 0, svpn);
VectorNegate (currententity->transform + 4, svright);
VectorCopy (currententity->transform + 8, svup);
break;
case SPR_VP_PARALLEL_ORIENTED:
// generate the sprite's axes parallel to the viewplane, but
// rotated in that plane round the center according to the sprite
// entity's roll angle. Thus svpn stays the same, but svright and
// svup rotate
angle = currententity->angles[ROLL] * (M_PI / 180);
sr = sin (angle);
cr = cos (angle);
VectorCopy (vpn, svpn);
VectorScale (vright, cr, svright);
VectorMultAdd (svright, sr, vup, svright);
VectorScale (vup, cr, svup);
VectorMultAdd (svup, -sr, vright, svup);
break;
default:
Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type);
}
R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
qfeglVertexAttrib4fv (quake_sprite.colora.location, color);
qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
make_quad (frame1, svpn, svright, svup, vertsa);
make_quad (frame2, svpn, svright, svup, vertsb);
qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
0, 0, vertsa);
qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
0, 0, vertsb);
qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
0, 0, uvab);
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
}
// All sprites are drawn in a batch, so avoid thrashing the gl state
void
R_SpriteBegin (void)
{
mat4_t mat;
quat_t fog;
qfeglUseProgram (quake_sprite.program);
qfeglEnableVertexAttribArray (quake_sprite.vertexa.location);
qfeglEnableVertexAttribArray (quake_sprite.vertexb.location);
qfeglEnableVertexAttribArray (quake_sprite.uvab.location);
qfeglDisableVertexAttribArray (quake_sprite.colora.location);
qfeglDisableVertexAttribArray (quake_sprite.colorb.location);
qfeglDisableVertexAttribArray (quake_sprite.blend.location);
glsl_Fog_GetColor (fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_sprite.fog.location, 1, fog);
qfeglUniform1i (quake_sprite.spritea.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_sprite.spriteb.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_sprite.palette.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
Mat4Mult (glsl_projection, glsl_view, mat);
qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, mat);
}
void
R_SpriteEnd (void)
{
qfeglDisableVertexAttribArray (quake_sprite.vertexa.location);
qfeglDisableVertexAttribArray (quake_sprite.vertexb.location);
qfeglDisableVertexAttribArray (quake_sprite.uvab.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglDisable (GL_TEXTURE_2D);
}