2012-02-14 13:19:17 +00:00
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/*
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2012-02-22 12:53:17 +00:00
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vid_render_glsl.c
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2012-02-14 13:19:17 +00:00
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GLSL version of the renderer
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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2022-03-25 03:22:16 +00:00
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#include "QF/cvar.h"
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2022-03-31 10:07:15 +00:00
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#include "QF/image.h"
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2022-03-25 03:22:16 +00:00
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2012-02-14 13:19:17 +00:00
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#include "QF/plugin/general.h"
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#include "QF/plugin/vid_render.h"
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2022-03-07 14:32:44 +00:00
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/defines.h"
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2021-07-21 07:36:51 +00:00
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#include "QF/GLSL/qf_bsp.h"
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2022-03-07 14:32:44 +00:00
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#include "QF/GLSL/qf_draw.h"
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2022-03-25 03:22:16 +00:00
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#include "QF/GLSL/qf_fisheye.h"
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2022-03-14 05:31:23 +00:00
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#include "QF/GLSL/qf_main.h"
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2022-03-17 08:50:38 +00:00
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#include "QF/GLSL/qf_particles.h"
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2012-04-12 04:57:05 +00:00
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#include "QF/GLSL/qf_vid.h"
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2022-03-24 16:24:38 +00:00
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#include "QF/GLSL/qf_warp.h"
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2012-04-12 04:57:05 +00:00
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2012-02-14 13:19:17 +00:00
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#include "mod_internal.h"
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#include "r_internal.h"
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2019-07-08 04:40:29 +00:00
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#include "vid_internal.h"
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2019-07-08 16:00:47 +00:00
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#include "vid_gl.h"
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2012-02-14 13:19:17 +00:00
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2019-07-08 16:00:47 +00:00
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gl_ctx_t *glsl_ctx;
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2021-06-26 06:43:17 +00:00
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static void
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2021-07-10 15:09:41 +00:00
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glsl_vid_render_choose_visual (void *data)
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2021-06-26 06:43:17 +00:00
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{
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glsl_ctx->choose_visual (glsl_ctx);
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}
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static void
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2021-07-10 15:09:41 +00:00
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glsl_vid_render_create_context (void *data)
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2021-06-26 06:43:17 +00:00
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{
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2022-03-24 11:35:29 +00:00
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glsl_ctx->create_context (glsl_ctx, 1);
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2021-06-26 06:43:17 +00:00
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}
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2012-02-22 12:53:17 +00:00
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static vid_model_funcs_t model_funcs = {
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2021-01-19 04:05:39 +00:00
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sizeof (glsltex_t),
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2012-02-23 03:55:50 +00:00
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glsl_Mod_LoadLighting,
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2021-01-18 23:26:53 +00:00
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0,//Mod_SubdivideSurface,
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2012-02-23 03:55:50 +00:00
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glsl_Mod_ProcessTexture,
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2012-04-27 05:40:06 +00:00
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Mod_LoadIQM,
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2012-02-22 12:53:17 +00:00
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Mod_LoadAliasModel,
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Mod_LoadSpriteModel,
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2012-02-23 03:55:50 +00:00
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glsl_Mod_MakeAliasModelDisplayLists,
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[model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 06:38:27 +00:00
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glsl_Mod_LoadAllSkins,
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2012-02-23 03:55:50 +00:00
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glsl_Mod_FinalizeAliasModel,
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glsl_Mod_LoadExternalSkins,
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2012-05-14 14:02:06 +00:00
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glsl_Mod_IQMFinish,
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2012-02-23 03:55:50 +00:00
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0,
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2021-12-13 23:36:19 +00:00
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glsl_Mod_SpriteLoadFrames,
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2012-02-23 03:55:50 +00:00
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2012-02-22 12:53:17 +00:00
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Skin_SetColormap,
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Skin_SetSkin,
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2012-02-23 03:09:19 +00:00
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glsl_Skin_SetupSkin,
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2012-02-22 12:53:17 +00:00
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Skin_SetTranslation,
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2012-02-23 03:09:19 +00:00
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glsl_Skin_ProcessTranslation,
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glsl_Skin_InitTranslations,
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2012-02-22 12:53:17 +00:00
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};
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2021-06-26 06:43:17 +00:00
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static void
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glsl_vid_render_init (void)
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{
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if (!vr_data.vid->vid_internal->sw_context) {
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Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program.");
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}
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glsl_ctx = vr_data.vid->vid_internal->gl_context ();
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glsl_ctx->init_gl = GLSL_Init_Common;
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glsl_ctx->load_gl ();
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2021-07-10 15:09:41 +00:00
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vr_data.vid->vid_internal->data = glsl_ctx;
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2021-06-26 06:43:17 +00:00
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vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
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vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
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vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
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vr_funcs = &glsl_vid_render_funcs;
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m_funcs = &model_funcs;
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}
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static void
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glsl_vid_render_shutdown (void)
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{
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}
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2022-03-07 14:32:44 +00:00
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static unsigned int GLErr_InvalidEnum;
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static unsigned int GLErr_InvalidValue;
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static unsigned int GLErr_InvalidOperation;
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static unsigned int GLErr_OutOfMemory;
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static unsigned int GLErr_Unknown;
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static unsigned int
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R_TestErrors (unsigned int numerous)
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{
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switch (qfeglGetError ()) {
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case GL_NO_ERROR:
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return numerous;
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break;
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case GL_INVALID_ENUM:
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GLErr_InvalidEnum++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_VALUE:
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GLErr_InvalidValue++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_OPERATION:
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GLErr_InvalidOperation++;
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R_TestErrors (numerous++);
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break;
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case GL_OUT_OF_MEMORY:
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GLErr_OutOfMemory++;
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R_TestErrors (numerous++);
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break;
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default:
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GLErr_Unknown++;
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R_TestErrors (numerous++);
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break;
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}
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return numerous;
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}
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static void
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R_DisplayErrors (void)
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{
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if (GLErr_InvalidEnum)
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printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
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if (GLErr_InvalidValue)
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printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
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if (GLErr_InvalidOperation)
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printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
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if (GLErr_OutOfMemory)
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printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
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if (GLErr_Unknown)
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printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
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}
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static void
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R_ClearErrors (void)
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{
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GLErr_InvalidEnum = 0;
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GLErr_InvalidValue = 0;
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GLErr_InvalidOperation = 0;
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GLErr_OutOfMemory = 0;
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GLErr_Unknown = 0;
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}
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static void
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glsl_begin_frame (void)
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{
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if (R_TestErrors (0))
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R_DisplayErrors ();
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R_ClearErrors ();
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if (glsl_ctx->begun) {
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glsl_ctx->begun = 0;
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glsl_ctx->end_rendering ();
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}
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//FIXME forces the status bar to redraw. needed because it does not fully
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//update in sw modes but must in glsl mode
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vr_data.scr_copyeverything = 1;
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qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glsl_ctx->begun = 1;
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GLSL_Set2D ();
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GLSL_DrawReset ();
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if (r_refdef.vrect.x > 0) {
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2022-03-17 02:21:38 +00:00
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int rx = r_refdef.vrect.x + r_refdef.vrect.width;
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int vh = vid.height - vr_data.lineadj;
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2022-03-07 14:32:44 +00:00
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// left
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2022-03-17 02:21:38 +00:00
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glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh);
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2022-03-07 14:32:44 +00:00
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// right
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2022-03-17 02:21:38 +00:00
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glsl_Draw_TileClear (rx, 0, vid.width - rx, vh);
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2022-03-07 14:32:44 +00:00
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}
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if (r_refdef.vrect.y > 0) {
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2022-03-17 02:21:38 +00:00
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int lx = r_refdef.vrect.x;
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int ty = r_refdef.vrect.y;
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int rx = r_refdef.vrect.x + r_refdef.vrect.width;
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int by = r_refdef.vrect.y + r_refdef.vrect.height;
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int vh = vid.height - vr_data.lineadj;
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2022-03-07 14:32:44 +00:00
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// top
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2022-03-17 02:21:38 +00:00
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glsl_Draw_TileClear (lx, 0, rx, ty);
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2022-03-07 14:32:44 +00:00
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// bottom
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2022-03-17 02:21:38 +00:00
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glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by);
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2022-03-07 14:32:44 +00:00
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}
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}
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static void
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glsl_render_view (void)
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{
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2022-03-25 03:22:16 +00:00
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qfeglClear (GL_DEPTH_BUFFER_BIT);
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2022-03-07 14:32:44 +00:00
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glsl_R_RenderView ();
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}
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2022-03-17 15:14:48 +00:00
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static void
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glsl_draw_transparent (void)
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{
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glsl_R_DrawWaterSurfaces ();
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}
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2022-03-25 03:22:16 +00:00
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static void glsl_bind_framebuffer (framebuffer_t *fb);
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2022-03-24 06:45:01 +00:00
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static void
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glsl_post_process (framebuffer_t *src)
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{
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[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
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if (scr_fisheye) {
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2022-03-25 03:22:16 +00:00
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glsl_FisheyeScreen (src);
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} else if (r_dowarp) {
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2022-03-24 16:24:38 +00:00
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glsl_WarpScreen (src);
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}
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2022-03-24 06:45:01 +00:00
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}
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2022-03-07 14:32:44 +00:00
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static void
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2022-03-15 06:42:43 +00:00
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glsl_set_2d (int scaled)
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2022-03-07 14:32:44 +00:00
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{
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2022-03-15 06:42:43 +00:00
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if (scaled) {
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GLSL_Set2DScaled ();
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} else {
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GLSL_Set2D ();
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}
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2022-03-07 14:32:44 +00:00
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}
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static void
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glsl_end_frame (void)
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{
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GLSL_FlushText ();
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GLSL_End2D ();
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qfeglFlush ();
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}
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2022-03-24 06:45:01 +00:00
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static framebuffer_t *
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2022-03-25 03:22:16 +00:00
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glsl_create_cube_map (int side)
|
2022-03-24 06:45:01 +00:00
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{
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2022-03-25 03:22:16 +00:00
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GLuint tex[2];
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qfeglGenTextures (2, tex);
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qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]);
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for (int i = 0; i < 6; i++) {
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qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
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side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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}
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglBindTexture (GL_TEXTURE_2D, tex[1]);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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|
size_t size = sizeof (framebuffer_t) * 6;
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|
size += sizeof (gl_framebuffer_t) * 6;
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|
|
framebuffer_t *cube = malloc (size);
|
|
|
|
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
cube[i].width = side;
|
|
|
|
cube[i].height = side;
|
|
|
|
__auto_type buffer = buffer_base + i;
|
|
|
|
cube[i].buffer = buffer;
|
|
|
|
|
|
|
|
buffer->color = tex[0];
|
|
|
|
buffer->depth = tex[1];
|
|
|
|
qfeglGenFramebuffers (1, &buffer->handle);
|
|
|
|
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
|
|
|
|
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
|
buffer->color, 0);
|
|
|
|
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
|
|
|
GL_TEXTURE_2D, buffer->depth, 0);
|
|
|
|
}
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
|
|
return cube;
|
2022-03-24 06:45:01 +00:00
|
|
|
}
|
|
|
|
|
2022-03-24 03:22:27 +00:00
|
|
|
static framebuffer_t *
|
|
|
|
glsl_create_frame_buffer (int width, int height)
|
|
|
|
{
|
2022-03-24 16:24:38 +00:00
|
|
|
size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
|
|
|
|
|
|
|
|
framebuffer_t *fb = malloc (size);
|
|
|
|
fb->width = width;
|
|
|
|
fb->height = height;
|
|
|
|
__auto_type buffer = (gl_framebuffer_t *) &fb[1];
|
|
|
|
fb->buffer = buffer;
|
|
|
|
qfeglGenFramebuffers (1, &buffer->handle);
|
|
|
|
|
|
|
|
GLuint tex[2];
|
|
|
|
qfeglGenTextures (2, tex);
|
|
|
|
|
|
|
|
buffer->color = tex[0];
|
|
|
|
buffer->depth = tex[1];
|
|
|
|
|
|
|
|
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
|
|
|
|
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
|
|
|
|
GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
|
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
2022-03-25 03:22:16 +00:00
|
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
2022-03-24 16:24:38 +00:00
|
|
|
|
|
|
|
qfeglBindTexture (GL_TEXTURE_2D, buffer->depth);
|
|
|
|
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
|
|
|
|
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
2022-03-25 03:22:16 +00:00
|
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
2022-03-24 16:24:38 +00:00
|
|
|
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
|
|
|
|
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
|
GL_TEXTURE_2D, buffer->color, 0);
|
|
|
|
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
|
|
|
GL_TEXTURE_2D, buffer->depth, 0);
|
|
|
|
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
|
|
return fb;
|
2022-03-24 03:22:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
glsl_bind_framebuffer (framebuffer_t *framebuffer)
|
|
|
|
{
|
2022-03-25 03:22:16 +00:00
|
|
|
unsigned width = vr_data.vid->width;
|
|
|
|
unsigned height = vr_data.vid->height;
|
|
|
|
if (!framebuffer) {
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
|
|
} else {
|
|
|
|
gl_framebuffer_t *buffer = framebuffer->buffer;
|
|
|
|
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
|
|
|
|
|
|
|
|
width = framebuffer->width;
|
|
|
|
height = framebuffer->height;
|
|
|
|
}
|
2022-03-24 16:24:38 +00:00
|
|
|
|
2022-03-25 03:22:16 +00:00
|
|
|
vrect_t r = { 0, 0, width, height };
|
2022-03-24 16:24:38 +00:00
|
|
|
R_SetVrect (&r, &r_refdef.vrect, 0);
|
2022-03-24 03:22:27 +00:00
|
|
|
}
|
|
|
|
|
2022-03-25 15:29:34 +00:00
|
|
|
static void
|
|
|
|
glsl_set_viewport (const vrect_t *view)
|
|
|
|
{
|
2022-03-26 00:41:58 +00:00
|
|
|
int x = view->x;
|
2022-03-30 05:55:32 +00:00
|
|
|
int y = vid.height - (view->y + view->height); //FIXME vid.height
|
2022-03-26 00:41:58 +00:00
|
|
|
int w = view->width;
|
|
|
|
int h = view->height;
|
2022-03-25 15:29:34 +00:00
|
|
|
qfeglViewport (x, y, w, h);
|
|
|
|
}
|
|
|
|
|
2022-03-30 05:55:32 +00:00
|
|
|
static void
|
|
|
|
glsl_set_fov (float x, float y)
|
|
|
|
{
|
|
|
|
float neard, fard;
|
|
|
|
mat4f_t proj;
|
|
|
|
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
neard = r_nearclip;
|
|
|
|
fard = r_farclip;
|
2022-03-30 05:55:32 +00:00
|
|
|
|
|
|
|
// NOTE columns!
|
|
|
|
proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
|
|
|
|
proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
|
|
|
|
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
|
|
|
|
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
|
|
|
|
|
|
|
|
// convert 0..1 depth buffer range to -1..1
|
|
|
|
static mat4f_t depth_range = {
|
|
|
|
{ 1, 0, 0, 0},
|
|
|
|
{ 0, 1, 0, 0},
|
|
|
|
{ 0, 0, 2, 0},
|
|
|
|
{ 0, 0,-1, 1},
|
|
|
|
};
|
|
|
|
mmulf (glsl_ctx->projection, depth_range, proj);
|
|
|
|
}
|
|
|
|
|
2022-03-31 10:07:15 +00:00
|
|
|
static void
|
|
|
|
glsl_capture_screen (capfunc_t callback, void *data)
|
|
|
|
{
|
2022-03-31 11:00:13 +00:00
|
|
|
int count = vid.width * vid.height;
|
|
|
|
tex_t *tex = malloc (sizeof (tex_t) + count * 3);
|
2022-03-31 10:07:15 +00:00
|
|
|
|
|
|
|
if (tex) {
|
|
|
|
tex->data = (byte *) (tex + 1);
|
|
|
|
tex->width = vid.width;
|
|
|
|
tex->height = vid.height;
|
|
|
|
tex->format = tex_rgb;
|
|
|
|
tex->palette = 0;
|
2022-03-31 11:00:13 +00:00
|
|
|
tex->flagbits = 0;
|
|
|
|
tex->loaded = 1;
|
|
|
|
tex->flipped = 1;
|
2022-03-31 10:07:15 +00:00
|
|
|
qfeglReadPixels (0, 0, tex->width, tex->height, GL_RGB,
|
|
|
|
GL_UNSIGNED_BYTE, tex->data);
|
|
|
|
}
|
|
|
|
callback (tex, data);
|
|
|
|
}
|
|
|
|
|
2012-02-22 12:53:17 +00:00
|
|
|
vid_render_funcs_t glsl_vid_render_funcs = {
|
2021-06-26 06:43:17 +00:00
|
|
|
glsl_vid_render_init,
|
2012-02-22 12:53:17 +00:00
|
|
|
glsl_Draw_Character,
|
|
|
|
glsl_Draw_String,
|
|
|
|
glsl_Draw_nString,
|
|
|
|
glsl_Draw_AltString,
|
|
|
|
glsl_Draw_ConsoleBackground,
|
|
|
|
glsl_Draw_Crosshair,
|
|
|
|
glsl_Draw_CrosshairAt,
|
|
|
|
glsl_Draw_TileClear,
|
|
|
|
glsl_Draw_Fill,
|
|
|
|
glsl_Draw_TextBox,
|
|
|
|
glsl_Draw_FadeScreen,
|
|
|
|
glsl_Draw_BlendScreen,
|
|
|
|
glsl_Draw_CachePic,
|
|
|
|
glsl_Draw_UncachePic,
|
|
|
|
glsl_Draw_MakePic,
|
|
|
|
glsl_Draw_DestroyPic,
|
|
|
|
glsl_Draw_PicFromWad,
|
|
|
|
glsl_Draw_Pic,
|
|
|
|
glsl_Draw_Picf,
|
|
|
|
glsl_Draw_SubPic,
|
|
|
|
|
2021-12-19 05:47:25 +00:00
|
|
|
glsl_ParticleSystem,
|
2012-04-10 04:27:53 +00:00
|
|
|
glsl_R_Init,
|
2012-02-22 12:53:17 +00:00
|
|
|
glsl_R_ClearState,
|
|
|
|
glsl_R_LoadSkys,
|
|
|
|
glsl_R_NewMap,
|
|
|
|
glsl_R_LineGraph,
|
2022-03-07 14:32:44 +00:00
|
|
|
glsl_begin_frame,
|
|
|
|
glsl_render_view,
|
2022-03-17 08:50:38 +00:00
|
|
|
glsl_R_RenderEntities,
|
|
|
|
glsl_R_DrawParticles,
|
2022-03-17 15:14:48 +00:00
|
|
|
glsl_draw_transparent,
|
2022-03-24 06:45:01 +00:00
|
|
|
glsl_post_process,
|
2022-03-07 14:32:44 +00:00
|
|
|
glsl_set_2d,
|
|
|
|
glsl_end_frame,
|
2022-03-24 03:22:27 +00:00
|
|
|
|
2022-03-24 06:45:01 +00:00
|
|
|
glsl_create_cube_map,
|
2022-03-24 03:22:27 +00:00
|
|
|
glsl_create_frame_buffer,
|
|
|
|
glsl_bind_framebuffer,
|
2022-03-25 15:29:34 +00:00
|
|
|
glsl_set_viewport,
|
2022-03-30 05:55:32 +00:00
|
|
|
glsl_set_fov,
|
2022-03-24 03:22:27 +00:00
|
|
|
|
2022-03-31 10:07:15 +00:00
|
|
|
glsl_capture_screen,
|
|
|
|
|
2012-02-22 12:53:17 +00:00
|
|
|
&model_funcs
|
|
|
|
};
|
|
|
|
|
2012-02-14 13:19:17 +00:00
|
|
|
static general_funcs_t plugin_info_general_funcs = {
|
2021-06-26 06:43:17 +00:00
|
|
|
.shutdown = glsl_vid_render_shutdown,
|
2012-02-14 13:19:17 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static general_data_t plugin_info_general_data;
|
|
|
|
|
|
|
|
static plugin_funcs_t plugin_info_funcs = {
|
2021-06-26 06:43:17 +00:00
|
|
|
.general = &plugin_info_general_funcs,
|
|
|
|
.vid_render = &glsl_vid_render_funcs,
|
2012-02-14 13:19:17 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static plugin_data_t plugin_info_data = {
|
2021-06-26 06:43:17 +00:00
|
|
|
.general = &plugin_info_general_data,
|
|
|
|
.vid_render = &vid_render_data,
|
2012-02-14 13:19:17 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
static plugin_t plugin_info = {
|
2019-07-07 05:57:56 +00:00
|
|
|
qfp_vid_render,
|
2012-02-14 13:19:17 +00:00
|
|
|
0,
|
|
|
|
QFPLUGIN_VERSION,
|
|
|
|
"0.1",
|
|
|
|
"GLSL Renderer",
|
|
|
|
"Copyright (C) 1996-1997 Id Software, Inc.\n"
|
|
|
|
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
|
|
|
|
"Please see the file \"AUTHORS\" for a list of contributors",
|
|
|
|
&plugin_info_funcs,
|
|
|
|
&plugin_info_data,
|
|
|
|
};
|
|
|
|
|
|
|
|
PLUGIN_INFO(vid_render, glsl)
|
|
|
|
{
|
|
|
|
return &plugin_info;
|
|
|
|
}
|