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https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-21 01:41:10 +00:00
Use the new shader system for sprites.
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parent
68bd7e643d
commit
50bb40be29
5 changed files with 88 additions and 75 deletions
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@ -5,12 +5,10 @@ AM_CPPFLAGS= -I$(top_srcdir)/include $(GLX_CFLAGS)
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shader_src= quakeforge.glsl \
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iqm.frag iqm.vert \
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quake2d.frag quakeico.vert \
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quakespr.frag quakespr.vert
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quake2d.frag quakeico.vert
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shader_gen= quakeforge.slc \
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iqm.fc iqm.vc \
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quake2d.fc quakeico.vc \
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quakespr.fc quakespr.vc
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quake2d.fc quakeico.vc
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glsl_src = \
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glsl_alias.c glsl_bsp.c glsl_draw.c glsl_fog.c glsl_iqm.c glsl_lightmap.c \
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@ -55,13 +55,17 @@
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#include "r_internal.h"
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static const char quakesprite_vert[] =
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#include "quakespr.vc"
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;
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static const char *sprite_vert_effects[] =
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{
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"QuakeForge.Vertex.sprite",
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0
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};
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static const char quakesprite_frag[] =
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#include "quakespr.fc"
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;
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static const char *sprite_frag_effects[] =
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{
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"QuakeForge.Fragment.sprite",
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0
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};
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//static float proj_matrix[16];
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@ -96,11 +100,14 @@ static struct {
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void
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glsl_R_InitSprites (void)
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{
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shader_t *vert_shader, *frag_shader;
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int frag, vert;
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vert = GLSL_CompileShaderS ("quakespr.vert", quakesprite_vert,
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vert_shader = GLSL_BuildShader (sprite_vert_effects);
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frag_shader = GLSL_BuildShader (sprite_frag_effects);
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vert = GLSL_CompileShader ("quakespr.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShaderS ("quakespr.frag", quakesprite_frag,
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frag = GLSL_CompileShader ("quakespr.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
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@ -114,6 +121,8 @@ glsl_R_InitSprites (void)
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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}
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static void
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@ -365,3 +365,72 @@ main (void)
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{
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gl_FragColor = fogBlend (texture2D (texture, st) * color);
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}
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-- Vertex.sprite
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uniform mat4 mvp_mat;
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attribute float vblend;
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attribute vec4 vcolora, vcolorb;
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attribute vec4 uvab; ///< ua va ub vb
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attribute vec3 vertexa, vertexb;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0);
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blend = vblend;
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colora = vcolora;
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colorb = vcolorb;
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sta = uvab.xy;
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stb = uvab.zw;
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}
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-- Fragment.sprite
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uniform sampler2D spritea;
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uniform sampler2D spriteb;
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uniform sampler2D palette;
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uniform vec4 fog;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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}
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void
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main (void)
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{
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float pixa, pixb;
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vec4 cola, colb;
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vec4 col;
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pixa = texture2D (spritea, sta).r;
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pixb = texture2D (spriteb, stb).r;
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if (pixa == 1.0 && pixb == 1.0)
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discard;
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cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
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colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
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col = mix (cola, colb, blend);
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if (col.a == 0.0)
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discard;
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gl_FragColor = fogBlend (col);
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}
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@ -1,43 +0,0 @@
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uniform sampler2D spritea;
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uniform sampler2D spriteb;
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uniform sampler2D palette;
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uniform vec4 fog;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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float
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sqr (float x)
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{
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return x * x;
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}
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vec4
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fogBlend (vec4 color)
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{
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float f;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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f = exp (-sqr (fog.a * gl_FragCoord.z / gl_FragCoord.w));
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return vec4 (mix (fog_color.rgb, color.rgb, f), color.a);
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}
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void
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main (void)
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{
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float pixa, pixb;
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vec4 cola, colb;
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vec4 col;
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pixa = texture2D (spritea, sta).r;
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pixb = texture2D (spriteb, stb).r;
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if (pixa == 1.0 && pixb == 1.0)
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discard;
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cola = texture2D (palette, vec2 (pixa, 0.0)) * colora;
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colb = texture2D (palette, vec2 (pixb, 0.0)) * colorb;
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col = mix (cola, colb, blend);
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if (col.a == 0.0)
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discard;
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gl_FragColor = fogBlend (col);
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}
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@ -1,20 +0,0 @@
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uniform mat4 mvp_mat;
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attribute float vblend;
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attribute vec4 vcolora, vcolorb;
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attribute vec4 uvab; ///< ua va ub vb
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attribute vec3 vertexa, vertexb;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0);
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blend = vblend;
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colora = vcolora;
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colorb = vcolorb;
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sta = uvab.xy;
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stb = uvab.zw;
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}
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