Merge branch 'wip-trails'

This commit is contained in:
Bill Currie 2023-11-23 14:00:11 +09:00
commit 7a2a61d365
28 changed files with 1595 additions and 22 deletions

View file

@ -44,4 +44,8 @@ void glsl_R_Particles_Init_Cvars (void);
void glsl_R_InitParticles (void);
void glsl_R_ShutdownParticles (void);
void glsl_R_InitTrails (void);
void glsl_R_ShutdownTrails (void);
void glsl_R_DrawTrails (struct psystem_s *psystem);
#endif//__QF_GLSL_qf_particles_h

View file

@ -39,6 +39,7 @@ struct plitem_s;
struct cvar_s;
struct scene_s;
struct skin_s;
struct particle_s;
struct mod_alias_ctx_s;
struct mod_sprite_ctx_s;
@ -117,6 +118,7 @@ typedef struct vid_render_funcs_s {
void (*Draw_Glyph) (int x, int y, int fontid, int glyphid, int c);
struct psystem_s *(*ParticleSystem) (void);
struct psystem_s *(*TrailSystem) (void);
void (*R_Init) (void);
void (*R_ClearState) (void);
void (*R_LoadSkys) (const char *);
@ -126,6 +128,7 @@ typedef struct vid_render_funcs_s {
void (*begin_frame) (void);
void (*render_view) (void);
void (*draw_particles) (struct psystem_s *psystem);
void (*draw_trails) (struct psystem_s *psystem);
void (*draw_transparent) (void);
void (*post_process) (struct framebuffer_s *src);
void (*set_2d) (int scaled);

View file

@ -41,10 +41,8 @@ typedef enum {
part_tex_smoke,
} ptextype_t;
typedef struct particle_s particle_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
struct particle_s {
typedef struct particle_s {
vec4f_t pos;
vec4f_t vel;
@ -61,7 +59,24 @@ struct particle_s {
float ramp;
float scale;
float live;
};
} particle_t;
static_assert (sizeof (particle_t) == 4 * sizeof(vec4f_t),
"particle_t wrong size");
typedef struct trailpnt_s {
vec4f_t pos;
vec4f_t vel;
vec3_t bary;
float pathoffset;
byte colora[4];
byte colorb[4];
uint32_t trailid;
float live;
} trailpnt_t;
static_assert (sizeof (trailpnt_t) == 4 * sizeof(vec4f_t),
"trailprt_t wrong size");
typedef struct partparm_s {
vec4f_t drag; // drag[3] is grav scale
@ -71,6 +86,9 @@ typedef struct partparm_s {
float alpha_rate;
} partparm_t;
static_assert (sizeof (partparm_t) == 2 * sizeof(vec4f_t),
"partparm_t wrong size");
typedef struct psystem_s {
vec4f_t gravity;
uint32_t maxparticles;
@ -186,4 +204,9 @@ void Fog_StartAdditive (void);
void Fog_StopAdditive (void);
void Fog_Init (void);
bool R_Trail_Valid (psystem_t *system, uint32_t trailid) __attribute__((pure));
uint32_t R_Trail_Create (psystem_t *system, int num_points, vec4f_t start);
void R_Trail_Update (psystem_t *system, uint32_t trailid, vec4f_t pos);
void R_Trail_Destroy (psystem_t *system, uint32_t trailid);
#endif//__QF_render_h

View file

@ -75,6 +75,7 @@ typedef struct visibility_s {
typedef struct renderer_s {
struct model_s *model; // NULL = no model
struct skin_s *skin;
struct trail_s *trail;
unsigned fullbright:1;
unsigned noshadows:1;
unsigned onlyshadows:1;

View file

@ -36,6 +36,7 @@
enum {
effect_light, // light entity id
effect_muzzleflash, // light entity id
effect_trail, // trail id
effect_comp_count,
};
@ -54,5 +55,6 @@ void CL_EntityEffects (struct entity_s ent, struct entity_state_s *state,
double time);
void CL_MuzzleFlash (struct entity_s ent, vec4f_t position, vec4f_t fv,
float zoffset, double time);
void CL_Effects_Init (void);
#endif//__client_effects_h

View file

@ -56,6 +56,17 @@ typedef struct
float zi;
} emitpoint_t;
typedef struct particle_s particle_t;
void R_LoadParticles (void);
bool R_CompileParticlePhysics (const char *name, const char *code);
void R_RunParticlePhysics (particle_t *part);
const union pt_phys_op_s *R_ParticlePhysics (const char *type);
bool R_AddParticlePhysicsFunction (const char *name,
bool (*func) (struct particle_s *, void *),
void *data);
extern const char particle_types[];
#define PARTICLE_Z_CLIP 8.0
typedef struct polyvert_s {

View file

@ -45,10 +45,13 @@ typedef enum {
struct entity_s;
void R_Particles_Init_Cvars (void);
void R_InitBubble (void);
void R_Trails_Init (void);
void R_Trails_Init_Cvars (void);
void R_ClearTrails (void);
void R_RunTrails (float dT);
void R_InitParticles (void);
void R_RunParticles (float dT);
void R_Particles_Init_Cvars (void);
void R_ClearParticles (void);
void R_InitSprites (void);

View file

@ -42,10 +42,11 @@ void R_ViewChanged (void); // must set r_refdef first
// called whenever r_refdef or vid change
extern struct psystem_s r_psystem;
extern struct psystem_s r_tsystem;
struct psystem_s *gl_ParticleSystem (void);
struct psystem_s *glsl_ParticleSystem (void);
struct psystem_s *glsl_TrailSystem (void);
struct psystem_s *sw_ParticleSystem (void);
void R_RunParticles (float dT);
struct scene_s;
void R_NewScene (struct scene_s *scene);

View file

@ -1,5 +1,13 @@
noinst_LTLIBRARIES += libs/client/libQFclient.la
particles_src= libs/client/particles.part
particles_gen= libs/client/particles.pc
SUFFICES += .part .pc
.part.pc:
$(V_SED)sed -e 's/\\/\\\\/g' -e 's/"/\\"/g' -e 's/^/"/' -e 's/$$/\\n"/' $< > $@.t &&\
$(am__mv) $@.t $@
libs_client_libQFclient_la_LDFLAGS= @STATIC@
libs_client_libQFclient_la_LIBADD= \
libs/ui/libQFgui.la \
@ -24,9 +32,13 @@ libs_client_libQFclient_la_SOURCES= \
default_input_src = libs/client/default_input.plist
default_input_gen = libs/client/default_input.plc
libs/client/cl_input.lo: libs/client/cl_input.c $(default_input_gen)
EXTRA_DIST += \
libs/client/default_input.plist
$(default_input_src) \
$(particles_src)
CLEANFILES += \
libs/client/*.plc
libs/client/*.plc \
libs/client/*.pc
BUILT_SOURCES += \
$(default_input_gen) \
$(particles_gen)

View file

@ -53,6 +53,15 @@
ecs_system_t effect_system;
static psystem_t *cl_tsystem;
static void
cl_destroy_trail (void *comp)
{
auto trail = *(uint32_t *) comp;
R_Trail_Destroy (cl_tsystem, trail);
}
const component_t effect_components[effect_comp_count] = {
[effect_light] = {
.size = sizeof (uint32_t),
@ -62,9 +71,15 @@ const component_t effect_components[effect_comp_count] = {
.size = sizeof (uint32_t),
.name = "muzzle flash",
},
[effect_trail] = {
.size = sizeof (uint32_t),
.name = "effect trail",
.destroy = cl_destroy_trail,
},
};
#define c_light (effect_system.base + effect_light)
#define c_trail (effect_system.base + effect_trail)
static bool
has_light (entity_t ent)
@ -98,6 +113,27 @@ attach_light_ent (entity_t ent)
return light;
}
static bool
has_trail (entity_t ent)
{
return Ent_HasComponent (ent.id, c_trail, ent.reg);
}
static uint32_t
get_trail (entity_t ent)
{
if (!has_trail (ent)) {
return nullent;
}
return *(uint32_t *) Ent_GetComponent (ent.id, c_trail, ent.reg);
}
static void
set_trail (entity_t ent, uint32_t trail)
{
Ent_SetComponent (ent.id, c_trail, ent.reg, &trail);
}
void
CL_NewDlight (entity_t ent, vec4f_t org, int effects, byte glow_size,
byte glow_color, double time)
@ -181,6 +217,14 @@ CL_ModelEffects (entity_t ent, int glow_color, double time)
});
Light_LinkLight (cl_world.scene->lights, light);
clp_funcs->RocketTrail (*old_origin, ent_origin);
if (cl_tsystem) {
uint32_t trail = get_trail (ent);
if (R_Trail_Valid (cl_tsystem, trail)) {
R_Trail_Update (cl_tsystem, trail, ent_origin);
} else {
set_trail (ent, R_Trail_Create (cl_tsystem, 30, ent_origin));
}
}
renderer->noshadows = 1;
} else if (model->effects & ME_GRENADE)
clp_funcs->GrenadeTrail (*old_origin, ent_origin);
@ -210,3 +254,11 @@ CL_EntityEffects (entity_t ent, entity_state_t *state, double time)
CL_MuzzleFlash (ent, position, fv, 16, time);
}
}
void
CL_Effects_Init (void)
{
if (r_funcs->TrailSystem) {
cl_tsystem = r_funcs->TrailSystem ();
}
}

View file

@ -0,0 +1,87 @@
All of QuakeForge's standard particle physics functions converted to a script
-- pt_static
add_vel
-- pt_grav
add_vel
add_grav
-- pt_slowgrav
add_vel
add_grav
-- pt_fire
add_ramp 5 6
add_vel
color_ramp3
alpha_ramp 6
sub_grav
-- pt_float
add_vel
sub_grav
-- pt_explode
add_ramp 10 8
add_vel
color_ramp1
explode_vel 4
add_grav
-- pt_explode2
add_ramp 15 8
add_vel
color_ramp2
explode_vel 1
add_grav
-- pt_blob
add_vel
explode_vel 4
add_grav
-- pt_blob2
add_vel
damp_vel 4
add_grav
-- pt_smoke
fade_alpha 0.4
add_vel
grow_scale 4
//sub_slowgrav
-- pt_smokecloud
fade_alpha 0.55
add_vel
grow_scale 50
sub_slowgrav
-- pt_bloodcloud
fade_alpha 0.25
add_vel
grow_scale 4
add_grav
-- pt_fadespark
add_vel
-- pt_fadespark2
add_vel
-- pt_fallfade
fade_alpha 1
add_vel
add_fastgrav
-- pt_fallfadespark
add_ramp 15 8
fade_alpha 1
color_ramp1
add_vel
add_fastgrav
-- pt_flame
fade_alpha 0.125
add_vel
shrink_scale 2

View file

@ -151,10 +151,9 @@ Segtext_new (const char *source_string)
(*chunk)->text = src;
(*chunk)->start_line = line;
chunk = &(*chunk)->next;
while ((src = next_chunk (src, &line))) {
*src++ = 0; // terminate the previous chunk
chunk = &(*chunk)->next;
*chunk = new_chunk ();
(*chunk)->tag = find_tag (src);
src = next_line (src, &line);
@ -163,7 +162,6 @@ Segtext_new (const char *source_string)
// If tags are duplicated, the first one takes precedence
if ((*chunk)->tag && !Hash_Find (text->tab, (*chunk)->tag))
Hash_Add (text->tab, *chunk);
chunk = &(*chunk)->next;
}
return text;
}

View file

@ -58,9 +58,10 @@ libs_video_renderer_libQFrenderer_la_SOURCES=\
libs/video/renderer/r_light.c \
libs/video/renderer/r_main.c \
libs/video/renderer/r_part.c \
libs/video/renderer/r_progs.c \
libs/video/renderer/r_scrap.c \
libs/video/renderer/r_screen.c \
libs/video/renderer/r_progs.c
libs/video/renderer/r_trails.c
video_renderer_gl_libs= \
libs/video/renderer/librender_gl.la \
@ -97,12 +98,18 @@ libs_video_renderer_librender_gl_la_SOURCES = \
libs/video/renderer/gl/vid_common_gl.c \
libs/video/renderer/gl/vtxarray.c
shader_src= libs/video/renderer/glsl/quakeforge.glsl
shader_gen= libs/video/renderer/glsl/quakeforge.slc
glslshaderpath = libs/video/renderer/glsl
shader_src = \
$(glslshaderpath)/quakeforge.glsl \
$(glslshaderpath)/sgustavson.glsl
shader_gen = \
$(glslshaderpath)/quakeforge.slc \
$(glslshaderpath)/sgustavson.slc
SUFFIXES += .frag .vert .spv .spvc .fc .vc .slc .glsl
.glsl.slc:
$(V_SED)sed -e 's/^/"/' -e 's/$$/\\n"/' $< > $@.t &&\
$(V_SED)sed -e 's/\\/\\\\/g' -e 's/"/\\"/g' -e 's/^/"/' -e 's/$$/\\n"/' $< > $@.t &&\
$(am__mv) $@.t $@
video_renderer_glsl_libs= \
@ -129,6 +136,7 @@ libs_video_renderer_librender_glsl_la_SOURCES = \
libs/video/renderer/glsl/glsl_shader.c \
libs/video/renderer/glsl/glsl_sprite.c \
libs/video/renderer/glsl/glsl_textures.c \
libs/video/renderer/glsl/glsl_trails.c \
libs/video/renderer/glsl/glsl_warp.c \
libs/video/renderer/glsl/qfglsl.c \
libs/video/renderer/glsl/quakeforge.glsl \

View file

@ -186,6 +186,7 @@ glsl_R_Init (void)
glsl_R_InitIQM ();
glsl_R_InitSprites ();
glsl_R_InitParticles ();
glsl_R_InitTrails ();
glsl_InitFisheye ();
glsl_InitWarp ();
Skin_Init ();

View file

@ -37,6 +37,7 @@
#include <stdlib.h>
#include "QF/alloc.h"
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
@ -178,7 +179,9 @@ glsl_R_InitParticles (void)
float v[2] = {0, 0};
byte data[64][64][2];
tex_t *tex;
#if 0
R_LoadParticles ();
#endif
Cvar_AddListener (Cvar_FindVar ("r_particles"), glsl_particles_f, 0);
Cvar_AddListener (Cvar_FindVar ("r_particles_max"), glsl_particles_f, 0);

View file

@ -152,7 +152,7 @@ GLSL_BuildShader (const char **effect_keys)
chunk->start_line + 1,
chunk->text + vline_len);
} else {
shader->strings[num] = nva ("#line %d\n%s", chunk->start_line,
shader->strings[num] = nva ("#line %d\n%s", chunk->start_line - 1,
chunk->text);
}
shader->src[num] = strdup (ekey->str);

View file

@ -0,0 +1,333 @@
/*
glsl_trails.c
OpenGL trail system.
Copyright (C) 2013 Bill Currie <bill@taniwha.org>
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/alloc.h"
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/mersenne.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/scene/entity.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
#include "r_local.h"
static uint32_t maxparticles;
static GLushort *pVAindices;
static partvert_t *particleVertexArray;
static const char *particle_trail_vert_effects[] =
{
"QuakeForge.Screen.viewport",
"QuakeForge.Vertex.transform.view_projection",
"QuakeForge.Vertex.ScreenSpace.curve.width",
"QuakeForge.Vertex.particle.trail",
0
};
static const char *particle_trail_frag_effects[] =
{
"QuakeForge.Math.InvSqrt",
"QuakeForge.Math.permute",
"QuakeForge.Noise.simplex",
"QuakeForge.Fragment.particle.trail",
0
};
static const char *particle_trail_debug_frag_effects[] =
{
"QuakeForge.Fragment.barycentric",
0
};
typedef struct {
int program;
shaderparam_t proj;
shaderparam_t view;
shaderparam_t viewport;
shaderparam_t width;
shaderparam_t last;
shaderparam_t current;
shaderparam_t next;
shaderparam_t barycentric;
shaderparam_t texoff;
shaderparam_t colora;
shaderparam_t colorb;
} trailprog_t;
static trailprog_t trail = {
0,
{"projection_mat", 1},
{"view_mat", 1},
{"viewport", 1},
{"width", 1},
{"last", 0},
{"current", 0},
{"next", 0},
{"barycentric", 0},
{"texoff", 0},
{"vcolora", 0},
{"vcolorb", 0},
};
static trailprog_t trail_debug;
typedef struct trailvtx_s {
vec4f_t vertex;
vec3_t bary;
float texoff;
byte colora[4];
byte colorb[4];
} trailvtx_t;
static void
alloc_arrays (psystem_t *ps)
{
if (ps->maxparticles > maxparticles) {
maxparticles = ps->maxparticles;
if (particleVertexArray)
free (particleVertexArray);
printf ("alloc_arrays: %d\n", ps->maxparticles);
particleVertexArray = calloc (ps->maxparticles * 4,
sizeof (partvert_t));
if (pVAindices)
free (pVAindices);
pVAindices = calloc (ps->maxparticles * 6, sizeof (GLushort));
for (uint32_t i = 0; i < ps->maxparticles; i++) {
pVAindices[i * 6 + 0] = i * 4 + 0;
pVAindices[i * 6 + 1] = i * 4 + 1;
pVAindices[i * 6 + 2] = i * 4 + 2;
pVAindices[i * 6 + 3] = i * 4 + 0;
pVAindices[i * 6 + 4] = i * 4 + 2;
pVAindices[i * 6 + 5] = i * 4 + 3;
}
}
}
void
glsl_R_ShutdownTrails (void)
{
free (particleVertexArray);
free (pVAindices);
}
static void
build_program (trailprog_t *prog, const char *name, int vert, int frag)
{
prog->program = GLSL_LinkProgram (name, vert, frag);
GLSL_ResolveShaderParam (prog->program, &prog->proj);
GLSL_ResolveShaderParam (prog->program, &prog->view);
GLSL_ResolveShaderParam (prog->program, &prog->viewport);
GLSL_ResolveShaderParam (prog->program, &prog->width);
GLSL_ResolveShaderParam (prog->program, &prog->last);
GLSL_ResolveShaderParam (prog->program, &prog->current);
GLSL_ResolveShaderParam (prog->program, &prog->next);
GLSL_ResolveShaderParam (prog->program, &prog->barycentric);
GLSL_ResolveShaderParam (prog->program, &prog->texoff);
GLSL_ResolveShaderParam (prog->program, &prog->colora);
GLSL_ResolveShaderParam (prog->program, &prog->colorb);
}
void
glsl_R_InitTrails (void)
{
shader_t *vert_shader, *frag_shader, *debug_shader;
int vert;
int frag;
int debug;
vert_shader = GLSL_BuildShader (particle_trail_vert_effects);
frag_shader = GLSL_BuildShader (particle_trail_frag_effects);
debug_shader = GLSL_BuildShader (particle_trail_debug_frag_effects);
vert = GLSL_CompileShader ("trail.vert", vert_shader, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("trail.frag", frag_shader, GL_FRAGMENT_SHADER);
debug = GLSL_CompileShader ("trail.frag.debug", debug_shader,
GL_FRAGMENT_SHADER);
trail_debug = trail;
build_program (&trail, "trail", vert, frag);
build_program (&trail_debug, "trail.debug", vert, debug);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
GLSL_FreeShader (debug_shader);
alloc_arrays (&r_psystem);
}
static int
count_bits (uint32_t v)
{
int c = 0;
for (; v; c++) {
v &= v - 1;
}
return c;
}
static int
count_points (uint32_t block_mask)
{
int num_blocks = count_bits (block_mask);
return num_blocks * 64;
}
static void
build_verts (trailvtx_t *verts, int *counts,
const trailpnt_t *points, uint32_t block_mask)
{
uint32_t id = ~0u;
for (int m = 0; m < 32; m++, points += 64) {
if (!(block_mask & (1 << m))) {
if (*counts) {
counts++;
}
continue;
}
if (id != ~0u && points->trailid != id) {
counts++;
}
id = points->trailid;
*counts += 64;
for (int i = 0; i < 64; i++) {
verts[i] = (trailvtx_t) {
.vertex = points[i].pos,
.bary = {VectorExpand (points[i].bary)},
.texoff = points[i].pathoffset,
.colora = { QuatExpand (points[i].colora)},
.colorb = { QuatExpand (points[i].colorb)},
};
}
verts += 64;
}
}
static void
draw_trails (trailpnt_t *points, uint32_t block_mask)
{
int num_verts = count_points (block_mask);
if (!num_verts) {
return;
}
trailvtx_t verts[num_verts];
int counts[33] = {};
build_verts (verts, counts, points, block_mask);
auto prog = trail;
qfeglUseProgram (prog.program);
qfeglEnableVertexAttribArray (prog.last.location);
qfeglEnableVertexAttribArray (prog.current.location);
qfeglEnableVertexAttribArray (prog.next.location);
if (prog.barycentric.location >= 0)
qfeglEnableVertexAttribArray (prog.barycentric.location);
qfeglEnableVertexAttribArray (prog.texoff.location);
if (prog.colora.location >= 0)
qfeglEnableVertexAttribArray (prog.colora.location);
if (prog.colorb.location >= 0)
qfeglEnableVertexAttribArray (prog.colorb.location);
qfeglUniformMatrix4fv (prog.proj.location, 1, false,
(vec_t*)&glsl_projection[0]);//FIXME
qfeglUniformMatrix4fv (prog.view.location, 1, false,
(vec_t*)&glsl_view[0]);//FIXME
qfeglUniform2f (prog.viewport.location, r_refdef.vrect.width,
r_refdef.vrect.height);
qfeglUniform1f (prog.width.location, 10);
qfeglVertexAttribPointer (prog.last.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].vertex);
qfeglVertexAttribPointer (prog.current.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[2].vertex);
qfeglVertexAttribPointer (prog.next.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[4].vertex);
if (prog.barycentric.location >= 0)
qfeglVertexAttribPointer (prog.barycentric.location, 3, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[2].bary);
qfeglVertexAttribPointer (prog.texoff.location, 1, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].texoff);
if (prog.colora.location >= 0)
qfeglVertexAttribPointer (prog.colora.location, 4, GL_UNSIGNED_BYTE,
1, sizeof (trailvtx_t), &verts[0].colora);
if (prog.colorb.location >= 0)
qfeglVertexAttribPointer (prog.colorb.location, 4, GL_UNSIGNED_BYTE,
1, sizeof (trailvtx_t), &verts[0].colorb);
int first = 0;
for (auto c = counts; *c; c++) {
qfeglDrawArrays (GL_TRIANGLE_STRIP, first, *c - 4);
first += *c;
}
qfeglDisableVertexAttribArray (prog.last.location);
qfeglDisableVertexAttribArray (prog.current.location);
qfeglDisableVertexAttribArray (prog.next.location);
if (prog.barycentric.location >= 0)
qfeglDisableVertexAttribArray (prog.barycentric.location);
qfeglDisableVertexAttribArray (prog.texoff.location);
if (prog.colora.location >= 0)
qfeglDisableVertexAttribArray (prog.colora.location);
if (prog.colorb.location >= 0)
qfeglDisableVertexAttribArray (prog.colorb.location);
}
void
glsl_R_DrawTrails (psystem_t *psystem)
{
//FIXME abuse of psystem_t
draw_trails ((trailpnt_t *)psystem->particles, psystem->numparticles);
}
psystem_t * __attribute__((const))//FIXME
glsl_TrailSystem (void)
{
return &r_tsystem;
}

View file

@ -1,3 +1,30 @@
quakeforge.glsl
Builtin QuakeForge GLSL shaders.
Copyright (C) 2013 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2013/05/12
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
-- Math.const
const float PI = 3.14159265;
@ -23,6 +50,100 @@ dqtrans (vec4 q0, vec4 qe)
return 2.0 * (Ts * qv + qs * Tv + cross (Tv, qv));
}
-- Vertex.transform.mvp
uniform mat4 mvp_mat;
-- Vertex.transform.view_projection
uniform mat4 projection_mat, view_mat;
-- Screen.viewport
uniform vec2 viewport;
-- Vertex.ScreenSpace.curve.width
vec2
project (vec4 coord)
{
vec3 device = coord.xyz / coord.w;
vec2 clip = (device * 0.5 + 0.5).xy;
return clip * viewport;
}
vec4
unproject (vec2 screen, float z, float w)
{
vec2 clip = screen / viewport;
vec2 device = clip * 2.0 - 1.0;
return vec4 (device * w, z, w);
}
vec2
direction (vec2 from, vec2 to)
{
vec2 t = to - from;
vec2 d = vec2 (0.0, 0.0);
if (dot (t, t) > 0.001) {
d = normalize (t);
}
return d;
}
vec2
shared_direction (vec2 a, vec2 b)
{
vec2 d = a + b;
if (dot (d, d) > 0.001) {
d = normalize (d);
} else if (dot (a, a) > 0.001) {
d = normalize (a);
} else if (dot (b, b) > 0.001) {
d = normalize (b);
} else {
d = vec2 (0.0);
}
return d;
}
float
estimateScale (vec3 position, vec2 sPosition, float width)
{
vec4 view_pos = view_mat * vec4 (position, 1.0);
vec4 scale_pos = view_pos - vec4 (normalize (view_pos.xy) * width,
0.0, 0.0);
vec2 screen_scale_pos = project (projection_mat * scale_pos);
return distance (sPosition, screen_scale_pos);
}
vec4
transform (vec4 coord)
{
return projection_mat * view_mat * vec4 (coord.xyz, 1.0);
}
vec4
curve_offset_vertex (vec4 last, vec4 current, vec4 next, float width)
{
float offset = current.w;
vec2 sLast = project (transform (last));
vec2 sNext = project (transform (next));
vec4 dCurrent = transform (current);
vec2 sCurrent = project (dCurrent);
vec2 n1 = direction (sCurrent, sLast);
vec2 n2 = direction (sNext, sCurrent);
vec2 n = shared_direction (n1, n2);
// rotate the normal by 90 degrees and scale by the desired offset
vec2 dir = vec2(n.y, -n.x) * offset;
float scale = estimateScale (vec3(current), sCurrent, width);
vec2 pos = sCurrent + dir * scale;
return unproject (pos, dCurrent.z, dCurrent.w);
}
-- Fragment.fog
uniform vec4 fog;
@ -569,6 +690,72 @@ main (void)
gl_FragColor = fogBlend (col);
}
-- Vertex.particle.trail
attribute vec4 last, current, next;
attribute vec3 barycentric;
attribute float texoff;
attribute vec4 vcolora;
attribute vec4 vcolorb;
uniform float width;
varying vec2 texcoord;
varying vec3 vbarycentric;
varying vec4 colora;
varying vec4 colorb;
void
main (void)
{
colora = vcolora;
colorb = vcolorb;
texcoord = vec2 (texoff * 0.7, current.w);// * 0.5 + 0.5);
vbarycentric = barycentric;
gl_Position = curve_offset_vertex (last, current, next, width);
}
-- Fragment.particle.trail
varying vec2 texcoord;
varying vec4 colora;
varying vec4 colorb;
void
main (void)
{
vec3 tex3 = vec3 (texcoord, 0.5);
float n = abs(snoise(tex3));
n += 0.5 * abs(snoise(tex3 * 2.0));
n += 0.25 * abs(snoise(tex3 * 4.0));
n += 0.125 * abs(snoise(tex3 * 8.0));
vec4 c = mix (colora, colorb, n);
c.a *= exp (-4.0 * abs(texcoord.y));
gl_FragColor = c;
}
-- Fragment.barycentric
varying vec3 vbarycentric;
varying vec2 texcoord;
float
edgeFactor (void)
{
vec3 d = fwidth (vbarycentric);
vec3 a3 = smoothstep (vec3 (0.0), d * 1.5, vbarycentric);
return min (min (a3.x, a3.y), a3.z);
}
void
main (void)
{
//gl_FragColor = vec4 (vec3 (edgeFactor ()), 0.5);
vec4 c = vec4 (vec3 (edgeFactor ()), 0.5);
c.a *= 1.0 - exp (-4.0 * (1.0 - texcoord.y * texcoord.y));
gl_FragColor = c;
}
-- version.130
#version 130
-- Vertex.fstri

View file

@ -0,0 +1,592 @@
Note that the GPL covers only the arrangement in this file. The actual code
is covered by the MIT licence (see LICENCE.txt below).
This file is just all the shader code presented by Stefan Gustavson
collected into one file and split into useable sections with redundant
code removed.
--
sgustavson.glsl
GLSL noise functions
Copyright (C) 2014 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2014/01/29
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
-- LICENCE.txt
Copyright (C) 2011 by Stefan Gustavson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-- Math.permute
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
-- Math.InvSqrt
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
-- Noise.simplex
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
-- Vertex.simplex
uniform float time;
varying vec3 vTexCoord3D;
void main(void) {
vTexCoord3D = gl_Vertex.xyz * 4.0 + vec3(0.0, 0.0, time);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
-- Fragment.simplex
varying vec3 vTexCoord3D;
void main( void )
{
float n = snoise(vTexCoord3D);
gl_FragColor = vec4(0.5 + 0.6 * vec3(n, n, n), 1.0);
}
-- Vertex.flame
uniform float time;
varying vec3 vTexCoord3D;
void main(void) {
vTexCoord3D = gl_Vertex.xyz * 2.0 + vec3(0.0, 0.0, -time);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
-- Fragment.flame
varying vec3 vTexCoord3D;
void main( void )
{
float n = abs(snoise(vTexCoord3D));
n += 0.5 * abs(snoise(vTexCoord3D * 2.0));
n += 0.25 * abs(snoise(vTexCoord3D * 4.0));
n += 0.125 * abs(snoise(vTexCoord3D * 8.0));
gl_FragColor = vec4(vec3(1.5-n, 1.0-n, 0.5-n), 1.0);
}
-- Noise.flow
// GLSL implementation of 2D "flow noise" as presented
// by Ken Perlin and Fabrice Neyret at Siggraph 2001.
// (2D simplex noise with analytic derivatives and
// in-plane rotation of generating gradients,
// in a fractal sum where higher frequencies are
// displaced (advected) by lower frequencies in the
// direction of their gradient. For details, please
// refer to the 2001 paper "Flow Noise" by Perlin and Neyret.)
//
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Distributed under the terms of the MIT license.
// See LICENSE file for details.
//
// Helper constants
#define F2 0.366025403
#define G2 0.211324865
#define K 0.0243902439 // 1/41
// Gradient mapping with an extra rotation.
vec2 grad2(vec2 p, float rot) {
#if 1
// Map from a line to a diamond such that a shift maps to a rotation.
float u = permute(permute(p.x) + p.y) * K + rot; // Rotate by shift
u = 4.0 * fract(u) - 2.0;
return vec2(abs(u)-1.0, abs(abs(u+1.0)-2.0)-1.0);
#else
#define TWOPI 6.28318530718
// For more isotropic gradients, sin/cos can be used instead.
float u = permute(permute(p.x) + p.y) * K + rot; // Rotate by shift
u = fract(u) * TWOPI;
return vec2(cos(u), sin(u));
#endif
}
float srdnoise(in vec2 P, in float rot, out vec2 grad) {
// Transform input point to the skewed simplex grid
vec2 Ps = P + dot(P, vec2(F2));
// Round down to simplex origin
vec2 Pi = floor(Ps);
// Transform simplex origin back to (x,y) system
vec2 P0 = Pi - dot(Pi, vec2(G2));
// Find (x,y) offsets from simplex origin to first corner
vec2 v0 = P - P0;
// Pick (+x, +y) or (+y, +x) increment sequence
vec2 i1 = (v0.x > v0.y) ? vec2(1.0, 0.0) : vec2 (0.0, 1.0);
// Determine the offsets for the other two corners
vec2 v1 = v0 - i1 + G2;
vec2 v2 = v0 - 1.0 + 2.0 * G2;
// Wrap coordinates at 289 to avoid float precision problems
Pi = mod(Pi, 289.0);
// Calculate the circularly symmetric part of each noise wiggle
vec3 t = max(0.5 - vec3(dot(v0,v0), dot(v1,v1), dot(v2,v2)), 0.0);
vec3 t2 = t*t;
vec3 t4 = t2*t2;
// Calculate the gradients for the three corners
vec2 g0 = grad2(Pi, rot);
vec2 g1 = grad2(Pi + i1, rot);
vec2 g2 = grad2(Pi + 1.0, rot);
// Compute noise contributions from each corner
vec3 gv = vec3(dot(g0,v0), dot(g1,v1), dot(g2,v2)); // ramp: g dot v
vec3 n = t4 * gv; // Circular kernel times linear ramp
// Compute partial derivatives in x and y
vec3 temp = t2 * t * gv;
vec3 gradx = temp * vec3(v0.x, v1.x, v2.x);
vec3 grady = temp * vec3(v0.y, v1.y, v2.y);
grad.x = -8.0 * (gradx.x + gradx.y + gradx.z);
grad.y = -8.0 * (grady.x + grady.y + grady.z);
grad.x += dot(t4, vec3(g0.x, g1.x, g2.x));
grad.y += dot(t4, vec3(g0.y, g1.y, g2.y));
grad *= 40.0;
// Add contributions from the three corners and return
return 40.0 * (n.x + n.y + n.z);
}
-- Vertex.flow
varying vec2 vTexCoord2D;
void main(void) {
vTexCoord2D = gl_Vertex.xy * 8.0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
-- Fragment.flow
varying vec3 vTexCoord3D;
uniform float time;
void main(void) {
vec2 g1, g2;
vec2 p = vTexCoord2D;
float n1 = srdnoise(p*0.5, 0.2*time, g1);
float n2 = srdnoise(p*2.0 + g1*0.5, 0.51*time, g2);
float n3 = srdnoise(p*4.0 + g1*0.5 + g2*0.25, 0.77*time, g2);
gl_FragColor = vec4(vec3(0.4, 0.5, 0.6) + vec3(n1+0.75*n2+0.5*n3), 1.0);
}
-- Noise.spots
// Cellular noise ("Worley noise") in 3D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// Cellular noise, returning F1 and F2 in a vec2.
// Speeded up by using 2x2x2 search window instead of 3x3x3,
// at the expense of some pattern artifacts.
// F2 is often wrong and has sharp discontinuities.
// If you need a good F2, use the slower 3x3x3 version.
vec2 cellular2x2x2(vec3 P)
{
#define K 0.142857142857 // 1/7
#define Ko 0.428571428571 // 1/2-K/2
#define K2 0.020408163265306 // 1/(7*7)
#define Kz 0.166666666667 // 1/6
#define Kzo 0.416666666667 // 1/2-1/6*2
#define jitter 0.8 // smaller jitter gives less errors in F2
vec3 Pi = mod(floor(P), 289.0);
vec3 Pf = fract(P);
vec4 Pfx = Pf.x + vec4(0.0, -1.0, 0.0, -1.0);
vec4 Pfy = Pf.y + vec4(0.0, 0.0, -1.0, -1.0);
vec4 p = permute(Pi.x + vec4(0.0, 1.0, 0.0, 1.0));
p = permute(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0));
vec4 p1 = permute(p + Pi.z); // z+0
vec4 p2 = permute(p + Pi.z + vec4(1.0)); // z+1
vec4 ox1 = fract(p1*K) - Ko;
vec4 oy1 = mod(floor(p1*K), 7.0)*K - Ko;
vec4 oz1 = floor(p1*K2)*Kz - Kzo; // p1 < 289 guaranteed
vec4 ox2 = fract(p2*K) - Ko;
vec4 oy2 = mod(floor(p2*K), 7.0)*K - Ko;
vec4 oz2 = floor(p2*K2)*Kz - Kzo;
vec4 dx1 = Pfx + jitter*ox1;
vec4 dy1 = Pfy + jitter*oy1;
vec4 dz1 = Pf.z + jitter*oz1;
vec4 dx2 = Pfx + jitter*ox2;
vec4 dy2 = Pfy + jitter*oy2;
vec4 dz2 = Pf.z - 1.0 + jitter*oz2;
vec4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1; // z+0
vec4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2; // z+1
// Sort out the two smallest distances (F1, F2)
#if 1
// Cheat and sort out only F1
d1 = min(d1, d2);
d1.xy = min(d1.xy, d1.wz);
d1.x = min(d1.x, d1.y);
return sqrt(d1.xx);
#else
// Do it right and sort out both F1 and F2
vec4 d = min(d1,d2); // F1 is now in d
d2 = max(d1,d2); // Make sure we keep all candidates for F2
d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap smallest to d.x
d.xz = (d.x < d.z) ? d.xz : d.zx;
d.xw = (d.x < d.w) ? d.xw : d.wx; // F1 is now in d.x
d.yzw = min(d.yzw, d2.yzw); // F2 now not in d2.yzw
d.y = min(d.y, d.z); // nor in d.z
d.y = min(d.y, d.w); // nor in d.w
d.y = min(d.y, d2.x); // F2 is now in d.y
return sqrt(d.xy); // F1 and F2
#endif
}
-- Vertex.spots
uniform float time;
varying vec3 vTexCoord3D;
void main(void) {
vTexCoord3D = gl_Vertex.xyz * 4.0 - vec3(0.0, 0.0, time);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
-- Fragment.spots
varying vec3 vTexCoord3D;
void main(void) {
vec2 F = cellular2x2x2(vTexCoord3D);
float s = fwidth(F.x);
float n1 = smoothstep(0.4-s, 0.4+s, F.x);
float n2 = smoothstep(0.5-s, 0.5+s, F.x);
gl_FragColor = vec4(n1, n2, n2, 1.0);
}
-- Noise.tile
// Cellular noise ("Worley noise") in 3D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// Cellular noise, returning F1 and F2 in a vec2.
// 3x3x3 search region for good F2 everywhere, but a lot
// slower than the 2x2x2 version.
// The code below is a bit scary even to its author,
// but it has at least half decent performance on a
// modern GPU. In any case, it beats any software
// implementation of Worley noise hands down.
vec2 cellular(vec3 P)
{
#define K 0.142857142857 // 1/7
#define Ko 0.428571428571 // 1/2-K/2
#define K2 0.020408163265306 // 1/(7*7)
#define Kz 0.166666666667 // 1/6
#define Kzo 0.416666666667 // 1/2-1/6*2
#define jitter 1.0 // smaller jitter gives more regular pattern
vec3 Pi = mod(floor(P), 289.0);
vec3 Pf = fract(P) - 0.5;
vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);
vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);
vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);
vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));
vec3 p1 = permute(p + Pi.y - 1.0);
vec3 p2 = permute(p + Pi.y);
vec3 p3 = permute(p + Pi.y + 1.0);
vec3 p11 = permute(p1 + Pi.z - 1.0);
vec3 p12 = permute(p1 + Pi.z);
vec3 p13 = permute(p1 + Pi.z + 1.0);
vec3 p21 = permute(p2 + Pi.z - 1.0);
vec3 p22 = permute(p2 + Pi.z);
vec3 p23 = permute(p2 + Pi.z + 1.0);
vec3 p31 = permute(p3 + Pi.z - 1.0);
vec3 p32 = permute(p3 + Pi.z);
vec3 p33 = permute(p3 + Pi.z + 1.0);
vec3 ox11 = fract(p11*K) - Ko;
vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;
vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed
vec3 ox12 = fract(p12*K) - Ko;
vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;
vec3 oz12 = floor(p12*K2)*Kz - Kzo;
vec3 ox13 = fract(p13*K) - Ko;
vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;
vec3 oz13 = floor(p13*K2)*Kz - Kzo;
vec3 ox21 = fract(p21*K) - Ko;
vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;
vec3 oz21 = floor(p21*K2)*Kz - Kzo;
vec3 ox22 = fract(p22*K) - Ko;
vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;
vec3 oz22 = floor(p22*K2)*Kz - Kzo;
vec3 ox23 = fract(p23*K) - Ko;
vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;
vec3 oz23 = floor(p23*K2)*Kz - Kzo;
vec3 ox31 = fract(p31*K) - Ko;
vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;
vec3 oz31 = floor(p31*K2)*Kz - Kzo;
vec3 ox32 = fract(p32*K) - Ko;
vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;
vec3 oz32 = floor(p32*K2)*Kz - Kzo;
vec3 ox33 = fract(p33*K) - Ko;
vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;
vec3 oz33 = floor(p33*K2)*Kz - Kzo;
vec3 dx11 = Pfx + jitter*ox11;
vec3 dy11 = Pfy.x + jitter*oy11;
vec3 dz11 = Pfz.x + jitter*oz11;
vec3 dx12 = Pfx + jitter*ox12;
vec3 dy12 = Pfy.x + jitter*oy12;
vec3 dz12 = Pfz.y + jitter*oz12;
vec3 dx13 = Pfx + jitter*ox13;
vec3 dy13 = Pfy.x + jitter*oy13;
vec3 dz13 = Pfz.z + jitter*oz13;
vec3 dx21 = Pfx + jitter*ox21;
vec3 dy21 = Pfy.y + jitter*oy21;
vec3 dz21 = Pfz.x + jitter*oz21;
vec3 dx22 = Pfx + jitter*ox22;
vec3 dy22 = Pfy.y + jitter*oy22;
vec3 dz22 = Pfz.y + jitter*oz22;
vec3 dx23 = Pfx + jitter*ox23;
vec3 dy23 = Pfy.y + jitter*oy23;
vec3 dz23 = Pfz.z + jitter*oz23;
vec3 dx31 = Pfx + jitter*ox31;
vec3 dy31 = Pfy.z + jitter*oy31;
vec3 dz31 = Pfz.x + jitter*oz31;
vec3 dx32 = Pfx + jitter*ox32;
vec3 dy32 = Pfy.z + jitter*oy32;
vec3 dz32 = Pfz.y + jitter*oz32;
vec3 dx33 = Pfx + jitter*ox33;
vec3 dy33 = Pfy.z + jitter*oy33;
vec3 dz33 = Pfz.z + jitter*oz33;
vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;
vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;
vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;
vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21;
vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22;
vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23;
vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;
vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;
vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;
// Sort out the two smallest distances (F1, F2)
#if 0
// Cheat and sort out only F1
vec3 d1 = min(min(d11,d12), d13);
vec3 d2 = min(min(d21,d22), d23);
vec3 d3 = min(min(d31,d32), d33);
vec3 d = min(min(d1,d2), d3);
d.x = min(min(d.x,d.y),d.z);
return sqrt(d.xx); // F1 duplicated, no F2 computed
#else
// Do it right and sort out both F1 and F2
vec3 d1a = min(d11, d12);
d12 = max(d11, d12);
d11 = min(d1a, d13); // Smallest now not in d12 or d13
d13 = max(d1a, d13);
d12 = min(d12, d13); // 2nd smallest now not in d13
vec3 d2a = min(d21, d22);
d22 = max(d21, d22);
d21 = min(d2a, d23); // Smallest now not in d22 or d23
d23 = max(d2a, d23);
d22 = min(d22, d23); // 2nd smallest now not in d23
vec3 d3a = min(d31, d32);
d32 = max(d31, d32);
d31 = min(d3a, d33); // Smallest now not in d32 or d33
d33 = max(d3a, d33);
d32 = min(d32, d33); // 2nd smallest now not in d33
vec3 da = min(d11, d21);
d21 = max(d11, d21);
d11 = min(da, d31); // Smallest now in d11
d31 = max(da, d31); // 2nd smallest now not in d31
d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;
d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest
d12 = min(d12, d21); // 2nd smallest now not in d21
d12 = min(d12, d22); // nor in d22
d12 = min(d12, d31); // nor in d31
d12 = min(d12, d32); // nor in d32
d11.yz = min(d11.yz,d12.xy); // nor in d12.yz
d11.y = min(d11.y,d12.z); // Only two more to go
d11.y = min(d11.y,d11.z); // Done! (Phew!)
return sqrt(d11.xy); // F1, F2
#endif
}
-- Vertex.tile
uniform float time;
varying vec3 vTexCoord3D;
void main(void) {
vTexCoord3D = gl_Vertex.xyz * 4.0
+ 0.2 * vec3(snoise(gl_Vertex.xyz + vec3(0.0, 0.0, time)),
snoise(gl_Vertex.xyz + vec3(43.0, 17.0, time)),
snoise(gl_Vertex.xyz + vec3(0.0, -43.0, time-17.0)));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
-- Fragment.tile
varying vec3 vTexCoord3D;
void main(void) {
vec2 F = cellular(vTexCoord3D.xyz);
float n = 0.1+F.y-F.x;
gl_FragColor = vec4(n*0.6, n*1.1, n*0.5, 1.0);
}

View file

@ -57,6 +57,11 @@
static const char quakeforge_effect[] =
#include "libs/video/renderer/glsl/quakeforge.slc"
"--\n" // ensure the last block of the previous file doesn't merge with
// the first block of the next file
// Include Stefan Gustavson's noise functions in the QuakeForge shader
// effect "file".
#include "libs/video/renderer/glsl/sgustavson.slc"
;
int glsl_palette;

View file

@ -614,4 +614,5 @@ R_Init_Cvars (void)
r_data->scr_viewsize = &scr_viewsize;
R_Particles_Init_Cvars ();
R_Trails_Init_Cvars ();
}

View file

@ -105,4 +105,5 @@ R_Init (void)
r_funcs->R_Init ();
R_ClearEfrags (); //FIXME force link of r_efrag.o for qwaq
Fog_Init ();
R_Trails_Init ();
}

View file

@ -29,7 +29,6 @@
#endif
#include "QF/cvar.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/sys.h"
@ -135,6 +134,7 @@ R_RunParticles (float dT)
p->pos += dT * p->vel;
p->vel += dT * (p->vel * parm->drag + gravity * parm->drag[3]);
p->ramp += dT * parm->ramp;
p->scale += dT * parm->scale_rate;
p->live -= dT;
if (ramp) {
p->icolor = ramp[(int)p->ramp];

View file

@ -190,6 +190,9 @@ render_scene (void)
EntQueue_Clear (r_ent_queue);
r_funcs->render_view ();
r_funcs->draw_particles (&r_psystem);
if (r_funcs->draw_trails) {
r_funcs->draw_trails (&r_tsystem);
}
r_funcs->draw_transparent ();
}

View file

@ -0,0 +1,236 @@
/*
r_trails.c
Interface for trails
Copyright (C) 2023 Bill Currie <bill@taniwha.org>
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
#include "QF/cvar.h"
#include "QF/ecs.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/simd/vec4f.h"
#include "r_dynamic.h"
psystem_t r_tsystem; //FIXME singleton
static ecs_system_t trails_system;
static trailpnt_t *trail_point_buffer;
static uint32_t trail_point_count;
static uint32_t trail_point_buffer_size;
static uint32_t allocated_blocks; // bitmask of 64-point blocks in use
typedef struct {
uint32_t base;
uint32_t count;
} pointset_t;
enum trails_components {
trails_pointset,
trails_comp_count
};
static void
destroy_pointset (void *comp)
{
pointset_t *pointset = comp;
int base = pointset->base / 64;
int count = pointset->count / 64;
uint32_t mask = ((1 << count) - 1) << base;
allocated_blocks &= ~mask;
r_tsystem.numparticles = allocated_blocks;
}
static const component_t trails_components[trails_comp_count] = {
[trails_pointset] = {
.size = sizeof (pointset_t),
.create = 0,
.name = "pointset",
.destroy = destroy_pointset,
},
};
bool
R_Trail_Valid (psystem_t *system, uint32_t trailid)
{
return ECS_EntValid (trailid, trails_system.reg);
}
uint32_t
R_Trail_Create (psystem_t *system, int num_points, vec4f_t start)
{
num_points += 2; // need an extra point at either end
num_points = (num_points + 31) & ~31; // want a multiple of 32
num_points *= 2; // each point needs two verts
int blocks = num_points / 64;
uint32_t mask = (1 << blocks) - 1;
int block_ind;
for (block_ind = 0; block_ind <= 32 - blocks; block_ind++) {
if (!(allocated_blocks & mask)) {
break;
}
mask <<= 1;
}
if (allocated_blocks & mask) {
return nullent;
}
allocated_blocks |= mask;
r_tsystem.numparticles = allocated_blocks;
uint32_t trail = ECS_NewEntity (trails_system.reg);
pointset_t pointset = {
.base = block_ind * 64,
.count = num_points,
};
Ent_SetComponent (trail, trails_pointset, trails_system.reg, &pointset);
for (uint32_t i = 0; i < pointset.count; i++) {
static float bary[] = {0, 0, 1, 0, 0, 1, 0, 0};
auto p = trail_point_buffer + pointset.base + i;
*p = (trailpnt_t) {
.pos = start,
.colora = { 0xc0, 0xa0, 0x60, 0x80 },
.colorb = { 0x30, 0x30, 0x20, 0x00 },
.trailid = trail,
.live = 10,
};
p->pos[3] = i & 1 ? 1 : -1;
VectorCopy (bary + i % 3, p->bary);
};
return trail;
}
void
R_Trail_Update (psystem_t *system, uint32_t trailid, vec4f_t pos)
{
pointset_t *p = Ent_GetComponent (trailid, trails_pointset,
trails_system.reg);
trailpnt_t *points = trail_point_buffer + p->base;
pos[3] = -1;
vec4f_t dist = pos - points[4].pos;
vec4f_t prev1 = points[2].pos;
vec4f_t prev2 = points[3].pos;
points[2].pos = pos;
pos[3] = 1;
points[3].pos = pos;
points[0].pos = points[2].pos + dist;
points[1].pos = points[3].pos + dist;
float len = sqrt (dotf (dist, dist)[0]);
if (len > 16) {
for (uint32_t i = 4; i < p->count; i += 2) {
vec4f_t t1 = points[i + 0].pos;
vec4f_t t2 = points[i + 1].pos;
points[i + 0].pos = prev1;
points[i + 1].pos = prev2;
prev1 = t1;
prev2 = t2;
points[i + 0].pathoffset = len;
points[i + 1].pathoffset = len;
if (i < p->count - 2) {
dist = points[i + 2].pos - points[i + 0].pos;
len = sqrt (dotf (dist, dist)[0]);
}
}
} else {
for (uint32_t i = 4; i < p->count; i += 2) {
points[i + 0].pathoffset = len;
points[i + 1].pathoffset = len;
if (i < p->count - 2) {
dist = points[i + 2].pos - points[i + 0].pos;
len = sqrt (dotf (dist, dist)[0]);
}
}
}
}
void
R_Trail_Destroy (psystem_t *system, uint32_t trailid)
{
ECS_DelEntity (trails_system.reg, trailid);
}
void
R_ClearTrails (void)
{
auto reg = trails_system.reg;
for (uint32_t i = 0; i < reg->num_entities; i++) {
uint32_t ent = reg->entities[i];
uint32_t ind = Ent_Index (ent);
if (ind == i) {
ECS_DelEntity (reg, ent);
}
}
}
void
R_RunTrails (float dT)
{
}
void
R_Trails_Init_Cvars (void)
{
Sys_Printf ("R_Trails_Init_Cvars\n");
}
static void
trails_shutdown (void *data)
{
Sys_Printf ("trails_shutdown\n");
ECS_DelRegistry (trails_system.reg);
Sys_Free (trail_point_buffer, trail_point_buffer_size);
}
void
R_Trails_Init (void)
{
Sys_Printf ("R_Trails_Init\n");
Sys_RegisterShutdown (trails_shutdown, 0);
auto reg = ECS_NewRegistry ();
trails_system.reg = reg;
trails_system.base = ECS_RegisterComponents (reg, trails_components,
trails_comp_count);
ECS_CreateComponentPools (reg);
trail_point_count = 32*64;
trail_point_buffer_size = trail_point_count * sizeof (trailpnt_t);
trail_point_buffer = Sys_Alloc (trail_point_buffer_size);
r_tsystem = (psystem_t) {
.maxparticles = trail_point_count,
.particles = (particle_t *) trail_point_buffer,
.partparams = 0,//FIXME
.partramps = 0,//FIXME
};
}

View file

@ -477,6 +477,7 @@ vid_render_funcs_t glsl_vid_render_funcs = {
.Draw_Glyph = glsl_Draw_Glyph,
.ParticleSystem = glsl_ParticleSystem,
.TrailSystem = glsl_TrailSystem,
.R_Init = glsl_R_Init,
.R_ClearState = glsl_R_ClearState,
.R_LoadSkys = glsl_R_LoadSkys,
@ -485,6 +486,7 @@ vid_render_funcs_t glsl_vid_render_funcs = {
.begin_frame = glsl_begin_frame,
.render_view = glsl_render_view,
.draw_particles = glsl_R_DrawParticles,
.draw_trails = glsl_R_DrawTrails,
.draw_transparent = glsl_draw_transparent,
.post_process = glsl_post_process,
.set_2d = glsl_set_2d,

View file

@ -59,6 +59,7 @@
#include "compat.h"
#include "client/chase.h"
#include "client/effects.h"
#include "client/particles.h"
#include "client/sbar.h"
#include "client/screen.h"
@ -740,6 +741,7 @@ CL_Init (cbuf_t *cbuf)
CL_Init_Input (cbuf);
CL_Particles_Init ();
CL_Effects_Init ();
CL_TEnts_Init ();
CL_World_Init ();
CL_ClearState ();

View file

@ -98,6 +98,7 @@
#include "buildnum.h"
#include "compat.h"
#include "client/effects.h"
#include "client/particles.h"
#include "client/sbar.h"
#include "client/screen.h"
@ -1488,6 +1489,7 @@ CL_Init (void)
CL_Init_Input (cl_cbuf);
CL_Ents_Init ();
CL_Particles_Init ();
CL_Effects_Init ();
CL_TEnts_Init ();
CL_World_Init ();
CL_ClearState ();