/* glsl_draw.c 2D drawing support for GLSL Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/hash.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_draw.h" #include "QF/GLSL/qf_textures.h" #include "QF/GLSL/qf_vid.h" #include "r_internal.h" typedef struct { subpic_t *subpic; } glpic_t; typedef struct cachepic_s { struct cachepic_s *next; char *name; qpic_t *pic; } cachepic_t; typedef struct { float xyst[4]; float color[4]; } drawvert_t; static const char *twod_vert_effects[] = { "QuakeForge.Vertex.2d", 0 }; static const char *twod_frag_effects[] = { "QuakeForge.Fragment.palette", "QuakeForge.Fragment.2d", 0 }; static float proj_matrix[16]; static struct { int program; shaderparam_t texture; shaderparam_t palette; shaderparam_t matrix; shaderparam_t vertex; shaderparam_t color; } quake_2d = { 0, {"texture", 1}, {"palette", 1}, {"mvp_mat", 1}, {"vertex", 0}, {"vcolor", 0}, }; static scrap_t *draw_scrap; // hold all 2d images static byte white_block[8 * 8]; static dstring_t *draw_queue; static qpic_t *conchars; static int conback_texture; static qpic_t *crosshair_pic; static qpic_t *white_pic; static qpic_t *backtile_pic; static hashtab_t *pic_cache; static cvar_t *glsl_conback_texnum; static qpic_t * make_glpic (const char *name, qpic_t *p) { qpic_t *pic = 0; glpic_t *gl; if (p) { // FIXME is alignment ok? pic = malloc (sizeof (qpic_t) + sizeof (glpic_t)); pic->width = p->width; pic->height = p->height; gl = (glpic_t *) pic->data; gl->subpic = GLSL_ScrapSubpic (draw_scrap, pic->width, pic->height); GLSL_SubpicUpdate (gl->subpic, p->data, 1); } return pic; } static void pic_free (qpic_t *pic) { glpic_t *gl = (glpic_t *) pic->data; GLSL_SubpicDelete (gl->subpic); free (pic); } //FIXME nicer allocator static cachepic_t * new_cachepic (const char *name, qpic_t *pic) { cachepic_t *cp; cp = malloc (sizeof (cachepic_t)); cp->name = strdup (name); cp->pic = pic; return cp; } static const char * cachepic_getkey (const void *_cp, void *unused) { return ((cachepic_t *) _cp)->name; } static void cachepic_free (void *_cp, void *unused) { cachepic_t *cp = (cachepic_t *) _cp; pic_free (cp->pic); free (cp->name); free (cp); } static qpic_t * pic_data (const char *name, int w, int h, const byte *data) { qpic_t *pic; qpic_t *glpic; pic = malloc (field_offset (qpic_t, data[w * h])); pic->width = w; pic->height = h; memcpy (pic->data, data, pic->width * pic->height); glpic = make_glpic (name, pic); free (pic); return glpic; } static void make_quad (qpic_t *pic, float x, float y, int w, int h, int srcx, int srcy, int srcw, int srch, drawvert_t verts[6], float *color) { glpic_t *gl; subpic_t *sp; float sl, sh, tl, th; gl = (glpic_t *) pic->data; sp = gl->subpic; srcx += sp->rect->x; srcy += sp->rect->y; sl = (srcx) * sp->size; sh = sl + (srcw) * sp->size; tl = (srcy) * sp->size; th = tl + (srch) * sp->size; verts[0].xyst[0] = x; verts[0].xyst[1] = y; verts[0].xyst[2] = sl; verts[0].xyst[3] = tl; verts[1].xyst[0] = x + w; verts[1].xyst[1] = y; verts[1].xyst[2] = sh; verts[1].xyst[3] = tl; verts[2].xyst[0] = x + w; verts[2].xyst[1] = y + h; verts[2].xyst[2] = sh; verts[2].xyst[3] = th; verts[3].xyst[0] = x; verts[3].xyst[1] = y; verts[3].xyst[2] = sl; verts[3].xyst[3] = tl; verts[4].xyst[0] = x + w; verts[4].xyst[1] = y + h; verts[4].xyst[2] = sh; verts[4].xyst[3] = th; verts[5].xyst[0] = x; verts[5].xyst[1] = y + h; verts[5].xyst[2] = sl; verts[5].xyst[3] = th; QuatCopy (color, verts[0].color); QuatCopy (color, verts[1].color); QuatCopy (color, verts[2].color); QuatCopy (color, verts[3].color); QuatCopy (color, verts[4].color); QuatCopy (color, verts[5].color); } static void draw_pic (float x, float y, int w, int h, qpic_t *pic, int srcx, int srcy, int srcw, int srch, float *color) { drawvert_t verts[6]; void *v; int size = sizeof (verts); make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color); draw_queue->size += size; dstring_adjust (draw_queue); v = draw_queue->str + draw_queue->size - size; memcpy (v, verts, size); } qpic_t * glsl_Draw_MakePic (int width, int height, const byte *data) { return pic_data (0, width, height, data); } void glsl_Draw_DestroyPic (qpic_t *pic) { pic_free (pic); } qpic_t * glsl_Draw_PicFromWad (const char *name) { return make_glpic (name, W_GetLumpName (name)); } qpic_t * glsl_Draw_CachePic (const char *path, qboolean alpha) { qpic_t *p, *pic; cachepic_t *cpic; if ((cpic = Hash_Find (pic_cache, path))) return cpic->pic; if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp") || !(p = (qpic_t *) QFS_LoadFile (QFS_FOpenFile (path), 0))) { //FIXME load a null texture Sys_Error ("Draw_CachePic: failed to load %s", path); } pic = make_glpic (path, p); free (p); cpic = new_cachepic (path, pic); Hash_Add (pic_cache, cpic); return pic; } void glsl_Draw_UncachePic (const char *path) { Hash_Free (pic_cache, Hash_Del (pic_cache, path)); } void glsl_Draw_TextBox (int x, int y, int width, int lines, byte alpha) { static quat_t color = { 1, 1, 1, 0 }; qpic_t *p; int cx, cy, n; #define draw(px,py,pp) \ draw_pic (px, py, pp->width, pp->height, pp, \ 0, 0, pp->width, pp->height, color) color[3] = alpha / 255.0; // draw left side cx = x; cy = y; p = glsl_Draw_CachePic ("gfx/box_tl.lmp", true); draw (cx, cy, p); p = glsl_Draw_CachePic ("gfx/box_ml.lmp", true); for (n = 0; n < lines; n++) { cy += 8; draw (cx, cy, p); } p = glsl_Draw_CachePic ("gfx/box_bl.lmp", true); draw (cx, cy + 8, p); // draw middle cx += 8; while (width > 0) { cy = y; p = glsl_Draw_CachePic ("gfx/box_tm.lmp", true); draw (cx, cy, p); p = glsl_Draw_CachePic ("gfx/box_mm.lmp", true); for (n = 0; n < lines; n++) { cy += 8; if (n == 1) p = glsl_Draw_CachePic ("gfx/box_mm2.lmp", true); draw (cx, cy, p); } p = glsl_Draw_CachePic ("gfx/box_bm.lmp", true); draw (cx, cy + 8, p); width -= 2; cx += 16; } // draw right side cy = y; p = glsl_Draw_CachePic ("gfx/box_tr.lmp", true); draw (cx, cy, p); p = glsl_Draw_CachePic ("gfx/box_mr.lmp", true); for (n = 0; n < lines; n++) { cy += 8; draw (cx, cy, p); } p = glsl_Draw_CachePic ("gfx/box_br.lmp", true); draw (cx, cy + 8, p); #undef draw } static void Draw_ClearCache (int phase) { if (phase) return; Hash_FlushTable (pic_cache); } void glsl_Draw_Init (void) { shader_t *vert_shader, *frag_shader; int i; int frag, vert; qpic_t *pic; //FIXME glpic_t *gl; pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0, 0); QFS_GamedirCallback (Draw_ClearCache); //FIXME temporary work around for the timing of cvar creation and palette //loading crosshaircolor->callback (crosshaircolor); draw_queue = dstring_new (); vert_shader = GLSL_BuildShader (twod_vert_effects); frag_shader = GLSL_BuildShader (twod_frag_effects); vert = GLSL_CompileShader ("quakeico.vert", vert_shader, GL_VERTEX_SHADER); frag = GLSL_CompileShader ("quake2d.frag", frag_shader, GL_FRAGMENT_SHADER); quake_2d.program = GLSL_LinkProgram ("quake2d", vert, frag); GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.texture); GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.palette); GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.matrix); GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.vertex); GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.color); GLSL_FreeShader (vert_shader); GLSL_FreeShader (frag_shader); draw_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 0); draw_chars = W_GetLumpName ("conchars"); for (i = 0; i < 256 * 64; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color conchars = pic_data ("conchars", 128, 128, draw_chars); pic = (qpic_t *) QFS_LoadFile (QFS_FOpenFile ("gfx/conback.lmp"), 0); if (pic) { SwapPic (pic); conback_texture = GLSL_LoadQuakeTexture ("conback", pic->width, pic->height, pic->data); free (pic); } pic = Draw_CrosshairPic (); crosshair_pic = make_glpic ("crosshair", pic); free (pic); memset (white_block, 0xfe, sizeof (white_block)); white_pic = pic_data ("white_block", 8, 8, white_block); backtile_pic = glsl_Draw_PicFromWad ("backtile"); //FIXME gl = (glpic_t *) backtile_pic->data; //FIXME qfeglBindTexture (GL_TEXTURE_2D, gl->texnum); //FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glsl_conback_texnum = Cvar_Get ("glsl_conback_texnum", "0", CVAR_NONE, NULL, "bind conback to this texture for " "debugging"); } static inline void queue_character (int x, int y, byte chr) { quat_t color = {1, 1, 1, 1}; int cx, cy; cx = chr % 16; cy = chr / 16; draw_pic (x, y, 8, 8, conchars, cx * 8, cy * 8, 8, 8, color); } static void flush_2d (void) { GLSL_ScrapFlush (draw_scrap); qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap)); qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT, 0, 32, draw_queue->str); qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT, 0, 32, draw_queue->str + 16); qfeglDrawArrays (GL_TRIANGLES, 0, draw_queue->size / 32); draw_queue->size = 0; } void glsl_Draw_Character (int x, int y, unsigned int chr) { chr &= 255; if (chr == 32) return; // space if (y <= -8) return; // totally off screen queue_character (x, y, chr); } void glsl_Draw_String (int x, int y, const char *str) { byte chr; if (!str || !str[0]) return; // totally off screen if (y <= -8) return; // totally off screen while (*str) { if ((chr = *str++) != 32) queue_character (x, y, chr); x += 8; } } void glsl_Draw_nString (int x, int y, const char *str, int count) { byte chr; if (!str || !str[0]) return; // totally off screen if (y <= -8) return; // totally off screen while (count-- && *str) { if ((chr = *str++) != 32) queue_character (x, y, chr); x += 8; } } void glsl_Draw_AltString (int x, int y, const char *str) { byte chr; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen while (*str) { if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces queue_character (x, y, chr); } x += 8; } } static void draw_crosshair_plus (int ch, int x, int y) { glsl_Draw_Character (x - 4, y - 4, '+'); } static void draw_crosshair_pic (int ch, int x, int y) { static const int pos[CROSSHAIR_COUNT][4] = { {0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT}, {CROSSHAIR_WIDTH, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT}, {0, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT}, {CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT}, }; const int *p = pos[ch - 1]; draw_pic (x - CROSSHAIR_WIDTH + 1, y - CROSSHAIR_HEIGHT + 1, CROSSHAIR_WIDTH * 2, CROSSHAIR_HEIGHT * 2, crosshair_pic, p[0], p[1], p[2], p[3], crosshair_color); } static void (*crosshair_func[]) (int ch, int x, int y) = { draw_crosshair_plus, draw_crosshair_pic, draw_crosshair_pic, draw_crosshair_pic, draw_crosshair_pic, }; void glsl_Draw_CrosshairAt (int ch, int x, int y) { unsigned c = ch - 1; if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; crosshair_func[c] (c, x, y); } void glsl_Draw_Crosshair (void) { int x, y; x = vid.conwidth / 2 + cl_crossx->int_val; y = vid.conheight / 2 + cl_crossy->int_val; glsl_Draw_CrosshairAt (crosshair->int_val, x, y); } void glsl_Draw_Pic (int x, int y, qpic_t *pic) { static quat_t color = { 1, 1, 1, 1}; draw_pic (x, y, pic->width, pic->height, pic, 0, 0, pic->width, pic->height, color); } void glsl_Draw_Picf (float x, float y, qpic_t *pic) { static quat_t color = { 1, 1, 1, 1}; draw_pic (x, y, pic->width, pic->height, pic, 0, 0, pic->width, pic->height, color); } void glsl_Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { static quat_t color = { 1, 1, 1, 1}; draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color); } void glsl_Draw_ConsoleBackground (int lines, byte alpha) { float ofs = (vid.conheight - lines) / (float) vid.conheight; quat_t color = {1, 1, 1, bound (0, alpha, 255) / 255.0}; drawvert_t verts[] = { {{ 0, 0, 0, ofs}}, {{vid.conwidth, 0, 1, ofs}}, {{vid.conwidth, lines, 1, 1}}, {{ 0, 0, 0, ofs}}, {{vid.conwidth, lines, 1, 1}}, {{ 0, lines, 0, 1}}, }; GLSL_FlushText (); // Flush text that should be rendered before the console QuatCopy (color, verts[0].color); QuatCopy (color, verts[1].color); QuatCopy (color, verts[2].color); QuatCopy (color, verts[3].color); QuatCopy (color, verts[4].color); QuatCopy (color, verts[5].color); if (glsl_conback_texnum->int_val) qfeglBindTexture (GL_TEXTURE_2D, glsl_conback_texnum->int_val); else qfeglBindTexture (GL_TEXTURE_2D, conback_texture); qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT, 0, sizeof (drawvert_t), &verts[0].xyst); qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT, 0, sizeof (drawvert_t), &verts[0].color); qfeglDrawArrays (GL_TRIANGLES, 0, 6); } void glsl_Draw_TileClear (int x, int y, int w, int h) { static quat_t color = { 1, 1, 1, 1 }; vrect_t *tile_rect = VRect_New (x, y, w, h); vrect_t *sub = VRect_New (0, 0, 0, 0); // filled in later; glpic_t *gl = (glpic_t *) backtile_pic->data; subpic_t *sp = gl->subpic; int sub_sx, sub_sy, sub_ex, sub_ey; int i, j; sub_sx = x / sp->width; sub_sy = y / sp->height; sub_ex = (x + w + sp->width - 1) / sp->width; sub_ey = (y + h + sp->height - 1) / sp->height; for (j = sub_sy; j < sub_ey; j++) { for (i = sub_sx; i < sub_ex; i++) { vrect_t *t = sub; sub->x = i * sp->width; sub->y = j * sp->height; sub->width = sp->width; sub->height = sp->height; sub = VRect_Intersect (sub, tile_rect); VRect_Delete (t); draw_pic (sub->x, sub->y, sub->width, sub->height, backtile_pic, sub->x % sp->width, sub->y % sp->height, sub->width, sub->height, color); } } VRect_Delete (sub); VRect_Delete (tile_rect); flush_2d (); } void glsl_Draw_Fill (int x, int y, int w, int h, int c) { quat_t color; VectorScale (vid.palette + c * 3, 1.0f/255.0f, color); color[3] = 1.0; draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color); } static inline void draw_blendscreen (quat_t color) { draw_pic (0, 0, vid.conwidth, vid.conheight, white_pic, 0, 0, 8, 8, color); } void glsl_Draw_FadeScreen (void) { static quat_t color = { 0, 0, 0, 0.7 }; GLSL_FlushText (); // Flush text that should be rendered before the menu draw_blendscreen (color); } static void ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax, float znear, float zfar) { proj[0] = 2 / (xmax - xmin); proj[4] = 0; proj[8] = 0; proj[12] = -(xmax + xmin) / (xmax - xmin); proj[1] = 0; proj[5] = 2 / (ymax - ymin); proj[9] = 0; proj[13] = -(ymax + ymin) / (ymax - ymin); proj[2] = 0; proj[6] = 0; proj[10] = -2 / (zfar - znear); proj[14] = -(zfar + znear) / (zfar - znear); proj[3] = 0; proj[7] = 0; proj[11] = 0; proj[15] = 1; } static void set_2d (int width, int height) { qfeglViewport (0, 0, vid.width, vid.height); qfeglDisable (GL_DEPTH_TEST); qfeglDisable (GL_CULL_FACE); ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999); qfeglUseProgram (quake_2d.program); qfeglEnableVertexAttribArray (quake_2d.vertex.location); qfeglEnableVertexAttribArray (quake_2d.color.location); qfeglUniformMatrix4fv (quake_2d.matrix.location, 1, false, proj_matrix); qfeglUniform1i (quake_2d.palette.location, 1); qfeglActiveTexture (GL_TEXTURE0 + 1); qfeglEnable (GL_TEXTURE_2D); qfeglBindTexture (GL_TEXTURE_2D, glsl_palette); qfeglUniform1i (quake_2d.texture.location, 0); qfeglActiveTexture (GL_TEXTURE0 + 0); qfeglEnable (GL_TEXTURE_2D); qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap)); } void GLSL_Set2D (void) { set_2d (vid.width, vid.height); } void GLSL_Set2DScaled (void) { set_2d (vid.conwidth, vid.conheight); } void GLSL_End2D (void) { qfeglDisableVertexAttribArray (quake_2d.vertex.location); qfeglDisableVertexAttribArray (quake_2d.color.location); } void GLSL_DrawReset (void) { draw_queue->size = 0; } void GLSL_FlushText (void) { if (draw_queue->size) flush_2d (); } void glsl_Draw_BlendScreen (quat_t color) { if (!color[3]) return; draw_blendscreen (color); }