/* glsl_sprite.c Sprite drawing support for GLSL Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/30 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/entity.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_textures.h" #include "QF/GLSL/qf_vid.h" #include "r_internal.h" static const char *sprite_vert_effects[] = { "QuakeForge.Vertex.sprite", 0 }; static const char *sprite_frag_effects[] = { "QuakeForge.Fragment.fog", "QuakeForge.Fragment.palette", "QuakeForge.Fragment.sprite", 0 }; //static float proj_matrix[16]; static struct { int program; shaderparam_t spritea; shaderparam_t spriteb; shaderparam_t palette; shaderparam_t matrix; shaderparam_t vertexa; shaderparam_t vertexb; shaderparam_t uvab; shaderparam_t colora; shaderparam_t colorb; shaderparam_t blend; shaderparam_t fog; } quake_sprite = { 0, {"spritea", 1}, {"spriteb", 1}, {"palette", 1}, {"mvp_mat", 1}, {"vertexa", 0}, {"vertexb", 0}, {"uvab", 0}, {"vcolora", 0}, {"vcolorb", 0}, {"vblend", 0}, {"fog", 1}, }; void glsl_R_InitSprites (void) { shader_t *vert_shader, *frag_shader; int frag, vert; vert_shader = GLSL_BuildShader (sprite_vert_effects); frag_shader = GLSL_BuildShader (sprite_frag_effects); vert = GLSL_CompileShader ("quakespr.vert", vert_shader, GL_VERTEX_SHADER); frag = GLSL_CompileShader ("quakespr.frag", frag_shader, GL_FRAGMENT_SHADER); quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend); GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog); GLSL_FreeShader (vert_shader); GLSL_FreeShader (frag_shader); } static void R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1, mspriteframe_t **frame2, float *blend) { int framenum = currententity->animation.frame; int pose; int i, numframes; float *intervals; float frame_interval; float fullinterval, targettime, time; mspritegroup_t *group = 0; mspriteframedesc_t *framedesc; if (framenum >= sprite->numframes || framenum < 0) framenum = 0; framedesc = &sprite->frames[framenum]; if (framedesc->type == SPR_SINGLE) { frame_interval = 0.1; pose = framenum; } else { group = (mspritegroup_t *) framedesc->frameptr; intervals = group->intervals; numframes = group->numframes; fullinterval = intervals[numframes - 1]; time = vr_data.realtime + currententity->animation.syncbase; targettime = time - ((int) (time / fullinterval)) * fullinterval; for (i = 0; i < numframes - 1; i++) { if (intervals[i] > targettime) break; } frame_interval = intervals[i]; if (i) frame_interval = intervals[i - 1]; pose = i; } //FIXME this will break if the sprite changes between single frames and //group frames. *blend = R_EntityBlend (ent, pose, frame_interval); if (group) { *frame1 = group->frames[ent->animation.pose1]; *frame2 = group->frames[ent->animation.pose2]; } else { *frame1 = sprite->frames[ent->animation.pose1].frameptr; *frame2 = sprite->frames[ent->animation.pose2].frameptr; } } static void make_quad (mspriteframe_t *frame, vec4f_t vpn, vec4f_t vright, vec4f_t vup, float verts[6][3]) { vec4f_t left, up, right, down; vec4f_t ul, ur, ll, lr; vec4f_t origin = Transform_GetWorldPosition (currententity->transform); // build the sprite poster in worldspace // first, rotate the sprite axes into world space right = frame->right * vright; up = frame->up * vup; left = frame->left * vright; down = frame->down * vup; // next, build the sprite corners from the axes ul = up + left; ur = up + right; ll = down + left; lr = down + right; // finally, translate the sprite corners, creating two triangles VectorAdd (origin, ul, verts[0]); // first triangle VectorAdd (origin, ur, verts[1]); VectorAdd (origin, lr, verts[2]); VectorAdd (origin, ul, verts[3]); // second triangle VectorAdd (origin, lr, verts[4]); VectorAdd (origin, ll, verts[5]); } void R_DrawSprite (void) { entity_t *ent = currententity; msprite_t *sprite = (msprite_t *) ent->renderer.model->cache.data; mspriteframe_t *frame1, *frame2; float blend, sr, cr, dot; vec3_t tvec; vec4f_t svpn = {}, svright = {}, svup = {}, rot; static quat_t color = { 1, 1, 1, 1}; float vertsa[6][3], vertsb[6][3]; static float uvab[6][4] = { { 0, 0, 0, 0 }, { 1, 0, 1, 0 }, { 1, 1, 1, 1 }, { 0, 0, 0, 0 }, { 1, 1, 1, 1 }, { 0, 1, 0, 1 }, }; switch (sprite->type) { case SPR_FACING_UPRIGHT: // generate the sprite's exes with svup straight up in worldspace // and svright perpendicular to r_origin. This will not work if the // view direction is very close to straight up or down because the // cross product will be between two nearly parallel vectors and // starts to approach an undefined staate, so we don't draw if the // two vectors are less than 1 degree apart VectorNegate (r_origin, tvec); VectorNormalize (tvec); dot = tvec[2]; // same as DotProcut (tvec, svup) because // svup is 0, 0, 1 if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree) return; VectorSet (0, 0, 1, svup); // CrossProduct (svup, -r_origin, svright) VectorSet (tvec[1], -tvec[0], 0, svright); svright = normalf (svright); // CrossProduct (svright, svup, svpn); VectorSet (-svright[1], svright[0], 0, svpn); break; case SPR_VP_PARALLEL: // generate the prite's axes completely parallel to the viewplane. // There are no problem situations, because the prite is always in // the same position relative to the viewer. VectorCopy (vup, svup); VectorCopy (vright, svright); VectorCopy (vpn, svpn); break; case SPR_VP_PARALLEL_UPRIGHT: // generate the sprite's axes with svup straight up in worldspace, // and svright parallel to the viewplane. This will not work if the // view diretion iss very close to straight up or down because the // cross prodcut will be between two nearly parallel vectors and // starts to approach an undefined state, so we don't draw if the // two vectros are less that 1 degree apart dot = vpn[2]; if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree) return; VectorSet (0, 0, 1, svup); // CrossProduct (svup, -r_origin, svright) VectorSet (vpn[1], -vpn[0], 0, svright); svright = normalf (svright); // CrossProduct (svright, svup, svpn); VectorSet (-svright[1], svright[0], 0, svpn); break; case SPR_ORIENTED: // generate the prite's axes according to the sprite's world // orientation svup = Transform_Up (currententity->transform); svright = Transform_Right (currententity->transform); svpn = Transform_Forward (currententity->transform); break; case SPR_VP_PARALLEL_ORIENTED: // generate the sprite's axes parallel to the viewplane, but // rotated in that plane round the center according to the sprite // entity's roll angle. Thus svpn stays the same, but svright and // svup rotate rot = Transform_GetLocalRotation (currententity->transform); //FIXME assumes the entity is only rolled sr = 2 * rot[0] * rot[3]; cr = rot[3] * rot[3] - rot[0] * rot[0]; VectorCopy (vpn, svpn); VectorScale (vright, cr, svright); VectorMultAdd (svright, sr, vup, svright); VectorScale (vup, cr, svup); VectorMultAdd (svup, -sr, vright, svup); break; default: Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type); } R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend); qfeglActiveTexture (GL_TEXTURE0 + 0); qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum); qfeglActiveTexture (GL_TEXTURE0 + 1); qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum); qfeglVertexAttrib4fv (quake_sprite.colora.location, color); qfeglVertexAttrib4fv (quake_sprite.colorb.location, color); qfeglVertexAttrib1f (quake_sprite.blend.location, blend); make_quad (frame1, svpn, svright, svup, vertsa); make_quad (frame2, svpn, svright, svup, vertsb); qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT, 0, 0, vertsa); qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT, 0, 0, vertsb); qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT, 0, 0, uvab); qfeglDrawArrays (GL_TRIANGLES, 0, 6); } // All sprites are drawn in a batch, so avoid thrashing the gl state void R_SpriteBegin (void) { mat4f_t mat; quat_t fog; qfeglUseProgram (quake_sprite.program); qfeglEnableVertexAttribArray (quake_sprite.vertexa.location); qfeglEnableVertexAttribArray (quake_sprite.vertexb.location); qfeglEnableVertexAttribArray (quake_sprite.uvab.location); qfeglDisableVertexAttribArray (quake_sprite.colora.location); qfeglDisableVertexAttribArray (quake_sprite.colorb.location); qfeglDisableVertexAttribArray (quake_sprite.blend.location); glsl_Fog_GetColor (fog); fog[3] = glsl_Fog_GetDensity () / 64.0; qfeglUniform4fv (quake_sprite.fog.location, 1, fog); qfeglUniform1i (quake_sprite.spritea.location, 0); qfeglActiveTexture (GL_TEXTURE0 + 0); qfeglEnable (GL_TEXTURE_2D); qfeglUniform1i (quake_sprite.spriteb.location, 1); qfeglActiveTexture (GL_TEXTURE0 + 1); qfeglEnable (GL_TEXTURE_2D); qfeglUniform1i (quake_sprite.palette.location, 2); qfeglActiveTexture (GL_TEXTURE0 + 2); qfeglEnable (GL_TEXTURE_2D); qfeglBindTexture (GL_TEXTURE_2D, glsl_palette); mmulf (mat, glsl_projection, glsl_view); qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, &mat[0][0]); } void R_SpriteEnd (void) { qfeglDisableVertexAttribArray (quake_sprite.vertexa.location); qfeglDisableVertexAttribArray (quake_sprite.vertexb.location); qfeglDisableVertexAttribArray (quake_sprite.uvab.location); qfeglActiveTexture (GL_TEXTURE0 + 0); qfeglDisable (GL_TEXTURE_2D); qfeglActiveTexture (GL_TEXTURE0 + 1); qfeglDisable (GL_TEXTURE_2D); qfeglActiveTexture (GL_TEXTURE0 + 2); qfeglDisable (GL_TEXTURE_2D); }