/* vid_render_glsl.c GLSL version of the renderer Copyright (C) 2012 Bill Currie 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/plugin/general.h" #include "QF/plugin/vid_render.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/qf_bsp.h" #include "QF/GLSL/qf_draw.h" #include "QF/GLSL/qf_fisheye.h" #include "QF/GLSL/qf_main.h" #include "QF/GLSL/qf_particles.h" #include "QF/GLSL/qf_vid.h" #include "QF/GLSL/qf_warp.h" #include "mod_internal.h" #include "r_internal.h" #include "vid_internal.h" #include "vid_gl.h" gl_ctx_t *glsl_ctx; static void glsl_vid_render_choose_visual (void *data) { glsl_ctx->choose_visual (glsl_ctx); } static void glsl_vid_render_create_context (void *data) { glsl_ctx->create_context (glsl_ctx, 1); } static vid_model_funcs_t model_funcs = { sizeof (glsltex_t), glsl_Mod_LoadLighting, 0,//Mod_SubdivideSurface, glsl_Mod_ProcessTexture, Mod_LoadIQM, Mod_LoadAliasModel, Mod_LoadSpriteModel, glsl_Mod_MakeAliasModelDisplayLists, glsl_Mod_LoadSkin, glsl_Mod_FinalizeAliasModel, glsl_Mod_LoadExternalSkins, glsl_Mod_IQMFinish, 0, glsl_Mod_SpriteLoadFrames, Skin_SetColormap, Skin_SetSkin, glsl_Skin_SetupSkin, Skin_SetTranslation, glsl_Skin_ProcessTranslation, glsl_Skin_InitTranslations, }; static void glsl_vid_render_init (void) { if (!vr_data.vid->vid_internal->sw_context) { Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program."); } glsl_ctx = vr_data.vid->vid_internal->gl_context (); glsl_ctx->init_gl = GLSL_Init_Common; glsl_ctx->load_gl (); vr_data.vid->vid_internal->data = glsl_ctx; vr_data.vid->vid_internal->set_palette = GLSL_SetPalette; vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual; vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context; vr_funcs = &glsl_vid_render_funcs; m_funcs = &model_funcs; } static void glsl_vid_render_shutdown (void) { } static unsigned int GLErr_InvalidEnum; static unsigned int GLErr_InvalidValue; static unsigned int GLErr_InvalidOperation; static unsigned int GLErr_OutOfMemory; static unsigned int GLErr_Unknown; static unsigned int R_TestErrors (unsigned int numerous) { switch (qfeglGetError ()) { case GL_NO_ERROR: return numerous; break; case GL_INVALID_ENUM: GLErr_InvalidEnum++; R_TestErrors (numerous++); break; case GL_INVALID_VALUE: GLErr_InvalidValue++; R_TestErrors (numerous++); break; case GL_INVALID_OPERATION: GLErr_InvalidOperation++; R_TestErrors (numerous++); break; case GL_OUT_OF_MEMORY: GLErr_OutOfMemory++; R_TestErrors (numerous++); break; default: GLErr_Unknown++; R_TestErrors (numerous++); break; } return numerous; } static void R_DisplayErrors (void) { if (GLErr_InvalidEnum) printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum); if (GLErr_InvalidValue) printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue); if (GLErr_InvalidOperation) printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation); if (GLErr_OutOfMemory) printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory); if (GLErr_Unknown) printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown); } static void R_ClearErrors (void) { GLErr_InvalidEnum = 0; GLErr_InvalidValue = 0; GLErr_InvalidOperation = 0; GLErr_OutOfMemory = 0; GLErr_Unknown = 0; } static void glsl_begin_frame (void) { if (R_TestErrors (0)) R_DisplayErrors (); R_ClearErrors (); if (glsl_ctx->begun) { glsl_ctx->begun = 0; glsl_ctx->end_rendering (); } //FIXME forces the status bar to redraw. needed because it does not fully //update in sw modes but must in glsl mode vr_data.scr_copyeverything = 1; qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glsl_ctx->begun = 1; GLSL_Set2D (); GLSL_DrawReset (); if (r_refdef.vrect.x > 0) { int rx = r_refdef.vrect.x + r_refdef.vrect.width; int vh = vid.height - vr_data.lineadj; // left glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh); // right glsl_Draw_TileClear (rx, 0, vid.width - rx, vh); } if (r_refdef.vrect.y > 0) { int lx = r_refdef.vrect.x; int ty = r_refdef.vrect.y; int rx = r_refdef.vrect.x + r_refdef.vrect.width; int by = r_refdef.vrect.y + r_refdef.vrect.height; int vh = vid.height - vr_data.lineadj; // top glsl_Draw_TileClear (lx, 0, rx, ty); // bottom glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by); } } static void glsl_render_view (void) { qfeglClear (GL_DEPTH_BUFFER_BIT); glsl_R_RenderView (); } static void glsl_draw_transparent (void) { glsl_R_DrawWaterSurfaces (); } static void glsl_bind_framebuffer (framebuffer_t *fb); static void glsl_post_process (framebuffer_t *src) { if (scr_fisheye->int_val) { glsl_FisheyeScreen (src); } else if (r_dowarp) { glsl_WarpScreen (src); } } static void glsl_set_2d (int scaled) { if (scaled) { GLSL_Set2DScaled (); } else { GLSL_Set2D (); } } static void glsl_end_frame (void) { GLSL_FlushText (); GLSL_End2D (); qfeglFlush (); } static framebuffer_t * glsl_create_cube_map (int side) { GLuint tex[2]; qfeglGenTextures (2, tex); qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]); for (int i = 0; i < 6; i++) { qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qfeglBindTexture (GL_TEXTURE_2D, tex[1]); qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); size_t size = sizeof (framebuffer_t) * 6; size += sizeof (gl_framebuffer_t) * 6; 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; } static framebuffer_t * glsl_create_frame_buffer (int width, int height) { 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); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qfeglBindTexture (GL_TEXTURE_2D, buffer->depth); qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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; } static void glsl_bind_framebuffer (framebuffer_t *framebuffer) { 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; } vrect_t r = { 0, 0, width, height }; R_SetVrect (&r, &r_refdef.vrect, 0); } static void glsl_set_viewport (const vrect_t *view) { int x = view->x; int y = vid.height - (view->y + view->height); //FIXME vid.height int w = view->width; int h = view->height; qfeglViewport (x, y, w, h); } static void glsl_set_fov (float x, float y) { float neard, fard; mat4f_t proj; neard = r_nearclip->value; fard = r_farclip->value; // 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); } vid_render_funcs_t glsl_vid_render_funcs = { glsl_vid_render_init, 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, glsl_SCR_CaptureBGR, glsl_ParticleSystem, glsl_R_Init, glsl_R_ClearState, glsl_R_LoadSkys, glsl_R_NewMap, glsl_R_LineGraph, glsl_begin_frame, glsl_render_view, glsl_R_RenderEntities, glsl_R_DrawParticles, glsl_draw_transparent, glsl_post_process, glsl_set_2d, glsl_end_frame, glsl_create_cube_map, glsl_create_frame_buffer, glsl_bind_framebuffer, glsl_set_viewport, glsl_set_fov, &model_funcs }; static general_funcs_t plugin_info_general_funcs = { .shutdown = glsl_vid_render_shutdown, }; static general_data_t plugin_info_general_data; static plugin_funcs_t plugin_info_funcs = { .general = &plugin_info_general_funcs, .vid_render = &glsl_vid_render_funcs, }; static plugin_data_t plugin_info_data = { .general = &plugin_info_general_data, .vid_render = &vid_render_data, }; static plugin_t plugin_info = { qfp_vid_render, 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; }