/* glsl_alias.c GLSL Alias model rendering Copyright (C) 2012 Bill Currie Author: Bill Currie Date: 2012/1/1 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 static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/render.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_alias.h" #include "QF/GLSL/qf_textures.h" #include "QF/GLSL/qf_vid.h" #include "r_local.h" static const char quakemdl_vert[] = #include "quakemdl.vc" ; static const char quakemdl_frag[] = #include "quakemdl.fc" ; static struct { int program; shaderparam_t mvp_matrix; shaderparam_t norm_matrix; shaderparam_t skin_size; shaderparam_t blend; shaderparam_t colora; shaderparam_t colorb; shaderparam_t sta; shaderparam_t stb; shaderparam_t normala; shaderparam_t normalb; shaderparam_t vertexa; shaderparam_t vertexb; shaderparam_t palette; shaderparam_t colormap; shaderparam_t skin; shaderparam_t ambient; shaderparam_t shadelight; shaderparam_t lightvec; } quake_mdl = { 0, {"mvp_mat", 1}, {"norm_mat", 1}, {"skin_size", 1}, {"blend", 1}, {"vcolora", 0}, {"vcolorb", 0}, {"vsta", 0}, {"vstb", 0}, {"vnormala", 0}, {"vnormalb", 0}, {"vertexa", 0}, {"vertexb", 0}, {"palette", 1}, {"colormap", 1}, {"skin", 1}, {"ambient", 1}, {"shadelight", 1}, {"lightvec", 1}, }; static mat4_t alias_vp; VISIBLE void R_InitAlias (void) { int vert; int frag; vert = GL_CompileShader ("quakemdl.vert", quakemdl_vert, GL_VERTEX_SHADER); frag = GL_CompileShader ("quakemdl.frag", quakemdl_frag, GL_FRAGMENT_SHADER); quake_mdl.program = GL_LinkProgram ("quakemdl", vert, frag); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.palette); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight); GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec); } static void calc_lighting (entity_t *ent, float *ambient, float *shadelight, vec3_t lightvec) { unsigned i; float add; vec3_t dist; VectorSet ( -1, 0, 0, lightvec); //FIXME *ambient = max (R_LightPoint (ent->origin), max (ent->model->min_light, ent->min_light) * 128); *shadelight = *ambient; for (i = 0; i < r_maxdlights; i++) { if (r_dlights[i].die >= r_realtime) { VectorSubtract (ent->origin, r_dlights[i].origin, dist); add = r_dlights[i].radius - VectorLength (dist); if (add > 0) *ambient += add; } } if (*ambient >= 128) *ambient = 128; if (*shadelight > 192 - *ambient) *shadelight = 192 - *ambient; } static void set_arrays (const shaderparam_t *vert, const shaderparam_t *norm, const shaderparam_t *st, aliasvrt_t *pose) { byte *pose_offs = (byte *) pose; qfglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_BYTE, 0, sizeof (aliasvrt_t), pose_offs + field_offset (aliasvrt_t, vertex)); qfglVertexAttribPointer (norm->location, 3, GL_SHORT, 0, sizeof (aliasvrt_t), pose_offs + field_offset (aliasvrt_t, normal)); qfglVertexAttribPointer (st->location, 2, GL_SHORT, 0, sizeof (aliasvrt_t), pose_offs + field_offset (aliasvrt_t, st)); } //#define TETRAHEDRON void R_DrawAlias (void) { #ifdef TETRAHEDRON static aliasvrt_t debug_verts[] = { {{ 0, 0}, {-18918,-18918,-18918}, { 0, 0, 0}}, {{ 0,300}, { 18918, 18918,-18918}, {255,255, 0}}, {{300,300}, {-18918, 18918, 18918}, { 0,255,255}}, {{300, 0}, { 18918,-18918, 18918}, {255, 0,255}}, }; static GLushort debug_indices[] = { 0, 1, 2, 0, 3, 1, 1, 3, 2, 0, 2, 3, }; #endif static quat_t color = { 1, 1, 1, 1}; static vec3_t lightvec; float ambient; float shadelight; float skin_size[2]; float blend = 0.0; entity_t *ent = currententity; model_t *model = ent->model; aliashdr_t *hdr; vec_t norm_mat[9]; mat4_t mvp_mat; maliasskindesc_t *skin; aliasvrt_t *pose = 0; // VBO's are null based maliasframedesc_t *frame; hdr = Cache_Get (&model->cache); calc_lighting (ent, &ambient, &shadelight, lightvec); // we need only the rotation for normals. VectorCopy (ent->transform + 0, norm_mat + 0); VectorCopy (ent->transform + 4, norm_mat + 3); VectorCopy (ent->transform + 8, norm_mat + 6); // ent model scaling and offset Mat4Zero (mvp_mat); mvp_mat[0] = hdr->mdl.scale[0]; mvp_mat[5] = hdr->mdl.scale[1]; mvp_mat[10] = hdr->mdl.scale[2]; mvp_mat[15] = 1; VectorCopy (hdr->mdl.scale_origin, mvp_mat + 12); Mat4Mult (ent->transform, mvp_mat, mvp_mat); Mat4Mult (alias_vp, mvp_mat, mvp_mat); skin = R_AliasGetSkindesc (ent->skinnum, hdr); frame = R_AliasGetFramedesc (ent->frame, hdr); pose += frame->firstpose * hdr->poseverts; skin_size[0] = hdr->mdl.skinwidth; skin_size[1] = hdr->mdl.skinheight; qfglBindTexture (GL_TEXTURE_2D, skin->texnum); #ifndef TETRAHEDRON qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata); qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands); #endif qfglVertexAttrib4fv (quake_mdl.colora.location, color); qfglVertexAttrib4fv (quake_mdl.colorb.location, color); qfglUniform1f (quake_mdl.blend.location, blend); qfglUniform1f (quake_mdl.ambient.location, ambient); qfglUniform1f (quake_mdl.shadelight.location, shadelight); qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec); qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size); qfglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat); qfglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat); #ifndef TETRAHEDRON set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, pose); set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, pose); qfglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris, GL_UNSIGNED_SHORT, 0); #else set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, debug_verts); set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, debug_verts); qfglDrawElements (GL_TRIANGLES, sizeof (debug_indices) / sizeof (debug_indices[0]), GL_UNSIGNED_SHORT, debug_indices); #endif } // All alias models are drawn in a batch, so avoid thrashing the gl state void R_AliasBegin (void) { // pre-multiply the view and projection matricies Mat4Mult (glsl_projection, glsl_view, alias_vp); qfglUseProgram (quake_mdl.program); qfglEnableVertexAttribArray (quake_mdl.vertexa.location); qfglEnableVertexAttribArray (quake_mdl.vertexb.location); qfglEnableVertexAttribArray (quake_mdl.normala.location); qfglEnableVertexAttribArray (quake_mdl.normalb.location); qfglEnableVertexAttribArray (quake_mdl.sta.location); qfglEnableVertexAttribArray (quake_mdl.stb.location); qfglDisableVertexAttribArray (quake_mdl.colora.location); qfglDisableVertexAttribArray (quake_mdl.colorb.location); qfglUniform1i (quake_mdl.colormap.location, 1); qfglActiveTexture (GL_TEXTURE0 + 1); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, glsl_colormap); qfglUniform1i (quake_mdl.palette.location, 2); qfglActiveTexture (GL_TEXTURE0 + 2); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, glsl_palette); qfglUniform1i (quake_mdl.skin.location, 0); qfglActiveTexture (GL_TEXTURE0 + 0); qfglEnable (GL_TEXTURE_2D); } void R_AliasEnd (void) { qfglBindBuffer (GL_ARRAY_BUFFER, 0); qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); qfglDisableVertexAttribArray (quake_mdl.vertexa.location); qfglDisableVertexAttribArray (quake_mdl.vertexb.location); qfglDisableVertexAttribArray (quake_mdl.normala.location); qfglDisableVertexAttribArray (quake_mdl.normalb.location); qfglDisableVertexAttribArray (quake_mdl.sta.location); qfglDisableVertexAttribArray (quake_mdl.stb.location); qfglActiveTexture (GL_TEXTURE0 + 0); qfglDisable (GL_TEXTURE_2D); qfglActiveTexture (GL_TEXTURE0 + 1); qfglDisable (GL_TEXTURE_2D); qfglActiveTexture (GL_TEXTURE0 + 2); qfglDisable (GL_TEXTURE_2D); qfglActiveTexture (GL_TEXTURE0 + 3); qfglDisable (GL_TEXTURE_2D); }