quakeforge/libs/video/renderer/glsl/glsl_particles.c
Bill Currie 00e69c53b5 Merge branch 'master' into wip-trails
This smashes trails, but does bring the branch up to modern QF.
2023-07-12 21:12:01 +09:00

800 lines
22 KiB
C

/*
glsl_particles.c
OpenGL particle system.
Copyright (C) 1996-1997 Id Software, Inc.
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/GL/qf_explosions.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
//FIXME not part of GLES, but needed for GL
#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#endif
static uint32_t maxparticles;
static GLushort *pVAindices;
static partvert_t *particleVertexArray;
static GLuint part_tex;
static const char *particle_point_vert_effects[] =
{
"QuakeForge.Vertex.particle.point",
0
};
static const char *particle_point_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.point",
0
};
static const char *particle_textured_vert_effects[] =
{
"QuakeForge.Vertex.particle.textured",
0
};
static const char *particle_textured_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.textured",
0
};
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 struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t color;
shaderparam_t fog;
} quake_point = {
0,
{"mvp_mat", 1},
{"vertex", 0},
{"palette", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t st;
shaderparam_t vertex;
shaderparam_t color;
shaderparam_t texture;
shaderparam_t fog;
} quake_part = {
0,
{"mvp_mat", 1},
{"vst", 0},
{"vertex", 0},
{"vcolor", 0},
{"texture", 1},
{"fog", 1},
};
static 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;
} 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},
};
#if 0
typedef struct trail_s {
struct trail_s *next;
struct trail_s **prev;
struct trail_s **owner;
particle_t *points;
particle_t **head; // new points are appended to the list
int num_points;
} trail_t;
typedef struct trailvtx_s {
quat_t vertex;
vec3_t bary;
float texoff;
quat_t colora;
quat_t colorb;
} trailvtx_t;
ALLOC_STATE (trail_t, trails);
ALLOC_STATE (particle_t, points);
static trail_t *trails_active;
static trail_t *
new_trail (void)
{
trail_t *trail;
ALLOC (16, trail_t, trails, trail);
trail->head = &trail->points;
return trail;
}
static void
free_trail (trail_t *trail)
{
FREE (trails, trail);
}
static particle_t *
new_point (void)
{
particle_t *point;
ALLOC (128, particle_t, points, point);
return point;
}
static void
free_point (particle_t *point)
{
FREE (points, point);
}
#endif
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;
}
}
}
static void
glsl_particles_f (void *data, const cvar_t *cvar)
{
alloc_arrays (&r_psystem);//FIXME
}
void
glsl_R_ShutdownParticles (void)
{
free (particleVertexArray);
free (pVAindices);
}
void
glsl_R_InitParticles (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
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);
qfeglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
qfeglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
Sys_MaskPrintf (SYS_glsl, "point size: %g - %g\n", v[0], v[1]);
vert_shader = GLSL_BuildShader (particle_point_vert_effects);
frag_shader = GLSL_BuildShader (particle_point_frag_effects);
vert = GLSL_CompileShader ("quakepnt.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepnt.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_point.program = GLSL_LinkProgram ("quakepoint", vert, frag);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.mvp_matrix);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.vertex);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.palette);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.color);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
vert_shader = GLSL_BuildShader (particle_textured_vert_effects);
frag_shader = GLSL_BuildShader (particle_textured_frag_effects);
vert = GLSL_CompileShader ("quakepar.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepar.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_part.program = GLSL_LinkProgram ("quakepart", vert, frag);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.mvp_matrix);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.st);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.vertex);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.color);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.texture);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
vert_shader = GLSL_BuildShader (particle_trail_vert_effects);
frag_shader = GLSL_BuildShader (particle_trail_frag_effects);
vert = GLSL_CompileShader ("trail.vert", vert_shader, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("trail.frag", frag_shader, GL_FRAGMENT_SHADER);
trail.program = GLSL_LinkProgram ("trail", vert, frag);
GLSL_ResolveShaderParam (trail.program, &trail.proj);
GLSL_ResolveShaderParam (trail.program, &trail.view);
GLSL_ResolveShaderParam (trail.program, &trail.viewport);
GLSL_ResolveShaderParam (trail.program, &trail.width);
GLSL_ResolveShaderParam (trail.program, &trail.last);
GLSL_ResolveShaderParam (trail.program, &trail.current);
GLSL_ResolveShaderParam (trail.program, &trail.next);
GLSL_ResolveShaderParam (trail.program, &trail.barycentric);
GLSL_ResolveShaderParam (trail.program, &trail.texoff);
GLSL_ResolveShaderParam (trail.program, &trail.colora);
GLSL_ResolveShaderParam (trail.program, &trail.colorb);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
memset (data, 0, sizeof (data));
qfeglGenTextures (1, &part_tex);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 64, 64, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
tex = R_DotParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SparkParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SmokeParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
alloc_arrays (&r_psystem);
}
#if 0
static void
add_trail_to_ent (entity_t *ent)
{
ent->trail = new_trail ();
ent->trail->next = trails_active;
ent->trail->prev = &trails_active;
ent->trail->owner = &ent->trail;
if (trails_active)
trails_active->prev = &ent->trail->next;
trails_active = ent->trail;
}
static inline particle_t *
new_trail_point (const vec3_t origin, float pscale, float percent)
{
particle_t *point;
int ramp;
point = new_point ();
VectorCopy (origin, point->org);
point->color = ramp3[ramp = mtwist_rand (&mt) & 3];
point->tex = part_tex_smoke;
point->scale = pscale + percent * 4.0;
point->alpha = 0.5 + qfrandom (0.125) - percent * 0.40;
VectorCopy (vec3_origin, point->vel);
point->die = vr_data.realtime + 2.0 - percent * 2.0;
point->ramp = ramp;
point->physics = R_ParticlePhysics ("pt_float");
return point;
}
static inline void
add_point_to_trail (trail_t *trail, particle_t *point)
{
*trail->head = point;
trail->head = &point->next;
trail->num_points++;
}
static void
R_RocketTrail_trail (entity_t *ent)
{
float dist, maxlen, origlen, percent, pscale, pscalenext;
float len = 0.0;
vec3_t old_origin, vec;
particle_t *point;
if (!ent->trail) {
add_trail_to_ent (ent);
}
VectorCopy (ent->old_origin, old_origin);
VectorSubtract (ent->origin, old_origin, vec);
maxlen = VectorNormalize (vec);
origlen = vr_data.frametime / maxlen;
pscale = 1.5 + qfrandom (1.5);
while (len < maxlen) {
pscalenext = 1.5 + qfrandom (1.5);
dist = (pscale + pscalenext) * 3.0;
percent = len * origlen;
point = new_trail_point (old_origin, pscale, percent);
add_point_to_trail (ent->trail, point);
len += dist;
VectorMultAdd (old_origin, len, vec, old_origin);
pscale = pscalenext;
}
}
static inline void
set_vertex (trailvtx_t *v, const particle_t *point, float w, const vec3_t bary,
float off)
{
byte *color = (byte *) &d_8to24table[(byte) point->color];
VectorCopy (point->org, v->vertex);
VectorCopy (bary, v->bary);
v->vertex[3] = w * point->scale;
v->texoff = off;
VectorScale (color, 1.5 / 255, v->colora);
v->colora[3] = point->alpha * 1.2;
QuatSet (-1, -1, -1, -0.5, v->colorb);
}
static void
count_points (int *num_verts)
{
trail_t *trail;
*num_verts = 0;
for (trail = trails_active; trail; trail = trail->next) {
if (trail->num_points < 2)
continue;
// Each point has two vertices, thus the * 2. However, both the
// first point and the last point need to be duplicated so the vertex
// shader has valid data (even though the distance between points will
// be 0), thus need vertices for two extra points.
*num_verts += (trail->num_points + 2) * 2;
}
}
static void
build_verts (trailvtx_t *v)
{
trail_t *trail;
particle_t *point, *last_point = 0, *second_last_point = 0;
particle_t dup;
float bary[] = {0, 0, 1, 0, 0, 1, 0, 0};
int bind = 0;
memset (&dup, 0, sizeof (dup));
for (trail = trails_active; trail; trail = trail->next) {
int index = 0;
if (trail->num_points < 2)
continue;
point = trail->points;
VectorScale (point->org, 2, dup.org);
VectorSubtract (dup.org, point->next->org, dup.org);
set_vertex (v++, &dup, -1, bary, 0);
set_vertex (v++, &dup, +1, bary, 0);
for (point = trail->points; point; point = point->next) {
second_last_point = last_point;
last_point = point;
set_vertex (v++, point, -1, bary + bind++, index);
set_vertex (v++, point, +1, bary + bind++, index);
bind %= 3;
index++;
R_RunParticlePhysics (point);
}
VectorScale (last_point->org, 2, dup.org);
VectorSubtract (dup.org, second_last_point->org, dup.org);
set_vertex (v++, &dup, -1, bary, 0);
set_vertex (v++, &dup, +1, bary, 0);
}
}
static void
expire_trails (void)
{
trail_t *trail, *next_trail;
for (trail = trails_active; trail; trail = next_trail) {
next_trail = trail->next;
while (trail->points && trail->points->die <= vr_data.realtime) {
particle_t *point = trail->points;
trail->points = point->next;
free_point (point);
trail->num_points--;
}
if (trail->num_points < 2) {
if (trail->next)
trail->next->prev = trail->prev;
*trail->prev = trail->next;
*trail->owner = 0;
free_trail (trail);
}
}
}
static void
draw_trails (void)
{
trail_t *trl;
int num_verts;
int first;
trailvtx_t *verts;
count_points (&num_verts);
if (!num_verts)
return;
verts = alloca (num_verts * sizeof (trailvtx_t));
build_verts (verts);
qfeglUseProgram (trail.program);
qfeglEnableVertexAttribArray (trail.last.location);
qfeglEnableVertexAttribArray (trail.current.location);
qfeglEnableVertexAttribArray (trail.next.location);
if (trail.barycentric.location >= 0)
qfeglEnableVertexAttribArray (trail.barycentric.location);
qfeglEnableVertexAttribArray (trail.texoff.location);
qfeglEnableVertexAttribArray (trail.colora.location);
qfeglEnableVertexAttribArray (trail.colorb.location);
qfeglUniformMatrix4fv (trail.proj.location, 1, false, glsl_projection);
qfeglUniformMatrix4fv (trail.view.location, 1, false, glsl_view);
qfeglUniform2f (trail.viewport.location, r_refdef.vrect.width,
r_refdef.vrect.height);
qfeglUniform1f (trail.width.location, 10);
qfeglVertexAttribPointer (trail.last.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].vertex);
qfeglVertexAttribPointer (trail.current.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[2].vertex);
qfeglVertexAttribPointer (trail.next.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[4].vertex);
if (trail.barycentric.location >= 0)
qfeglVertexAttribPointer (trail.barycentric.location, 3, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[2].bary);
qfeglVertexAttribPointer (trail.texoff.location, 1, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].texoff);
qfeglVertexAttribPointer (trail.colora.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].colora);
qfeglVertexAttribPointer (trail.colorb.location, 4, GL_FLOAT,
0, sizeof (trailvtx_t), &verts[0].colorb);
for (first = 0, trl = trails_active; trl; trl = trl->next) {
int count;
if (trl->num_points < 2)
continue;
count = trl->num_points * 2;
qfeglDrawArrays (GL_TRIANGLE_STRIP, first, count);
first += count + 4;
}
qfeglDisableVertexAttribArray (trail.last.location);
qfeglDisableVertexAttribArray (trail.current.location);
qfeglDisableVertexAttribArray (trail.next.location);
if (trail.barycentric.location >= 0)
qfeglDisableVertexAttribArray (trail.barycentric.location);
qfeglDisableVertexAttribArray (trail.texoff.location);
qfeglDisableVertexAttribArray (trail.colora.location);
qfeglDisableVertexAttribArray (trail.colorb.location);
expire_trails ();
}
#endif
static void
draw_qf_particles (psystem_t *psystem)
{
byte *at;
int vacount;
float minparticledist, scale;
vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_part.program);
qfeglEnableVertexAttribArray (quake_part.vertex.location);
qfeglEnableVertexAttribArray (quake_part.color.location);
qfeglEnableVertexAttribArray (quake_part.st.location);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_part.fog.location, 1, fog);
qfeglUniformMatrix4fv (quake_part.mvp_matrix.location, 1, false,
(vec_t*)&vp_mat[0]);//FIXME
qfeglUniform1i (quake_part.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward)
+ r_particles_nearclip;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
at = (byte *) &d_8to24table[(byte) p->icolor];
VA[0].color[0] = at[0];
VA[0].color[1] = at[1];
VA[0].color[2] = at[2];
VA[0].color[3] = p->alpha * 255;
memcpy (VA[1].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[2].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[3].color, VA[0].color, sizeof (VA[0].color));
switch (p->tex) {
case part_tex_dot:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_spark:
VA[0].texcoord[0] = 0.5;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 1.0;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 1.0;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.5;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_smoke:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.5;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.5;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 1.0;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 1.0;
break;
}
scale = p->scale;
VectorScale (r_refdef.frame.up, scale, up_scale);
VectorScale (r_refdef.frame.right, scale, right_scale);
VectorAdd (right_scale, up_scale, up_right_scale);
VectorSubtract (right_scale, up_scale, down_right_scale);
VectorAdd (p->pos, down_right_scale, VA[0].vertex);
VectorSubtract (p->pos, up_right_scale, VA[1].vertex);
VectorSubtract (p->pos, down_right_scale, VA[2].vertex);
VectorAdd (p->pos, up_right_scale, VA[3].vertex);
VA += 4;
vacount += 6;
}
}
qfeglVertexAttribPointer (quake_part.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_part.color.location, 4, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
qfeglVertexAttribPointer (quake_part.st.location, 2, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].texcoord);
qfeglDrawElements (GL_TRIANGLES, vacount, GL_UNSIGNED_SHORT, pVAindices);
qfeglDepthMask (GL_TRUE);
qfeglDisableVertexAttribArray (quake_part.vertex.location);
qfeglDisableVertexAttribArray (quake_part.color.location);
qfeglDisableVertexAttribArray (quake_part.st.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}
static void
draw_id_particles (psystem_t *psystem)
{
int vacount;
float minparticledist;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_point.program);
qfeglEnableVertexAttribArray (quake_point.vertex.location);
qfeglEnableVertexAttribArray (quake_point.color.location);
qfeglUniformMatrix4fv (quake_point.mvp_matrix.location, 1, false,
(vec_t*)&vp_mat[0]);//FIXME
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_point.fog.location, 1, fog);
qfeglUniform1i (quake_point.palette.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward)
+ r_particles_nearclip;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
VA[0].color[0] = (byte) p->icolor;
VectorCopy (p->pos, VA[0].vertex);
VA++;
vacount++;
}
}
qfeglVertexAttribPointer (quake_point.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_point.color.location, 1, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
qfeglDrawArrays (GL_POINTS, 0, vacount);
qfeglDepthMask (GL_TRUE);
qfeglDisableVertexAttribArray (quake_point.vertex.location);
qfeglDisableVertexAttribArray (quake_point.color.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}
void
glsl_R_DrawParticles (psystem_t *psystem)
{
#if 0
draw_trails ();
#endif
if (!psystem->numparticles) {
return;
}
if (!psystem->points_only) {
draw_qf_particles (psystem);
} else {
draw_id_particles (psystem);
}
}
psystem_t * __attribute__((const))//FIXME
glsl_ParticleSystem (void)
{
return &r_psystem;
}