mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
0becd35b65
No chance of working yet, but the shaders compile :)
299 lines
6.3 KiB
C
299 lines
6.3 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#ifdef HAVE_STRINGS_H
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# include "strings.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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mat4_t glsl_projection;
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mat4_t glsl_view;
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void
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glsl_R_ViewChanged (float aspect)
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{
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double xmin, xmax, ymin, ymax;
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float fovx, fovy, neard, fard;
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vec_t *proj = glsl_projection;
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fovx = r_refdef.fov_x;
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fovy = r_refdef.fov_y;
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neard = r_nearclip->value;
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fard = r_farclip->value;
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ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2
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ymin = -ymax;
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xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2
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xmin = -xmax;
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proj[0] = (2 * neard) / (xmax - xmin);
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proj[4] = 0;
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proj[8] = (xmax + xmin) / (xmax - xmin);
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proj[12] = 0;
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proj[1] = 0;
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proj[5] = (2 * neard) / (ymax - ymin);
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proj[9] = (ymax + ymin) / (ymax - ymin);
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proj[13] = 0;
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proj[2] = 0;
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proj[6] = 0;
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proj[10] = (fard + neard) / (neard - fard);
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proj[14] = (2 * fard * neard) / (neard - fard);
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proj[3] = 0;
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proj[7] = 0;
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proj[11] = -1;
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proj[15] = 0;
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}
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void
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glsl_R_SetupFrame (void)
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{
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R_AnimateLight ();
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R_ClearEnts ();
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r_framecount++;
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model);
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}
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static void
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R_SetupView (void)
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{
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float x, y, w, h;
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mat4_t mat;
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static mat4_t z_up = {
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1,
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};
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x = r_refdef.vrect.x;
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y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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qfeglViewport (x, y, w, h);
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Mat4Zero (mat);
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VectorCopy (vpn, mat + 0);
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VectorNegate (vright, mat + 4); // we want vleft
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VectorCopy (vup, mat + 8);
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mat[15] = 1;
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Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want
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Mat4Mult (z_up, mat, glsl_view);
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Mat4Identity (mat);
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VectorNegate (r_refdef.vieworg, mat + 12);
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Mat4Mult (glsl_view, mat, glsl_view);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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static void
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R_RenderEntities (void)
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{
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entity_t *ent;
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if (!r_drawentities->int_val)
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return;
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glsl_R_AliasBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_alias)
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continue;
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currententity = ent;
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glsl_R_DrawAlias ();
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}
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glsl_R_AliasEnd ();
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glsl_R_IQMBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_iqm)
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continue;
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currententity = ent;
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glsl_R_DrawIQM ();
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}
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glsl_R_IQMEnd ();
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glsl_R_SpriteBegin ();
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_sprite)
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continue;
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currententity = ent;
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glsl_R_DrawSprite ();
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}
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glsl_R_SpriteEnd ();
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}
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static void
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R_DrawViewModel (void)
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{
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currententity = vr_data.view_model;
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| !r_drawentities->int_val
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|| !currententity->model)
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return;
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// hack the depth range to prevent view model from poking into walls
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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias ();
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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{
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double t[10] = {};
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int speeds = r_speeds->int_val;
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if (speeds)
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t[0] = Sys_DoubleTime ();
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glsl_R_SetupFrame ();
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R_SetupView ();
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if (speeds)
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t[1] = Sys_DoubleTime ();
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R_MarkLeaves ();
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if (speeds)
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t[2] = Sys_DoubleTime ();
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R_PushDlights (vec3_origin);
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if (speeds)
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t[3] = Sys_DoubleTime ();
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glsl_R_DrawWorld ();
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if (speeds)
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t[4] = Sys_DoubleTime ();
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glsl_R_DrawSky ();
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if (speeds)
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t[5] = Sys_DoubleTime ();
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R_RenderEntities ();
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if (speeds)
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t[6] = Sys_DoubleTime ();
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glsl_R_DrawWaterSurfaces ();
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if (speeds)
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t[7] = Sys_DoubleTime ();
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glsl_R_DrawParticles ();
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if (speeds)
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t[8] = Sys_DoubleTime ();
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R_DrawViewModel ();
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if (speeds)
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t[9] = Sys_DoubleTime ();
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if (speeds) {
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Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
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" sky: %g, ents: %g, water: %g, part: %g, view: %g\n",
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(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
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(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
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(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
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(t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000,
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(t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000);
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}
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}
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void
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glsl_R_Init (void)
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{
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R_Init_Cvars ();
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glsl_R_Particles_Init_Cvars ();
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Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_Fog_Init ();
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Skin_Init ();
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}
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void
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glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.model = worldmodel;
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// Force a vis update
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r_viewleaf = NULL;
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R_MarkLeaves ();
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R_FreeAllEntities ();
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glsl_R_ClearParticles ();
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glsl_R_RegisterTextures (models, num_models);
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glsl_R_BuildLightmaps (models, num_models);
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glsl_R_BuildDisplayLists (models, num_models);
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}
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void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count)
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{
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}
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void
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glsl_R_ClearState (void)
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{
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R_ClearEfrags ();
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R_ClearDlights ();
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glsl_R_ClearParticles ();
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}
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