quakeforge/libs/video/renderer/glsl/glsl_sprite.c
Bill Currie 35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00

312 lines
8.9 KiB
C

/*
glsl_sprite.c
Sprite drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/scene/entity.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_sprite.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)
{
animation_t *animation = Ent_GetComponent (ent.id, ent.base + scene_animation,
ent.reg);
int framenum = 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 = framedesc->group;
intervals = group->intervals;
numframes = group->numframes;
fullinterval = intervals[numframes - 1];
time = vr_data.realtime + 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 (animation, pose, frame_interval);
if (group) {
*frame1 = group->frames[animation->pose1];
*frame2 = group->frames[animation->pose2];
} else {
*frame1 = sprite->frames[animation->pose1].frame;
*frame2 = sprite->frames[animation->pose2].frame;
}
}
static void
make_quad (mspriteframe_t *frame, vec4f_t origin, vec4f_t sright, vec4f_t sup, float verts[6][3])
{
vec4f_t left, up, right, down;
vec4f_t ul, ur, ll, lr;
// build the sprite poster in worldspace
// first, rotate the sprite axes into world space
right = frame->right * sright;
up = frame->up * sup;
left = frame->left * sright;
down = frame->down * sup;
// 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
glsl_R_DrawSprite (entity_t ent)
{
renderer_t *renderer = Ent_GetComponent (ent.id, ent.base + scene_renderer, ent.reg);
msprite_t *sprite = (msprite_t *) renderer->model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend;
vec4f_t cameravec = {};
vec4f_t spn = {}, sright = {}, sup = {};
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 },
};
transform_t transform = Entity_Transform (ent);
vec4f_t origin = Transform_GetWorldPosition (transform);
cameravec = r_refdef.frame.position - origin;
if (!R_BillboardFrame (transform, sprite->type, cameravec,
&sup, &sright, &spn)) {
// the orientation is undefined so can't draw the sprite
return;
}
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, origin, sright, sup, vertsa);
make_quad (frame2, origin, sright, sup, 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
glsl_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);
Fog_GetColor (fog);
fog[3] = 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, (vec_t*)&mat[0]);//FIXME
}
void
glsl_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);
}