mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
18aae8205e
Finally, after a decade :P Looks pretty good, too, and is (almost) properly scaled to the resolution (almost because the effect is a little squashed, but I think the sw renderer does the same).
114 lines
2.6 KiB
C
114 lines
2.6 KiB
C
/*
|
|
glsl_warp.c
|
|
|
|
GLSL screen warp
|
|
|
|
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
Date: 2022/3/24
|
|
|
|
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/cvar.h"
|
|
#include "QF/render.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "QF/GLSL/defines.h"
|
|
#include "QF/GLSL/funcs.h"
|
|
#include "QF/GLSL/qf_vid.h"
|
|
#include "QF/GLSL/qf_warp.h"
|
|
|
|
#include "r_internal.h"
|
|
#include "vid_gl.h"
|
|
|
|
static const char *warp_vert_effects[] =
|
|
{
|
|
"QuakeForge.Vertex.fstri",
|
|
0
|
|
};
|
|
|
|
static const char *warp_frag_effects[] =
|
|
{
|
|
"QuakeForge.Math.const",
|
|
"QuakeForge.Fragment.screen.warp",
|
|
0
|
|
};
|
|
|
|
static struct {
|
|
int program;
|
|
GLuint vao;
|
|
shaderparam_t screenTex;
|
|
shaderparam_t time;
|
|
} warp = {
|
|
.screenTex = {"screenTex", 1},
|
|
.time = {"time", 1},
|
|
};
|
|
|
|
void
|
|
glsl_InitWarp (void)
|
|
{
|
|
shader_t *vert_shader, *frag_shader;
|
|
int vert;
|
|
int frag;
|
|
|
|
vert_shader = GLSL_BuildShader (warp_vert_effects);
|
|
frag_shader = GLSL_BuildShader (warp_frag_effects);
|
|
vert = GLSL_CompileShader ("scrwarp.vert", vert_shader, GL_VERTEX_SHADER);
|
|
frag = GLSL_CompileShader ("scrwarp.frag", frag_shader, GL_FRAGMENT_SHADER);
|
|
warp.program = GLSL_LinkProgram ("scrwarp", vert, frag);
|
|
GLSL_ResolveShaderParam (warp.program, &warp.screenTex);
|
|
GLSL_ResolveShaderParam (warp.program, &warp.time);
|
|
GLSL_FreeShader (vert_shader);
|
|
GLSL_FreeShader (frag_shader);
|
|
|
|
qfeglCreateVertexArrays (1, &warp.vao);
|
|
}
|
|
|
|
void
|
|
glsl_WarpScreen (framebuffer_t *fb)
|
|
{
|
|
qfeglUseProgram (warp.program);
|
|
|
|
qfeglUniform1f (warp.time.location, vr_data.realtime);
|
|
|
|
gl_framebuffer_t *buffer = fb->buffer;
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
|
|
|
|
qfeglBindVertexArray (warp.vao);
|
|
qfeglDrawArrays (GL_TRIANGLES, 0, 3);
|
|
qfeglBindVertexArray (0);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
}
|