quakeforge/libs/video/renderer/glsl/glsl_draw.c
Bill Currie ef37ed39a9 Clean up global symbols for the glsl renderer.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
2012-02-18 11:48:52 +09:00

805 lines
18 KiB
C

/*
glsl_draw.c
2D drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
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 <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/hash.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "gl_draw.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_shared.h"
typedef struct {
int texnum;
} glpic_t;
typedef struct cachepic_s {
struct cachepic_s *next;
char *name;
qpic_t *pic;
} cachepic_t;
static const char quakeicon_vert[] =
#include "quakeico.vc"
;
static const char quaketext_vert[] =
#include "quaketxt.vc"
;
static const char quake2d_frag[] =
#include "quake2d.fc"
;
static float proj_matrix[16];
static struct {
int program;
shaderparam_t charmap;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
shaderparam_t color;
shaderparam_t dchar;
} quake_text = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
{"vcolor", 0},
{"char", 0},
};
static struct {
int program;
shaderparam_t icon;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
shaderparam_t color;
} quake_icon = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
{"vcolor", 0},
};
static byte white_block[8 * 8];
static dstring_t *char_queue;
static int char_texture;
static int conback_texture;
static qpic_t *crosshair_pic;
static qpic_t *white_pic;
static qpic_t *backtile_pic;
static hashtab_t *pic_cache;
static qpic_t *
make_glpic (const char *name, qpic_t *p)
{
qpic_t *pic = 0;
glpic_t *gl;
if (p) {
// FIXME is alignment ok?
pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
*pic = *p;
gl = (glpic_t *) pic->data;
gl->texnum = GLSL_LoadQuakeTexture (name, p->width, p->height,
p->data);
}
return pic;
}
static void
pic_free (qpic_t *pic)
{
glpic_t *gl = (glpic_t *) pic->data;
GLSL_ReleaseTexture (gl->texnum);
free (pic);
}
//FIXME nicer allocator
static cachepic_t *
new_cachepic (const char *name, qpic_t *pic)
{
cachepic_t *cp;
cp = malloc (sizeof (cachepic_t));
cp->name = strdup (name);
cp->pic = pic;
return cp;
}
static const char *
cachepic_getkey (void *_cp, void *unused)
{
return ((cachepic_t *) _cp)->name;
}
static void
cachepic_free (void *_cp, void *unused)
{
cachepic_t *cp = (cachepic_t *) _cp;
pic_free (cp->pic);
free (cp->name);
free (cp);
}
static qpic_t *
pic_data (const char *name, int w, int h, const byte *data)
{
qpic_t *pic;
qpic_t *glpic;
pic = malloc (field_offset (qpic_t, data[w * h]));
pic->width = w;
pic->height = h;
memcpy (pic->data, data, pic->width * pic->height);
glpic = make_glpic (name, pic);
free (pic);
return glpic;
}
static void
make_quad (qpic_t *pic, float x, float y, int w, int h,
int srcx, int srcy, int srcw, int srch, float verts[6][4])
{
float sl, sh, tl, th;
sl = (float) srcx / (float) pic->width;
sh = sl + (float) srcw / (float) pic->width;
tl = (float) srcy / (float) pic->height;
th = tl + (float) srch / (float) pic->height;
verts[0][0] = x;
verts[0][1] = y;
verts[0][2] = sl;
verts[0][3] = tl;
verts[1][0] = x + w;
verts[1][1] = y;
verts[1][2] = sh;
verts[1][3] = tl;
verts[2][0] = x + w;
verts[2][1] = y + h;
verts[2][2] = sh;
verts[2][3] = th;
verts[3][0] = x;
verts[3][1] = y;
verts[3][2] = sl;
verts[3][3] = tl;
verts[4][0] = x + w;
verts[4][1] = y + h;
verts[4][2] = sh;
verts[4][3] = th;
verts[5][0] = x;
verts[5][1] = y + h;
verts[5][2] = sl;
verts[5][3] = th;
}
static void
draw_pic (float x, float y, int w, int h, qpic_t *pic,
int srcx, int srcy, int srcw, int srch,
float *color)
{
glpic_t *gl;
float verts[6][4];
make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts);
gl = (glpic_t *) pic->data;
qfglUseProgram (quake_icon.program);
qfglEnableVertexAttribArray (quake_icon.vertex.location);
qfglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_icon.icon.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
qfglUniform1i (quake_icon.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttrib4fv (quake_icon.color.location, color);
qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
0, 0, verts);
qfglDrawArrays (GL_TRIANGLES, 0, 6);
qfglDisableVertexAttribArray (quake_icon.vertex.location);
}
VISIBLE qpic_t *
Draw_MakePic (int width, int height, const byte *data)
{
return pic_data (0, width, height, data);
}
VISIBLE void
Draw_DestroyPic (qpic_t *pic)
{
pic_free (pic);
}
VISIBLE qpic_t *
Draw_PicFromWad (const char *name)
{
return make_glpic (name, W_GetLumpName (name));
}
VISIBLE qpic_t *
Draw_CachePic (const char *path, qboolean alpha)
{
qpic_t *p, *pic;
cachepic_t *cpic;
if ((cpic = Hash_Find (pic_cache, path)))
return cpic->pic;
if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp")
|| !(p = (qpic_t *) QFS_LoadFile (path, 0))) {
//FIXME load a null texture
Sys_Error ("Draw_CachePic: failed to load %s", path);
}
pic = make_glpic (path, p);
free (p);
cpic = new_cachepic (path, pic);
Hash_Add (pic_cache, cpic);
return pic;
}
VISIBLE void
Draw_UncachePic (const char *path)
{
Hash_Free (pic_cache, Hash_Del (pic_cache, path));
}
VISIBLE void
Draw_TextBox (int x, int y, int width, int lines, byte alpha)
{
static quat_t color = { 1, 1, 1, 0 };
qpic_t *p;
int cx, cy, n;
#define draw(px,py,pp) \
draw_pic (px, py, pp->width, pp->height, pp, \
0, 0, pp->width, pp->height, color)
color[3] = alpha / 255.0;
// draw left side
cx = x;
cy = y;
p = Draw_CachePic ("gfx/box_tl.lmp", true);
draw (cx, cy, p);
p = Draw_CachePic ("gfx/box_ml.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_bl.lmp", true);
draw (cx, cy + 8, p);
// draw middle
cx += 8;
while (width > 0) {
cy = y;
p = Draw_CachePic ("gfx/box_tm.lmp", true);
draw (cx, cy, p);
p = Draw_CachePic ("gfx/box_mm.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
if (n == 1)
p = Draw_CachePic ("gfx/box_mm2.lmp", true);
draw (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_bm.lmp", true);
draw (cx, cy + 8, p);
width -= 2;
cx += 16;
}
// draw right side
cy = y;
p = Draw_CachePic ("gfx/box_tr.lmp", true);
draw (cx, cy, p);
p = Draw_CachePic ("gfx/box_mr.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_br.lmp", true);
draw (cx, cy + 8, p);
#undef draw
}
static void
Draw_ClearCache (int phase)
{
if (phase)
return;
Hash_FlushTable (pic_cache);
}
VISIBLE void
Draw_Init (void)
{
int i;
int frag, vert;
qpic_t *pic;
glpic_t *gl;
pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0);
QFS_GamedirCallback (Draw_ClearCache);
//FIXME temporary work around for the timing of cvar creation and palette
//loading
crosshaircolor->callback (crosshaircolor);
char_queue = dstring_new ();
vert = GLSL_CompileShader ("quaketxt.vert", quaketext_vert,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quake2d.frag", quake2d_frag,
GL_FRAGMENT_SHADER);
quake_text.program = GLSL_LinkProgram ("quaketxt", vert, frag);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.charmap);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.palette);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.matrix);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.color);
GLSL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert,
GL_VERTEX_SHADER);
quake_icon.program = GLSL_LinkProgram ("quakeico", vert, frag);
GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.icon);
GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.palette);
GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.matrix);
GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.vertex);
GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.color);
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
char_texture = GLSL_LoadQuakeTexture ("conchars", 128, 128, draw_chars);
pic = (qpic_t *) QFS_LoadFile ("gfx/conback.lmp", 0);
if (pic) {
SwapPic (pic);
conback_texture = GLSL_LoadQuakeTexture ("conback",
pic->width, pic->height,
pic->data);
free (pic);
}
pic = Draw_CrosshairPic ();
crosshair_pic = make_glpic ("crosshair", pic);
free (pic);
memset (white_block, 0xfe, sizeof (white_block));
white_pic = pic_data ("white_block", 8, 8, white_block);
backtile_pic = Draw_PicFromWad ("backtile");
gl = (glpic_t *) backtile_pic->data;
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
static inline void
queue_character (int x, int y, byte chr)
{
unsigned short *v;
unsigned i, c;
const int size = 5 * 2 * 6;
char_queue->size += size;
dstring_adjust (char_queue);
v = (unsigned short *) (char_queue->str + char_queue->size - size);
c = 0x738;
for (i = 0; i < 6; i++, c >>= 2) {
*v++ = x;
*v++ = y;
*v++ = c & 1;
*v++ = (c >> 1) & 1;
*v++ = chr;
}
}
static void
flush_text (void)
{
qfglUseProgram (quake_text.program);
qfglEnableVertexAttribArray (quake_text.vertex.location);
qfglEnableVertexAttribArray (quake_text.dchar.location);
qfglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_text.charmap.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, char_texture);
qfglUniform1i (quake_text.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttrib4f (quake_text.color.location, 1, 1, 1, 1);
qfglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT,
0, 10, char_queue->str);
qfglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT,
0, 10, char_queue->str + 8);
qfglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10);
qfglDisableVertexAttribArray (quake_text.dchar.location);
qfglDisableVertexAttribArray (quake_text.vertex.location);
char_queue->size = 0;
}
VISIBLE void
Draw_Character (int x, int y, unsigned int chr)
{
chr &= 255;
if (chr == 32)
return; // space
if (y <= -8)
return; // totally off screen
queue_character (x, y, chr);
}
VISIBLE void
Draw_String (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
VISIBLE void
Draw_nString (int x, int y, const char *str, int count)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (count-- && *str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
Draw_AltString (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
queue_character (x, y, chr);
}
x += 8;
}
}
static void
crosshair_1 (int x, int y)
{
Draw_Character (x - 4, y - 4, '+');
}
//FIXME these should use an index to select the region.
static void
crosshair_2 (int x, int y)
{
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
}
static void
crosshair_3 (int x, int y)
{
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
CROSSHAIR_WIDTH, 0,
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
}
static void
crosshair_4 (int x, int y)
{
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
0, CROSSHAIR_HEIGHT,
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
}
static void
crosshair_5 (int x, int y)
{
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT,
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
}
static void (*crosshair_func[]) (int x, int y) = {
crosshair_1,
crosshair_2,
crosshair_3,
crosshair_4,
crosshair_5,
};
VISIBLE void
Draw_Crosshair (void)
{
int x, y;
size_t ch;
ch = crosshair->int_val - 1;
if (ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
x = vid.conwidth / 2 + cl_crossx->int_val;
y = vid.conheight / 2 + cl_crossy->int_val;
crosshair_func[ch] (x, y);
}
void
Draw_CrosshairAt (int ch, int x, int y)
{
unsigned c = ch - 1;
if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
crosshair_func[c] (x, y);
}
VISIBLE void
Draw_Pic (int x, int y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
VISIBLE void
Draw_Picf (float x, float y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
VISIBLE void
Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color);
}
VISIBLE void
Draw_ConsoleBackground (int lines, byte alpha)
{
float ofs = (vid.conheight - lines) / (float) vid.conheight;
float verts[][4] = {
{ 0, 0, 0, ofs},
{vid.conwidth, 0, 1, ofs},
{vid.conwidth, lines, 1, 1},
{ 0, 0, 0, ofs},
{vid.conwidth, lines, 1, 1},
{ 0, lines, 0, 1},
};
GL_FlushText (); // Flush text that should be rendered before the console
qfglUseProgram (quake_icon.program);
qfglEnableVertexAttribArray (quake_icon.vertex.location);
qfglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_icon.icon.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, conback_texture);
qfglUniform1i (quake_icon.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttrib4f (quake_icon.color.location,
1, 1, 1, bound (0, alpha, 255) / 255.0);
qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
0, 0, verts);
qfglDrawArrays (GL_TRIANGLES, 0, 6);
qfglDisableVertexAttribArray (quake_icon.vertex.location);
}
VISIBLE void
Draw_TileClear (int x, int y, int w, int h)
{
static quat_t color = { 1, 1, 1, 1 };
draw_pic (x, y, w, h, backtile_pic, 0, 0, w, h, color);
}
VISIBLE void
Draw_Fill (int x, int y, int w, int h, int c)
{
quat_t color;
VectorScale (vid.palette + c * 3, 1.0f/255.0f, color);
color[3] = 1.0;
draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color);
}
static inline void
draw_blendscreen (quat_t color)
{
draw_pic (0, 0, vid.conwidth, vid.conheight, white_pic, 0, 0, 8, 8, color);
}
VISIBLE void
Draw_FadeScreen (void)
{
static quat_t color = { 0, 0, 0, 0.7 };
GL_FlushText (); // Flush text that should be rendered before the menu
draw_blendscreen (color);
}
static void
ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = 2 / (xmax - xmin);
proj[4] = 0;
proj[8] = 0;
proj[12] = -(xmax + xmin) / (xmax - xmin);
proj[1] = 0;
proj[5] = 2 / (ymax - ymin);
proj[9] = 0;
proj[13] = -(ymax + ymin) / (ymax - ymin);
proj[2] = 0;
proj[6] = 0;
proj[10] = -2 / (zfar - znear);
proj[14] = -(zfar + znear) / (zfar - znear);
proj[3] = 0;
proj[7] = 0;
proj[11] = 0;
proj[15] = 1;
}
static void
set_2d (int width, int height)
{
qfglViewport (0, 0, vid.width, vid.height);
qfglDisable (GL_DEPTH_TEST);
qfglDisable (GL_CULL_FACE);
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
}
void
GL_Set2D (void)
{
set_2d (vid.width, vid.height);
}
void
GL_Set2DScaled (void)
{
set_2d (vid.conwidth, vid.conheight);
}
void
GL_DrawReset (void)
{
char_queue->size = 0;
}
void
GL_FlushText (void)
{
if (char_queue->size)
flush_text ();
}
void
Draw_BlendScreen (quat_t color)
{
if (!color[3])
return;
draw_blendscreen (color);
}