mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
d445b4ef88
Keep them separate from the gl renderer :)
364 lines
11 KiB
C
364 lines
11 KiB
C
/*
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glsl_sprite.c
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Sprite drawing support for GLSL
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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: 2011/12/30
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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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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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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/draw.h"
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#include "QF/dstring.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/vid.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_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_internal.h"
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static const char quakesprite_vert[] =
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#include "quakespr.vc"
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;
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static const char quakesprite_frag[] =
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#include "quakespr.fc"
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;
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//static float proj_matrix[16];
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static struct {
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int program;
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shaderparam_t spritea;
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shaderparam_t spriteb;
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shaderparam_t palette;
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shaderparam_t matrix;
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shaderparam_t vertexa;
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shaderparam_t vertexb;
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shaderparam_t uvab;
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shaderparam_t colora;
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shaderparam_t colorb;
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shaderparam_t blend;
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shaderparam_t fog;
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} quake_sprite = {
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0,
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{"spritea", 1},
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{"spriteb", 1},
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{"palette", 1},
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{"mvp_mat", 1},
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{"vertexa", 0},
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{"vertexb", 0},
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{"uvab", 0},
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{"vcolora", 0},
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{"vcolorb", 0},
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{"vblend", 0},
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{"fog", 1},
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};
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void
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glsl_R_InitSprites (void)
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{
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int frag, vert;
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vert = GLSL_CompileShader ("quakespr.vert", quakesprite_vert,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quakespr.frag", quakesprite_frag,
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GL_FRAGMENT_SHADER);
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quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
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GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
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}
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static void
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R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1,
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mspriteframe_t **frame2, float *blend)
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{
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int framenum = currententity->frame;
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int pose;
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int i, numframes;
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float *intervals;
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float frame_interval;
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float fullinterval, targettime, time;
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mspritegroup_t *group = 0;
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mspriteframedesc_t *framedesc;
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if (framenum >= sprite->numframes || framenum < 0)
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framenum = 0;
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numframes = sprite->numframes;
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framedesc = &sprite->frames[framenum];
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if (framedesc->type == SPR_SINGLE) {
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frame_interval = 0.1;
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pose = framenum;
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} else {
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group = (mspritegroup_t *) framedesc->frameptr;
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intervals = group->intervals;
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numframes = group->numframes;
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fullinterval = intervals[numframes - 1];
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time = vr_data.realtime + currententity->syncbase;
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targettime = time - ((int) (time / fullinterval)) * fullinterval;
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for (i = 0; i < numframes - 1; i++) {
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if (intervals[i] > targettime)
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break;
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}
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frame_interval = intervals[i];
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if (i)
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frame_interval = intervals[i - 1];
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pose = i;
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}
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//FIXME this will break if the sprite changes between single frames and
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//group frames.
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*blend = R_EntityBlend (ent, pose, frame_interval);
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if (group) {
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*frame1 = group->frames[ent->pose1];
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*frame2 = group->frames[ent->pose2];
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} else {
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*frame1 = sprite->frames[ent->pose1].frameptr;
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*frame2 = sprite->frames[ent->pose2].frameptr;
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}
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}
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static void
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make_quad (mspriteframe_t *frame, const vec3_t vpn, const vec3_t vright,
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const vec3_t vup, float verts[6][3])
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{
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vec3_t left, up, right, down;
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vec3_t ul, ur, ll, lr;
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// build the sprite poster in worldspace
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// first, rotate the sprite axes into world space
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VectorScale (vright, frame->right, right);
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VectorScale (vup, frame->up, up);
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VectorScale (vright, frame->left, left);
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VectorScale (vup, frame->down, down);
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// next, build the sprite corners from the axes
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VectorAdd (up, left, ul);
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VectorAdd (up, right, ur);
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VectorAdd (down, left, ll);
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VectorAdd (down, right, lr);
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// finally, translate the sprite corners, creating two triangles
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VectorAdd (currententity->origin, ul, verts[0]); // first triangle
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VectorAdd (currententity->origin, ur, verts[1]);
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VectorAdd (currententity->origin, lr, verts[2]);
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VectorAdd (currententity->origin, ul, verts[3]); // second triangle
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VectorAdd (currententity->origin, lr, verts[4]);
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VectorAdd (currententity->origin, ll, verts[5]);
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}
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void
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R_DrawSprite (void)
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{
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entity_t *ent = currententity;
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msprite_t *sprite = (msprite_t *) ent->model->cache.data;
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mspriteframe_t *frame1, *frame2;
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float blend, sr, cr, dot, angle;
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vec3_t tvec;
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vec3_t svpn, svright, svup;
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static quat_t color = { 1, 1, 1, 1};
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float vertsa[6][3], vertsb[6][3];
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static float uvab[6][4] = {
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{ 0, 0, 0, 0 },
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{ 1, 0, 1, 0 },
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{ 1, 1, 1, 1 },
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{ 0, 0, 0, 0 },
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{ 1, 1, 1, 1 },
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{ 0, 1, 0, 1 },
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};
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switch (sprite->type) {
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case SPR_FACING_UPRIGHT:
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// generate the sprite's exes with svup straight up in worldspace
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// and svright perpendicular to r_origin. This will not work if the
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// view direction is very close to straight up or down because the
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// cross product will be between two nearly parallel vectors and
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// starts to approach an undefined staate, so we don't draw if the
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// two vectors are less than 1 degree apart
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VectorNegate (r_origin, tvec);
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VectorNormalize (tvec);
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dot = tvec[2]; // same as DotProcut (tvec, svup) because
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// svup is 0, 0, 1
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if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
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return;
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VectorSet (0, 0, 1, svup);
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// CrossProduct (svup, -r_origin, svright)
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VectorSet (tvec[1], -tvec[0], 0, svright);
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VectorNormalize (svright);
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// CrossProduct (svright, svup, svpn);
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VectorSet (-svright[1], svright[0], 0, svpn);
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break;
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case SPR_VP_PARALLEL:
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// generate the prite's axes completely parallel to the viewplane.
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// There are no problem situations, because the prite is always in
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// the same position relative to the viewer.
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VectorCopy (vup, svup);
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VectorCopy (vright, svright);
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VectorCopy (vpn, svpn);
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break;
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case SPR_VP_PARALLEL_UPRIGHT:
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// generate the sprite's axes with svup straight up in worldspace,
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// and svright parallel to the viewplane. This will not work if the
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// view diretion iss very close to straight up or down because the
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// cross prodcut will be between two nearly parallel vectors and
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// starts to approach an undefined state, so we don't draw if the
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// two vectros are less that 1 degree apart
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dot = vpn[2];
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if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
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return;
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VectorSet (0, 0, 1, svup);
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// CrossProduct (svup, -r_origin, svright)
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VectorSet (vpn[1], -vpn[0], 0, svright);
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VectorNormalize (svright);
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// CrossProduct (svright, svup, svpn);
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VectorSet (-svright[1], svright[0], 0, svpn);
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break;
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case SPR_ORIENTED:
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// generate the prite's axes according to the sprite's world
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// orientation
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VectorCopy (currententity->transform + 0, svpn);
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VectorNegate (currententity->transform + 4, svright);
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VectorCopy (currententity->transform + 8, svup);
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break;
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case SPR_VP_PARALLEL_ORIENTED:
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// generate the sprite's axes parallel to the viewplane, but
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// rotated in that plane round the center according to the sprite
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// entity's roll angle. Thus svpn stays the same, but svright and
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// svup rotate
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angle = currententity->angles[ROLL] * (M_PI / 180);
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sr = sin (angle);
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cr = cos (angle);
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VectorCopy (vpn, svpn);
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VectorScale (vright, cr, svright);
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VectorMultAdd (svright, sr, vup, svright);
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VectorScale (vup, cr, svup);
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VectorMultAdd (svup, -sr, vright, svup);
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break;
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default:
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Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type);
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}
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R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
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qfeglVertexAttrib4fv (quake_sprite.colora.location, color);
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qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
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qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
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make_quad (frame1, svpn, svright, svup, vertsa);
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make_quad (frame2, svpn, svright, svup, vertsb);
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qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
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0, 0, vertsa);
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qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
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0, 0, vertsb);
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qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
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0, 0, uvab);
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qfeglDrawArrays (GL_TRIANGLES, 0, 6);
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}
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// All sprites are drawn in a batch, so avoid thrashing the gl state
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void
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R_SpriteBegin (void)
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{
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mat4_t mat;
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quat_t fog;
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qfeglUseProgram (quake_sprite.program);
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qfeglEnableVertexAttribArray (quake_sprite.vertexa.location);
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qfeglEnableVertexAttribArray (quake_sprite.vertexb.location);
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qfeglEnableVertexAttribArray (quake_sprite.uvab.location);
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qfeglDisableVertexAttribArray (quake_sprite.colora.location);
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qfeglDisableVertexAttribArray (quake_sprite.colorb.location);
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qfeglDisableVertexAttribArray (quake_sprite.blend.location);
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VectorCopy (glsl_Fog_GetColor (), fog);
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fog[3] = glsl_Fog_GetDensity () / 64.0;
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qfeglUniform4fv (quake_sprite.fog.location, 1, fog);
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qfeglUniform1i (quake_sprite.spritea.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglUniform1i (quake_sprite.spriteb.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglUniform1i (quake_sprite.palette.location, 2);
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qfeglActiveTexture (GL_TEXTURE0 + 2);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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Mat4Mult (glsl_projection, glsl_view, mat);
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qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, mat);
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}
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void
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R_SpriteEnd (void)
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{
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qfeglDisableVertexAttribArray (quake_sprite.vertexa.location);
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qfeglDisableVertexAttribArray (quake_sprite.vertexb.location);
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qfeglDisableVertexAttribArray (quake_sprite.uvab.location);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglDisable (GL_TEXTURE_2D);
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qfeglActiveTexture (GL_TEXTURE0 + 2);
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qfeglDisable (GL_TEXTURE_2D);
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}
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