quakeforge/libs/video/renderer/glsl/glsl_alias.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00

371 lines
11 KiB
C

/*
glsl_alias.c
GLSL Alias model rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/1
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
#define NH_DEFINE
#include "namehack.h"
#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/entity.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_alias.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
static const char *alias_vert_effects[] =
{
"QuakeForge.Vertex.mdl",
0
};
static const char *alias_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.colormap",
"QuakeForge.Fragment.mdl",
0
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t skin_size;
shaderparam_t blend;
shaderparam_t colora;
shaderparam_t colorb;
shaderparam_t sta;
shaderparam_t stb;
shaderparam_t normala;
shaderparam_t normalb;
shaderparam_t vertexa;
shaderparam_t vertexb;
shaderparam_t colormap;
shaderparam_t skin;
shaderparam_t ambient;
shaderparam_t shadelight;
shaderparam_t lightvec;
shaderparam_t fog;
} quake_mdl = {
0,
{"mvp_mat", 1},
{"norm_mat", 1},
{"skin_size", 1},
{"blend", 1},
{"vcolora", 0},
{"vcolorb", 0},
{"vsta", 0},
{"vstb", 0},
{"vnormala", 0},
{"vnormalb", 0},
{"vertexa", 0},
{"vertexb", 0},
{"colormap", 1},
{"skin", 1},
{"ambient", 1},
{"shadelight", 1},
{"lightvec", 1},
{"fog", 1},
};
static mat4f_t alias_vp;
void
glsl_R_InitAlias (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
vert_shader = GLSL_BuildShader (alias_vert_effects);
frag_shader = GLSL_BuildShader (alias_frag_effects);
vert = GLSL_CompileShader ("quakemdl.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakemdl.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_mdl.program = GLSL_LinkProgram ("quakemdl", vert, frag);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
}
static void
calc_lighting (entity_t *ent, float *ambient, float *shadelight,
vec3_t lightvec)
{
unsigned i;
float add;
vec3_t dist;
int light;
VectorSet ( -1, 0, 0, lightvec); //FIXME
light = R_LightPoint (&r_worldentity.renderer.model->brush, ent->origin);
*ambient = max (light, max (ent->renderer.model->min_light,
ent->renderer.min_light) * 128);
*shadelight = *ambient;
for (i = 0; i < r_maxdlights; i++) {
if (r_dlights[i].die >= vr_data.realtime) {
VectorSubtract (ent->origin, r_dlights[i].origin, dist);
add = r_dlights[i].radius - VectorLength (dist);
if (add > 0)
*ambient += add;
}
}
if (*ambient >= 128)
*ambient = 128;
if (*shadelight > 192 - *ambient)
*shadelight = 192 - *ambient;
}
static void
set_arrays (const shaderparam_t *vert, const shaderparam_t *norm,
const shaderparam_t *st, aliasvrt_t *pose)
{
byte *pose_offs = (byte *) pose;
if (developer->int_val & SYS_GLSL) {
GLint size;
qfeglGetBufferParameteriv (GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
if (size <= (intptr_t)pose_offs) {
Sys_Printf ("Invalid pose");
pose = 0;
}
}
qfeglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, vertex));
qfeglVertexAttribPointer (norm->location, 3, GL_SHORT,
1, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, normal));
qfeglVertexAttribPointer (st->location, 2, GL_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, st));
}
//#define TETRAHEDRON
void
glsl_R_DrawAlias (void)
{
#ifdef TETRAHEDRON
static aliasvrt_t debug_verts[] = {
{{ 0, 0}, {-18918,-18918,-18918}, { 0, 0, 0}},
{{ 0,300}, { 18918, 18918,-18918}, {255,255, 0}},
{{300,300}, {-18918, 18918, 18918}, { 0,255,255}},
{{300, 0}, { 18918,-18918, 18918}, {255, 0,255}},
};
static GLushort debug_indices[] = {
0, 1, 2,
0, 3, 1,
1, 3, 2,
0, 2, 3,
};
#endif
static quat_t color = { 1, 1, 1, 1};
static vec3_t lightvec;
float ambient;
float shadelight;
float skin_size[2];
float blend;
entity_t *ent = currententity;
model_t *model = ent->renderer.model;
aliashdr_t *hdr;
vec_t norm_mat[9];
int skin_tex;
int colormap;
aliasvrt_t *pose1 = 0; // VBO's are null based
aliasvrt_t *pose2 = 0; // VBO's are null based
mat4f_t worldMatrix;
if (!(hdr = model->aliashdr))
hdr = Cache_Get (&model->cache);
calc_lighting (ent, &ambient, &shadelight, lightvec);
Transform_GetWorldMatrix (ent->transform, worldMatrix);
// we need only the rotation for normals.
VectorCopy (worldMatrix[0], norm_mat + 0);
VectorCopy (worldMatrix[1], norm_mat + 3);
VectorCopy (worldMatrix[2], norm_mat + 6);
// ent model scaling and offset
mat4f_t mvp_mat = {
{ hdr->mdl.scale[0], 0, 0, 0 },
{ 0, hdr->mdl.scale[1], 0, 0 },
{ 0, 0, hdr->mdl.scale[2], 0 },
{ hdr->mdl.scale_origin[0], hdr->mdl.scale_origin[1],
hdr->mdl.scale_origin[2], 1 },
};
mmulf (mvp_mat, worldMatrix, mvp_mat);
mmulf (mvp_mat, alias_vp, mvp_mat);
colormap = glsl_colormap;
if (ent->renderer.skin && ent->renderer.skin->auxtex)
colormap = ent->renderer.skin->auxtex;
if (ent->renderer.skin && ent->renderer.skin->texnum) {
skin_t *skin = ent->renderer.skin;
skin_tex = skin->texnum;
} else {
maliasskindesc_t *skindesc;
skindesc = R_AliasGetSkindesc (ent->renderer.skinnum, hdr);
skin_tex = skindesc->texnum;
}
blend = R_AliasGetLerpedFrames (ent, hdr);
pose1 += ent->animation.pose1 * hdr->poseverts;
pose2 += ent->animation.pose2 * hdr->poseverts;
skin_size[0] = hdr->mdl.skinwidth;
skin_size[1] = hdr->mdl.skinheight;
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, colormap);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, skin_tex);
#ifndef TETRAHEDRON
qfeglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
#endif
qfeglVertexAttrib4fv (quake_mdl.colora.location, color);
qfeglVertexAttrib4fv (quake_mdl.colorb.location, color);
qfeglUniform1f (quake_mdl.blend.location, blend);
qfeglUniform1f (quake_mdl.ambient.location, ambient);
qfeglUniform1f (quake_mdl.shadelight.location, shadelight);
qfeglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
qfeglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
qfeglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false,
&mvp_mat[0][0]);
qfeglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
#ifndef TETRAHEDRON
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, pose1);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, pose2);
qfeglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris,
GL_UNSIGNED_SHORT, 0);
#else
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta,
debug_verts);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb,
debug_verts);
qfeglDrawElements (GL_TRIANGLES,
sizeof (debug_indices) / sizeof (debug_indices[0]),
GL_UNSIGNED_SHORT, debug_indices);
#endif
if (!model->aliashdr)
Cache_Release (&model->cache);
}
// All alias models are drawn in a batch, so avoid thrashing the gl state
void
glsl_R_AliasBegin (void)
{
quat_t fog;
// pre-multiply the view and projection matricies
mmulf (alias_vp, glsl_projection, glsl_view);
qfeglUseProgram (quake_mdl.program);
qfeglEnableVertexAttribArray (quake_mdl.vertexa.location);
qfeglEnableVertexAttribArray (quake_mdl.vertexb.location);
qfeglEnableVertexAttribArray (quake_mdl.normala.location);
qfeglEnableVertexAttribArray (quake_mdl.normalb.location);
qfeglEnableVertexAttribArray (quake_mdl.sta.location);
qfeglEnableVertexAttribArray (quake_mdl.stb.location);
qfeglDisableVertexAttribArray (quake_mdl.colora.location);
qfeglDisableVertexAttribArray (quake_mdl.colorb.location);
glsl_Fog_GetColor (fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_mdl.fog.location, 1, fog);
qfeglUniform1i (quake_mdl.colormap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_mdl.skin.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
}
void
glsl_R_AliasEnd (void)
{
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
qfeglDisableVertexAttribArray (quake_mdl.vertexa.location);
qfeglDisableVertexAttribArray (quake_mdl.vertexb.location);
qfeglDisableVertexAttribArray (quake_mdl.normala.location);
qfeglDisableVertexAttribArray (quake_mdl.normalb.location);
qfeglDisableVertexAttribArray (quake_mdl.sta.location);
qfeglDisableVertexAttribArray (quake_mdl.stb.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
}