quakeforge/libs/video/renderer/glsl/glsl_iqm.c
Bill Currie 2a9fcf4f5f [renderer] Tidy up entity component access
Since entity_t has a pointer to the registry owning the entity, there's
no need to access a global to get at the registry. Also move component
getting closer to where it's used.
2022-10-25 12:53:30 +09:00

314 lines
9.1 KiB
C

/*
glsl_iqm.c
GLSL IQM rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/5/11
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/skin.h"
#include "QF/sys.h"
#include "QF/scene/component.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_iqm.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
static const char *iqm_vert_effects[] =
{
"QuakeForge.Math.quaternion",
"QuakeForge.Vertex.iqm",
0
};
static const char *iqm_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.iqm",
0
};
typedef struct {
shaderparam_t position;
shaderparam_t color;
} lightpar_t;
#define MAX_IQM_LIGHTS 8
#define MAX_IQM_BONES 80
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t bonemats;
shaderparam_t vcolor;
shaderparam_t vweights;
shaderparam_t vbones;
shaderparam_t texcoord;
shaderparam_t vtangent;
shaderparam_t vnormal;
shaderparam_t vposition;
shaderparam_t ambient;
lightpar_t lights[MAX_IQM_LIGHTS];
shaderparam_t texture;
shaderparam_t normalmap;
shaderparam_t fog;
} iqm_shader = {
0,
{"mvp_mat", 1},
{"norm_mat", 1},
{"bonemats", 1},
{"vcolor", 0},
{"vweights", 0},
{"vbones", 0},
{"texcoord", 0},
{"vtangent", 0},
{"vnormal", 0},
{"vposition", 0},
{"ambient", 1},
{
{{"lights[0].position", 1}, {"lights[0].color", 1}},
{{"lights[1].position", 1}, {"lights[1].color", 1}},
{{"lights[2].position", 1}, {"lights[2].color", 1}},
{{"lights[3].position", 1}, {"lights[3].color", 1}},
{{"lights[4].position", 1}, {"lights[4].color", 1}},
{{"lights[5].position", 1}, {"lights[5].color", 1}},
{{"lights[6].position", 1}, {"lights[6].color", 1}},
{{"lights[7].position", 1}, {"lights[7].color", 1}},
},
{"texture", 1},
{"normalmap", 1},
{"fog", 1},
};
static struct va_attr_s {
shaderparam_t *attr;
GLint size;
GLenum type;
GLboolean normalized;
} vertex_attribs[] = {
{&iqm_shader.vposition, 3, GL_FLOAT, 0},
{&iqm_shader.texcoord, 2, GL_FLOAT, 0},
{&iqm_shader.vnormal, 3, GL_FLOAT, 0},
{&iqm_shader.vtangent, 4, GL_FLOAT, 0},
{&iqm_shader.vbones, 4, GL_UNSIGNED_BYTE, 0},
{&iqm_shader.vweights, 4, GL_UNSIGNED_BYTE, 1},
{&iqm_shader.vcolor, 4, GL_UNSIGNED_BYTE, 1},
};
static mat4f_t iqm_vp;
void
glsl_R_InitIQM (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
int i;
vert_shader = GLSL_BuildShader (iqm_vert_effects);
frag_shader = GLSL_BuildShader (iqm_frag_effects);
vert = GLSL_CompileShader ("iqm.vert", vert_shader, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("iqm.frag", frag_shader, GL_FRAGMENT_SHADER);
iqm_shader.program = GLSL_LinkProgram ("iqm", vert, frag);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.mvp_matrix);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.norm_matrix);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.bonemats);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vcolor);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vweights);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vbones);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texcoord);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vtangent);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vnormal);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vposition);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.ambient);
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
GLSL_ResolveShaderParam (iqm_shader.program,
&iqm_shader.lights[i].position);
GLSL_ResolveShaderParam (iqm_shader.program,
&iqm_shader.lights[i].color);
}
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texture);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.normalmap);
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
}
static void
set_arrays (iqm_t *iqm)
{
int i;
uint32_t j;
struct va_attr_s *attr;
iqmvertexarray *va;
for (i = 0, j = 0; i < iqm->num_arrays; i++) {
va = &iqm->vertexarrays[i];
if (va->type > IQM_COLOR)
Sys_Error ("iqm: unknown array type");
if (j > va->type)
Sys_Error ("iqm: array order bogus");
while (j < va->type)
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
attr = &vertex_attribs[j++];
qfeglEnableVertexAttribArray (attr->attr->location);
qfeglVertexAttribPointer (attr->attr->location, attr->size,
attr->type, attr->normalized, iqm->stride,
iqm->vertices + va->offset);
//(byte *) 0 + va->offset);
}
while (j <= IQM_COLOR)
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
}
void
glsl_R_DrawIQM (entity_t ent)
{
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
model_t *model = renderer->model;
static quat_t color = { 1, 1, 1, 1};
iqm_t *iqm = (iqm_t *) model->aliashdr;
glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
dlight_t *lights[MAX_IQM_LIGHTS];
int i;
vec_t norm_mat[9];
vec4f_t entorigin;
mat4f_t mvp_mat;
float blend;
iqmframe_t *frame;
// we need only the rotation for normals.
mat4f_t mat;
transform_t transform = Entity_Transform (ent);
Transform_GetWorldMatrix (transform, mat);
VectorCopy (mat[0], norm_mat + 0);
VectorCopy (mat[1], norm_mat + 3);
VectorCopy (mat[2], norm_mat + 6);
entorigin = mat[3];
mmulf (mvp_mat, iqm_vp, mat);
R_LightPoint (&r_refdef.worldmodel->brush, entorigin);//FIXME min_light?
VectorScale (ambientcolor, 1/255.0, ambientcolor);
R_FindNearLights (entorigin, MAX_IQM_LIGHTS, lights);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
ent.reg);
blend = R_IQMGetLerpedFrames (animation, iqm);
frame = R_IQMBlendFrames (iqm, animation->pose1, animation->pose2,
blend, 0);
qfeglUniform3fv (iqm_shader.ambient.location, 1, ambientcolor);
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
quat_t val;
lightpar_t *l = &iqm_shader.lights[i];
if (!lights[i])
break;
VectorSubtract (lights[i]->origin, entorigin, val);
val[3] = lights[i]->radius;
qfeglUniform4fv (l->position.location, 1, val);
qfeglUniform4fv (l->color.location, 1, lights[i]->color);
}
for (; i < MAX_IQM_LIGHTS; i++) {
lightpar_t *l = &iqm_shader.lights[i];
qfeglUniform4fv (l->position.location, 1, quat_origin);
qfeglUniform4fv (l->color.location, 1, quat_origin);
}
qfeglBindBuffer (GL_ARRAY_BUFFER, glsl->vertex_array);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, glsl->element_array);
qfeglUniformMatrix4fv (iqm_shader.mvp_matrix.location, 1, false,
(vec_t*)&mvp_mat[0]);//FIXME
qfeglUniformMatrix3fv (iqm_shader.norm_matrix.location, 1, false,
norm_mat);
qfeglUniformMatrix4fv (iqm_shader.bonemats.location, iqm->num_joints,
false, (float *) frame);
qfeglVertexAttrib4fv (iqm_shader.vcolor.location, color);
set_arrays (iqm);
for (i = 0; i < iqm->num_meshes; i++) {
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, glsl->textures[i]);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, glsl->normmaps[i]);
qfeglDrawElements (GL_TRIANGLES, 3 * iqm->meshes[i].num_triangles,
GL_UNSIGNED_SHORT,
iqm->elements + 3 * iqm->meshes[i].first_triangle);
}
}
// All iqm models are drawn in a batch, so avoid thrashing the gl state
void
glsl_R_IQMBegin (void)
{
quat_t fog;
// pre-multiply the view and projection matricies
mmulf (iqm_vp, glsl_projection, glsl_view);
qfeglUseProgram (iqm_shader.program);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (iqm_shader.fog.location, 1, fog);
qfeglUniform1i (iqm_shader.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (iqm_shader.normalmap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
}
void
glsl_R_IQMEnd (void)
{
int i;
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
for (i = 0; i <= IQM_COLOR; i++)
qfeglDisableVertexAttribArray (vertex_attribs[i].attr->location);
}