quakeforge/libs/video/renderer/glsl/glsl_sprite.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
8.9 KiB
C

/*
glsl_sprite.c
Sprite drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/30
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 "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.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_sprite.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
static const char *sprite_vert_effects[] =
{
"QuakeForge.Vertex.sprite",
0
};
static const char *sprite_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.sprite",
0
};
//static float proj_matrix[16];
static struct {
int program;
shaderparam_t spritea;
shaderparam_t spriteb;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertexa;
shaderparam_t vertexb;
shaderparam_t uvab;
shaderparam_t colora;
shaderparam_t colorb;
shaderparam_t blend;
shaderparam_t fog;
} quake_sprite = {
0,
{"spritea", 1},
{"spriteb", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertexa", 0},
{"vertexb", 0},
{"uvab", 0},
{"vcolora", 0},
{"vcolorb", 0},
{"vblend", 0},
{"fog", 1},
};
void
glsl_R_InitSprites (void)
{
shader_t *vert_shader, *frag_shader;
int frag, vert;
vert_shader = GLSL_BuildShader (sprite_vert_effects);
frag_shader = GLSL_BuildShader (sprite_frag_effects);
vert = GLSL_CompileShader ("quakespr.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakespr.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
}
static void
R_GetSpriteFrames (entity_t ent, msprite_t *sprite, mspriteframe_t **frame1,
mspriteframe_t **frame2, float *blend)
{
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
ent.reg);
int framenum = animation->frame;
int pose;
int i, numframes;
float *intervals;
float frame_interval;
float fullinterval, targettime, time;
mspritegroup_t *group = 0;
mspriteframedesc_t *framedesc;
if (framenum >= sprite->numframes || framenum < 0)
framenum = 0;
framedesc = &sprite->frames[framenum];
if (framedesc->type == SPR_SINGLE) {
frame_interval = 0.1;
pose = framenum;
} else {
group = framedesc->group;
intervals = group->intervals;
numframes = group->numframes;
fullinterval = intervals[numframes - 1];
time = vr_data.realtime + animation->syncbase;
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < numframes - 1; i++) {
if (intervals[i] > targettime)
break;
}
frame_interval = intervals[i];
if (i)
frame_interval = intervals[i - 1];
pose = i;
}
//FIXME this will break if the sprite changes between single frames and
//group frames.
*blend = R_EntityBlend (animation, pose, frame_interval);
if (group) {
*frame1 = group->frames[animation->pose1];
*frame2 = group->frames[animation->pose2];
} else {
*frame1 = sprite->frames[animation->pose1].frame;
*frame2 = sprite->frames[animation->pose2].frame;
}
}
static void
make_quad (mspriteframe_t *frame, vec4f_t origin, vec4f_t sright, vec4f_t sup, float verts[6][3])
{
vec4f_t left, up, right, down;
vec4f_t ul, ur, ll, lr;
// build the sprite poster in worldspace
// first, rotate the sprite axes into world space
right = frame->right * sright;
up = frame->up * sup;
left = frame->left * sright;
down = frame->down * sup;
// next, build the sprite corners from the axes
ul = up + left;
ur = up + right;
ll = down + left;
lr = down + right;
// finally, translate the sprite corners, creating two triangles
VectorAdd (origin, ul, verts[0]); // first triangle
VectorAdd (origin, ur, verts[1]);
VectorAdd (origin, lr, verts[2]);
VectorAdd (origin, ul, verts[3]); // second triangle
VectorAdd (origin, lr, verts[4]);
VectorAdd (origin, ll, verts[5]);
}
void
glsl_R_DrawSprite (entity_t ent)
{
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
msprite_t *sprite = (msprite_t *) renderer->model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend;
vec4f_t cameravec = {};
vec4f_t spn = {}, sright = {}, sup = {};
static quat_t color = { 1, 1, 1, 1};
float vertsa[6][3], vertsb[6][3];
static float uvab[6][4] = {
{ 0, 0, 0, 0 },
{ 1, 0, 1, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 0, 1, 0, 1 },
};
transform_t transform = Entity_Transform (ent);
vec4f_t origin = Transform_GetWorldPosition (transform);
cameravec = r_refdef.frame.position - origin;
if (!R_BillboardFrame (transform, sprite->type, cameravec,
&sup, &sright, &spn)) {
// the orientation is undefined so can't draw the sprite
return;
}
R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
qfeglVertexAttrib4fv (quake_sprite.colora.location, color);
qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
make_quad (frame1, origin, sright, sup, vertsa);
make_quad (frame2, origin, sright, sup, vertsb);
qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
0, 0, vertsa);
qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
0, 0, vertsb);
qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
0, 0, uvab);
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
}
// All sprites are drawn in a batch, so avoid thrashing the gl state
void
glsl_R_SpriteBegin (void)
{
mat4f_t mat;
quat_t fog;
qfeglUseProgram (quake_sprite.program);
qfeglEnableVertexAttribArray (quake_sprite.vertexa.location);
qfeglEnableVertexAttribArray (quake_sprite.vertexb.location);
qfeglEnableVertexAttribArray (quake_sprite.uvab.location);
qfeglDisableVertexAttribArray (quake_sprite.colora.location);
qfeglDisableVertexAttribArray (quake_sprite.colorb.location);
qfeglDisableVertexAttribArray (quake_sprite.blend.location);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_sprite.fog.location, 1, fog);
qfeglUniform1i (quake_sprite.spritea.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_sprite.spriteb.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_sprite.palette.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
mmulf (mat, glsl_projection, glsl_view);
qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, (vec_t*)&mat[0]);//FIXME
}
void
glsl_R_SpriteEnd (void)
{
qfeglDisableVertexAttribArray (quake_sprite.vertexa.location);
qfeglDisableVertexAttribArray (quake_sprite.vertexb.location);
qfeglDisableVertexAttribArray (quake_sprite.uvab.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglDisable (GL_TEXTURE_2D);
}