quakeforge/libs/video/renderer/vid_render_glsl.c
Bill Currie 25a14eb232 [renderer] Add a cell-based character buffer
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.

One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
2022-09-15 14:24:33 +09:00

516 lines
12 KiB
C

/*
vid_render_glsl.c
GLSL version of the renderer
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/plugin/general.h"
#include "QF/plugin/vid_render.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_fisheye.h"
#include "QF/GLSL/qf_main.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_vid.h"
#include "QF/GLSL/qf_warp.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_gl.h"
gl_ctx_t *glsl_ctx;
static void
glsl_vid_render_choose_visual (void *data)
{
glsl_ctx->choose_visual (glsl_ctx);
}
static void
glsl_vid_render_create_context (void *data)
{
glsl_ctx->create_context (glsl_ctx, 1);
}
static vid_model_funcs_t model_funcs = {
sizeof (glsltex_t),
glsl_Mod_LoadLighting,
0,//Mod_SubdivideSurface,
glsl_Mod_ProcessTexture,
Mod_LoadIQM,
Mod_LoadAliasModel,
Mod_LoadSpriteModel,
glsl_Mod_MakeAliasModelDisplayLists,
glsl_Mod_LoadAllSkins,
glsl_Mod_FinalizeAliasModel,
glsl_Mod_LoadExternalSkins,
glsl_Mod_IQMFinish,
0,
glsl_Mod_SpriteLoadFrames,
Skin_Free,
Skin_SetColormap,
Skin_SetSkin,
glsl_Skin_SetupSkin,
Skin_SetTranslation,
glsl_Skin_ProcessTranslation,
glsl_Skin_InitTranslations,
};
static void
glsl_vid_render_init (void)
{
if (!vr_data.vid->vid_internal->sw_context) {
Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program.");
}
glsl_ctx = vr_data.vid->vid_internal->gl_context ();
glsl_ctx->init_gl = GLSL_Init_Common;
glsl_ctx->load_gl ();
vr_data.vid->vid_internal->data = glsl_ctx;
vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
vr_funcs = &glsl_vid_render_funcs;
m_funcs = &model_funcs;
}
static void
glsl_vid_render_shutdown (void)
{
}
static unsigned int GLErr_InvalidEnum;
static unsigned int GLErr_InvalidValue;
static unsigned int GLErr_InvalidOperation;
static unsigned int GLErr_OutOfMemory;
static unsigned int GLErr_Unknown;
static unsigned int
R_TestErrors (unsigned int numerous)
{
switch (qfeglGetError ()) {
case GL_NO_ERROR:
return numerous;
break;
case GL_INVALID_ENUM:
GLErr_InvalidEnum++;
R_TestErrors (numerous++);
break;
case GL_INVALID_VALUE:
GLErr_InvalidValue++;
R_TestErrors (numerous++);
break;
case GL_INVALID_OPERATION:
GLErr_InvalidOperation++;
R_TestErrors (numerous++);
break;
case GL_OUT_OF_MEMORY:
GLErr_OutOfMemory++;
R_TestErrors (numerous++);
break;
default:
GLErr_Unknown++;
R_TestErrors (numerous++);
break;
}
return numerous;
}
static void
R_DisplayErrors (void)
{
if (GLErr_InvalidEnum)
printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
if (GLErr_InvalidValue)
printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
if (GLErr_InvalidOperation)
printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
if (GLErr_OutOfMemory)
printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
if (GLErr_Unknown)
printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
}
static void
R_ClearErrors (void)
{
GLErr_InvalidEnum = 0;
GLErr_InvalidValue = 0;
GLErr_InvalidOperation = 0;
GLErr_OutOfMemory = 0;
GLErr_Unknown = 0;
}
static void
glsl_begin_frame (void)
{
if (R_TestErrors (0))
R_DisplayErrors ();
R_ClearErrors ();
if (glsl_ctx->begun) {
glsl_ctx->begun = 0;
glsl_ctx->end_rendering ();
}
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in glsl mode
vr_data.scr_copyeverything = 1;
qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glsl_ctx->begun = 1;
GLSL_Set2D ();
GLSL_DrawReset ();
if (r_refdef.vrect.x > 0) {
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int vh = vid.height - vr_data.lineadj;
// left
glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh);
// right
glsl_Draw_TileClear (rx, 0, vid.width - rx, vh);
}
if (r_refdef.vrect.y > 0) {
int lx = r_refdef.vrect.x;
int ty = r_refdef.vrect.y;
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int by = r_refdef.vrect.y + r_refdef.vrect.height;
int vh = vid.height - vr_data.lineadj;
// top
glsl_Draw_TileClear (lx, 0, rx, ty);
// bottom
glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by);
}
}
static void
glsl_render_view (void)
{
qfeglClear (GL_DEPTH_BUFFER_BIT);
glsl_R_RenderView ();
}
static void
glsl_draw_transparent (void)
{
glsl_R_DrawWaterSurfaces ();
}
static void glsl_bind_framebuffer (framebuffer_t *fb);
static void
glsl_post_process (framebuffer_t *src)
{
if (scr_fisheye) {
glsl_FisheyeScreen (src);
} else if (r_dowarp) {
glsl_WarpScreen (src);
}
}
static void
glsl_set_2d (int scaled)
{
if (scaled) {
GLSL_Set2DScaled ();
} else {
GLSL_Set2D ();
}
}
static void
glsl_end_frame (void)
{
GLSL_FlushText ();
GLSL_End2D ();
qfeglFlush ();
}
static framebuffer_t *
glsl_create_cube_map (int side)
{
GLuint tex[2];
qfeglGenTextures (2, tex);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]);
for (int i = 0; i < 6; i++) {
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindTexture (GL_TEXTURE_2D, tex[1]);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
size_t size = sizeof (framebuffer_t) * 6;
size += sizeof (gl_framebuffer_t) * 6;
framebuffer_t *cube = malloc (size);
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
for (int i = 0; i < 6; i++) {
cube[i].width = side;
cube[i].height = side;
__auto_type buffer = buffer_base + i;
cube[i].buffer = buffer;
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglGenFramebuffers (1, &buffer->handle);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
}
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return cube;
}
static framebuffer_t *
glsl_create_frame_buffer (int width, int height)
{
size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
framebuffer_t *fb = malloc (size);
fb->width = width;
fb->height = height;
__auto_type buffer = (gl_framebuffer_t *) &fb[1];
fb->buffer = buffer;
qfeglGenFramebuffers (1, &buffer->handle);
GLuint tex[2];
qfeglGenTextures (2, tex);
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindTexture (GL_TEXTURE_2D, buffer->depth);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return fb;
}
static void
glsl_bind_framebuffer (framebuffer_t *framebuffer)
{
unsigned width = vr_data.vid->width;
unsigned height = vr_data.vid->height;
if (!framebuffer) {
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
} else {
gl_framebuffer_t *buffer = framebuffer->buffer;
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
width = framebuffer->width;
height = framebuffer->height;
}
vrect_t r = { 0, 0, width, height };
R_SetVrect (&r, &r_refdef.vrect, 0);
}
static void
glsl_set_viewport (const vrect_t *view)
{
int x = view->x;
int y = vid.height - (view->y + view->height); //FIXME vid.height
int w = view->width;
int h = view->height;
qfeglViewport (x, y, w, h);
}
static void
glsl_set_fov (float x, float y)
{
float neard, fard;
mat4f_t proj;
neard = r_nearclip;
fard = r_farclip;
// NOTE columns!
proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
// convert 0..1 depth buffer range to -1..1
static mat4f_t depth_range = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 2, 0},
{ 0, 0,-1, 1},
};
mmulf (glsl_ctx->projection, depth_range, proj);
}
static void
glsl_capture_screen (capfunc_t callback, void *data)
{
int count = vid.width * vid.height;
tex_t *tex = malloc (sizeof (tex_t) + count * 3);
if (tex) {
tex->data = (byte *) (tex + 1);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
tex->flagbits = 0;
tex->loaded = 1;
tex->flipped = 1;
qfeglReadPixels (0, 0, tex->width, tex->height, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
}
callback (tex, data);
}
vid_render_funcs_t glsl_vid_render_funcs = {
glsl_vid_render_init,
glsl_Draw_CharBuffer,
glsl_Draw_Character,
glsl_Draw_String,
glsl_Draw_nString,
glsl_Draw_AltString,
glsl_Draw_ConsoleBackground,
glsl_Draw_Crosshair,
glsl_Draw_CrosshairAt,
glsl_Draw_TileClear,
glsl_Draw_Fill,
glsl_Draw_Line,
glsl_Draw_TextBox,
glsl_Draw_FadeScreen,
glsl_Draw_BlendScreen,
glsl_Draw_CachePic,
glsl_Draw_UncachePic,
glsl_Draw_MakePic,
glsl_Draw_DestroyPic,
glsl_Draw_PicFromWad,
glsl_Draw_Pic,
glsl_Draw_Picf,
glsl_Draw_SubPic,
glsl_Draw_AddFont,
glsl_Draw_FontString,
glsl_ParticleSystem,
glsl_R_Init,
glsl_R_ClearState,
glsl_R_LoadSkys,
glsl_R_NewScene,
glsl_R_LineGraph,
glsl_begin_frame,
glsl_render_view,
glsl_R_RenderEntities,
glsl_R_DrawParticles,
glsl_draw_transparent,
glsl_post_process,
glsl_set_2d,
glsl_end_frame,
glsl_create_cube_map,
glsl_create_frame_buffer,
glsl_bind_framebuffer,
glsl_set_viewport,
glsl_set_fov,
glsl_capture_screen,
&model_funcs
};
static general_funcs_t plugin_info_general_funcs = {
.shutdown = glsl_vid_render_shutdown,
};
static general_data_t plugin_info_general_data;
static plugin_funcs_t plugin_info_funcs = {
.general = &plugin_info_general_funcs,
.vid_render = &glsl_vid_render_funcs,
};
static plugin_data_t plugin_info_data = {
.general = &plugin_info_general_data,
.vid_render = &vid_render_data,
};
static plugin_t plugin_info = {
qfp_vid_render,
0,
QFPLUGIN_VERSION,
"0.1",
"GLSL Renderer",
"Copyright (C) 1996-1997 Id Software, Inc.\n"
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
PLUGIN_INFO(vid_render, glsl)
{
return &plugin_info;
}