quakeforge/libs/video/renderer/glsl/glsl_sprite.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00

310 lines
8.7 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/entity.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->animation;
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 vpn, vec4f_t vright,
vec4f_t vup, 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 * vright;
up = frame->up * vup;
left = frame->left * vright;
down = frame->down * vup;
// 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)
{
msprite_t *sprite = (msprite_t *) ent->renderer.model->cache.data;
mspriteframe_t *frame1, *frame2;
float blend;
vec4f_t cameravec = {};
vec4f_t svpn = {}, svright = {}, svup = {};
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 },
};
vec4f_t origin = Transform_GetWorldPosition (ent->transform);
cameravec = r_refdef.frame.position - origin;
if (!R_BillboardFrame (ent, sprite->type, &cameravec[0],
&svup[0], &svright[0], &svpn[0])) {
// 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, svpn, svright, svup, vertsa);
make_quad (frame2, origin, svpn, svright, svup, 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, &mat[0][0]);
}
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);
}