mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 18:30:58 +00:00
462a9047c6
Bah, definitely need a metter method of parameter interrogation.
361 lines
11 KiB
C
361 lines
11 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
|
|
|
|
static __attribute__ ((used)) const char rcsid[] = "$Id$";
|
|
|
|
#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/GLSL/defines.h"
|
|
#include "QF/GLSL/funcs.h"
|
|
#include "QF/GLSL/qf_textures.h"
|
|
#include "QF/GLSL/qf_vid.h"
|
|
|
|
#include "r_local.h"
|
|
|
|
static const char quakesprite_vert[] =
|
|
#include "quakespr.vc"
|
|
;
|
|
|
|
static const char quakesprite_frag[] =
|
|
#include "quakespr.fc"
|
|
;
|
|
|
|
//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},
|
|
};
|
|
|
|
VISIBLE void
|
|
R_InitSprites (void)
|
|
{
|
|
int frag, vert;
|
|
|
|
vert = GL_CompileShader ("quakespr.vert", quakesprite_vert,
|
|
GL_VERTEX_SHADER);
|
|
frag = GL_CompileShader ("quakespr.frag", quakesprite_frag,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_sprite.program = GL_LinkProgram ("quakespr", vert, frag);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
|
|
GL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
|
|
}
|
|
|
|
static void
|
|
R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1,
|
|
mspriteframe_t **frame2, float *blend)
|
|
{
|
|
int framenum = currententity->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;
|
|
|
|
numframes = sprite->numframes;
|
|
framedesc = &sprite->frames[framenum];
|
|
if (framedesc->type == SPR_SINGLE) {
|
|
frame_interval = 0.1;
|
|
pose = framenum;
|
|
} else {
|
|
group = (mspritegroup_t *) framedesc->frameptr;
|
|
intervals = group->intervals;
|
|
numframes = group->numframes;
|
|
fullinterval = intervals[numframes - 1];
|
|
|
|
time = r_realtime + currententity->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 (ent, pose, frame_interval);
|
|
if (group) {
|
|
*frame1 = group->frames[ent->pose1];
|
|
*frame2 = group->frames[ent->pose2];
|
|
} else {
|
|
*frame1 = sprite->frames[ent->pose1].frameptr;
|
|
*frame2 = sprite->frames[ent->pose2].frameptr;
|
|
}
|
|
}
|
|
|
|
static void
|
|
make_quad (mspriteframe_t *frame, const vec3_t vpn, const vec3_t vright,
|
|
const vec3_t vup, float verts[6][3])
|
|
{
|
|
vec3_t left, up, right, down;
|
|
vec3_t ul, ur, ll, lr;
|
|
|
|
// build the sprite poster in worldspace
|
|
// first, rotate the sprite axes into world space
|
|
VectorScale (vright, frame->right, right);
|
|
VectorScale (vup, frame->up, up);
|
|
VectorScale (vright, frame->left, left);
|
|
VectorScale (vup, frame->down, down);
|
|
// next, build the sprite corners from the axes
|
|
VectorAdd (up, left, ul);
|
|
VectorAdd (up, right, ur);
|
|
VectorAdd (down, left, ll);
|
|
VectorAdd (down, right, lr);
|
|
// finally, translate the sprite corners, creating two triangles
|
|
VectorAdd (currententity->origin, ul, verts[0]); // first triangle
|
|
VectorAdd (currententity->origin, ur, verts[1]);
|
|
VectorAdd (currententity->origin, lr, verts[2]);
|
|
VectorAdd (currententity->origin, ul, verts[3]); // second triangle
|
|
VectorAdd (currententity->origin, lr, verts[4]);
|
|
VectorAdd (currententity->origin, ll, verts[5]);
|
|
}
|
|
|
|
void
|
|
R_DrawSprite (void)
|
|
{
|
|
entity_t *ent = currententity;
|
|
msprite_t *sprite = (msprite_t *) ent->model->cache.data;
|
|
mspriteframe_t *frame1, *frame2;
|
|
float blend, sr, cr, dot, angle;
|
|
vec3_t tvec;
|
|
vec3_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 },
|
|
};
|
|
|
|
switch (sprite->type) {
|
|
case SPR_FACING_UPRIGHT:
|
|
// generate the sprite's exes with svup straight up in worldspace
|
|
// and svright perpendicular to r_origin. This will not work if the
|
|
// view direction is very close to straight up or down because the
|
|
// cross product will be between two nearly parallel vectors and
|
|
// starts to approach an undefined staate, so we don't draw if the
|
|
// two vectors are less than 1 degree apart
|
|
VectorNegate (r_origin, tvec);
|
|
VectorNormalize (tvec);
|
|
dot = tvec[2]; // same as DotProcut (tvec, svup) because
|
|
// svup is 0, 0, 1
|
|
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
|
|
return;
|
|
VectorSet (0, 0, 1, svup);
|
|
// CrossProduct (svup, -r_origin, svright)
|
|
VectorSet (tvec[1], -tvec[0], 0, svright);
|
|
VectorNormalize (svright);
|
|
// CrossProduct (svright, svup, svpn);
|
|
VectorSet (-svright[1], svright[0], 0, svpn);
|
|
break;
|
|
case SPR_VP_PARALLEL:
|
|
// generate the prite's axes completely parallel to the viewplane.
|
|
// There are no problem situations, because the prite is always in
|
|
// the same position relative to the viewer.
|
|
VectorCopy (vup, svup);
|
|
VectorCopy (vright, svright);
|
|
VectorCopy (vpn, svpn);
|
|
break;
|
|
case SPR_VP_PARALLEL_UPRIGHT:
|
|
// generate the sprite's axes with svup straight up in worldspace,
|
|
// and svright parallel to the viewplane. This will not work if the
|
|
// view diretion iss very close to straight up or down because the
|
|
// cross prodcut will be between two nearly parallel vectors and
|
|
// starts to approach an undefined state, so we don't draw if the
|
|
// two vectros are less that 1 degree apart
|
|
dot = vpn[2];
|
|
if ((dot > 0.999848) || (dot < -0.99848)) // cos (1 degree)
|
|
return;
|
|
VectorSet (0, 0, 1, svup);
|
|
// CrossProduct (svup, -r_origin, svright)
|
|
VectorSet (vpn[1], -vpn[0], 0, svright);
|
|
VectorNormalize (svright);
|
|
// CrossProduct (svright, svup, svpn);
|
|
VectorSet (-svright[1], svright[0], 0, svpn);
|
|
break;
|
|
case SPR_ORIENTED:
|
|
// generate the prite's axes according to the sprite's world
|
|
// orientation
|
|
VectorCopy (currententity->transform + 0, svpn);
|
|
VectorNegate (currententity->transform + 4, svright);
|
|
VectorCopy (currententity->transform + 8, svup);
|
|
break;
|
|
case SPR_VP_PARALLEL_ORIENTED:
|
|
// generate the sprite's axes parallel to the viewplane, but
|
|
// rotated in that plane round the center according to the sprite
|
|
// entity's roll angle. Thus svpn stays the same, but svright and
|
|
// svup rotate
|
|
angle = currententity->angles[ROLL] * (M_PI / 180);
|
|
sr = sin (angle);
|
|
cr = cos (angle);
|
|
VectorCopy (vpn, svpn);
|
|
VectorScale (vright, cr, svright);
|
|
VectorMultAdd (svright, sr, vup, svright);
|
|
VectorScale (vup, cr, svup);
|
|
VectorMultAdd (svup, -sr, vright, svup);
|
|
break;
|
|
default:
|
|
Sys_Error ("R_DrawSprite: Bad sprite type %d", sprite->type);
|
|
}
|
|
|
|
R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
|
|
|
|
qfglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
|
|
|
|
qfglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
|
|
|
|
qfglVertexAttrib4fv (quake_sprite.colora.location, color);
|
|
qfglVertexAttrib4fv (quake_sprite.colorb.location, color);
|
|
qfglVertexAttrib1f (quake_sprite.blend.location, blend);
|
|
|
|
make_quad (frame1, svpn, svright, svup, vertsa);
|
|
make_quad (frame2, svpn, svright, svup, vertsb);
|
|
|
|
qfglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
|
|
0, 0, vertsa);
|
|
qfglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
|
|
0, 0, vertsb);
|
|
qfglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
|
|
0, 0, uvab);
|
|
qfglDrawArrays (GL_TRIANGLES, 0, 6);
|
|
}
|
|
|
|
// All sprites are drawn in a batch, so avoid thrashing the gl state
|
|
void
|
|
R_SpriteBegin (void)
|
|
{
|
|
mat4_t mat;
|
|
quat_t fog;
|
|
|
|
qfglUseProgram (quake_sprite.program);
|
|
qfglEnableVertexAttribArray (quake_sprite.vertexa.location);
|
|
qfglEnableVertexAttribArray (quake_sprite.vertexb.location);
|
|
qfglEnableVertexAttribArray (quake_sprite.uvab.location);
|
|
qfglDisableVertexAttribArray (quake_sprite.colora.location);
|
|
qfglDisableVertexAttribArray (quake_sprite.colorb.location);
|
|
qfglDisableVertexAttribArray (quake_sprite.blend.location);
|
|
|
|
VectorCopy (Fog_GetColor (), fog);
|
|
fog[3] = Fog_GetDensity () / 64.0;
|
|
qfglUniform4fv (quake_sprite.fog.location, 1, fog);
|
|
|
|
qfglUniform1i (quake_sprite.spritea.location, 0);
|
|
qfglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
|
|
qfglUniform1i (quake_sprite.spriteb.location, 1);
|
|
qfglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
|
|
qfglUniform1i (quake_sprite.palette.location, 2);
|
|
qfglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
|
|
|
Mat4Mult (glsl_projection, glsl_view, mat);
|
|
qfglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, mat);
|
|
}
|
|
|
|
void
|
|
R_SpriteEnd (void)
|
|
{
|
|
qfglDisableVertexAttribArray (quake_sprite.vertexa.location);
|
|
qfglDisableVertexAttribArray (quake_sprite.vertexb.location);
|
|
qfglDisableVertexAttribArray (quake_sprite.uvab.location);
|
|
|
|
qfglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
qfglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
}
|