mirror of
https://git.code.sf.net/p/quake/quakeforge
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2b72506868
Other than the view model (undecided on the approach) this has R_RenderView pretty much pulled out of the low level renderers. With this, I'll be able to focus on scene handling for a bit then getting shadows and fisheye working (again for fisheye).
321 lines
6.9 KiB
C
321 lines
6.9 KiB
C
/*
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vid_render_glsl.c
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GLSL version of the renderer
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/plugin/general.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_draw.h"
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#include "QF/GLSL/qf_main.h"
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#include "QF/GLSL/qf_particles.h"
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#include "QF/GLSL/qf_vid.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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#include "vid_gl.h"
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gl_ctx_t *glsl_ctx;
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static void
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glsl_vid_render_choose_visual (void *data)
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{
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glsl_ctx->choose_visual (glsl_ctx);
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}
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static void
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glsl_vid_render_create_context (void *data)
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{
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glsl_ctx->create_context (glsl_ctx);
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}
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static vid_model_funcs_t model_funcs = {
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sizeof (glsltex_t),
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glsl_Mod_LoadLighting,
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0,//Mod_SubdivideSurface,
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glsl_Mod_ProcessTexture,
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Mod_LoadIQM,
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Mod_LoadAliasModel,
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Mod_LoadSpriteModel,
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glsl_Mod_MakeAliasModelDisplayLists,
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glsl_Mod_LoadSkin,
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glsl_Mod_FinalizeAliasModel,
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glsl_Mod_LoadExternalSkins,
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glsl_Mod_IQMFinish,
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0,
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glsl_Mod_SpriteLoadFrames,
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Skin_SetColormap,
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Skin_SetSkin,
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glsl_Skin_SetupSkin,
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Skin_SetTranslation,
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glsl_Skin_ProcessTranslation,
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glsl_Skin_InitTranslations,
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};
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static void
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glsl_vid_render_init (void)
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{
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if (!vr_data.vid->vid_internal->sw_context) {
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Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program.");
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}
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glsl_ctx = vr_data.vid->vid_internal->gl_context ();
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glsl_ctx->init_gl = GLSL_Init_Common;
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glsl_ctx->load_gl ();
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vr_data.vid->vid_internal->data = glsl_ctx;
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vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
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vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
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vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
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vr_funcs = &glsl_vid_render_funcs;
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m_funcs = &model_funcs;
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}
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static void
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glsl_vid_render_shutdown (void)
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{
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}
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static unsigned int GLErr_InvalidEnum;
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static unsigned int GLErr_InvalidValue;
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static unsigned int GLErr_InvalidOperation;
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static unsigned int GLErr_OutOfMemory;
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static unsigned int GLErr_Unknown;
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static unsigned int
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R_TestErrors (unsigned int numerous)
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{
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switch (qfeglGetError ()) {
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case GL_NO_ERROR:
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return numerous;
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break;
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case GL_INVALID_ENUM:
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GLErr_InvalidEnum++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_VALUE:
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GLErr_InvalidValue++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_OPERATION:
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GLErr_InvalidOperation++;
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R_TestErrors (numerous++);
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break;
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case GL_OUT_OF_MEMORY:
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GLErr_OutOfMemory++;
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R_TestErrors (numerous++);
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break;
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default:
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GLErr_Unknown++;
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R_TestErrors (numerous++);
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break;
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}
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return numerous;
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}
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static void
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R_DisplayErrors (void)
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{
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if (GLErr_InvalidEnum)
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printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
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if (GLErr_InvalidValue)
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printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
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if (GLErr_InvalidOperation)
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printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
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if (GLErr_OutOfMemory)
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printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
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if (GLErr_Unknown)
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printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
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}
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static void
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R_ClearErrors (void)
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{
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GLErr_InvalidEnum = 0;
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GLErr_InvalidValue = 0;
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GLErr_InvalidOperation = 0;
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GLErr_OutOfMemory = 0;
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GLErr_Unknown = 0;
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}
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static void
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glsl_begin_frame (void)
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{
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if (R_TestErrors (0))
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R_DisplayErrors ();
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R_ClearErrors ();
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if (glsl_ctx->begun) {
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glsl_ctx->begun = 0;
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glsl_ctx->end_rendering ();
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}
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//FIXME forces the status bar to redraw. needed because it does not fully
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//update in sw modes but must in glsl mode
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vr_data.scr_copyeverything = 1;
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qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glsl_ctx->begun = 1;
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GLSL_Set2D ();
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GLSL_DrawReset ();
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if (r_refdef.vrect.x > 0) {
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int rx = r_refdef.vrect.x + r_refdef.vrect.width;
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int vh = vid.height - vr_data.lineadj;
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// left
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glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh);
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// right
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glsl_Draw_TileClear (rx, 0, vid.width - rx, vh);
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}
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if (r_refdef.vrect.y > 0) {
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int lx = r_refdef.vrect.x;
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int ty = r_refdef.vrect.y;
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int rx = r_refdef.vrect.x + r_refdef.vrect.width;
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int by = r_refdef.vrect.y + r_refdef.vrect.height;
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int vh = vid.height - vr_data.lineadj;
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// top
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glsl_Draw_TileClear (lx, 0, rx, ty);
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// bottom
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glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by);
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}
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}
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static void
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glsl_render_view (void)
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{
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glsl_R_RenderView ();
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}
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static void
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glsl_draw_transparent (void)
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{
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glsl_R_DrawWaterSurfaces ();
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}
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static void
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glsl_set_2d (int scaled)
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{
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if (scaled) {
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GLSL_Set2DScaled ();
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} else {
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GLSL_Set2D ();
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}
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}
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static void
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glsl_end_frame (void)
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{
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GLSL_FlushText ();
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GLSL_End2D ();
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qfeglFlush ();
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}
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vid_render_funcs_t glsl_vid_render_funcs = {
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glsl_vid_render_init,
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glsl_Draw_Character,
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glsl_Draw_String,
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glsl_Draw_nString,
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glsl_Draw_AltString,
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glsl_Draw_ConsoleBackground,
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glsl_Draw_Crosshair,
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glsl_Draw_CrosshairAt,
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glsl_Draw_TileClear,
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glsl_Draw_Fill,
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glsl_Draw_TextBox,
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glsl_Draw_FadeScreen,
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glsl_Draw_BlendScreen,
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glsl_Draw_CachePic,
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glsl_Draw_UncachePic,
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glsl_Draw_MakePic,
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glsl_Draw_DestroyPic,
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glsl_Draw_PicFromWad,
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glsl_Draw_Pic,
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glsl_Draw_Picf,
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glsl_Draw_SubPic,
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glsl_SCR_CaptureBGR,
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glsl_ParticleSystem,
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glsl_R_Init,
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glsl_R_ClearState,
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glsl_R_LoadSkys,
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glsl_R_NewMap,
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glsl_R_LineGraph,
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glsl_R_ViewChanged,
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glsl_begin_frame,
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glsl_render_view,
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glsl_R_RenderEntities,
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glsl_R_DrawParticles,
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glsl_draw_transparent,
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glsl_set_2d,
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glsl_end_frame,
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&model_funcs
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};
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static general_funcs_t plugin_info_general_funcs = {
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.shutdown = glsl_vid_render_shutdown,
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};
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static general_data_t plugin_info_general_data;
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static plugin_funcs_t plugin_info_funcs = {
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.general = &plugin_info_general_funcs,
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.vid_render = &glsl_vid_render_funcs,
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};
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static plugin_data_t plugin_info_data = {
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.general = &plugin_info_general_data,
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.vid_render = &vid_render_data,
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};
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static plugin_t plugin_info = {
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qfp_vid_render,
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0,
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QFPLUGIN_VERSION,
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"0.1",
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"GLSL Renderer",
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"Copyright (C) 1996-1997 Id Software, Inc.\n"
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"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
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"Please see the file \"AUTHORS\" for a list of contributors",
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&plugin_info_funcs,
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&plugin_info_data,
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};
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PLUGIN_INFO(vid_render, glsl)
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{
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return &plugin_info;
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}
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