mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-12 05:31:59 +00:00
40a26e4bc8
And start working on scene management.
311 lines
8.9 KiB
C
311 lines
8.9 KiB
C
/*
|
|
glsl_iqm.c
|
|
|
|
GLSL IQM rendering
|
|
|
|
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
Date: 2012/5/11
|
|
|
|
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
|
|
|
|
#define NH_DEFINE
|
|
#include "namehack.h"
|
|
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
#include <stdlib.h>
|
|
|
|
#include "QF/cvar.h"
|
|
#include "QF/render.h"
|
|
#include "QF/skin.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "QF/scene/entity.h"
|
|
|
|
#include "QF/GLSL/defines.h"
|
|
#include "QF/GLSL/funcs.h"
|
|
#include "QF/GLSL/qf_iqm.h"
|
|
#include "QF/GLSL/qf_textures.h"
|
|
#include "QF/GLSL/qf_vid.h"
|
|
|
|
#include "r_internal.h"
|
|
|
|
static const char *iqm_vert_effects[] =
|
|
{
|
|
"QuakeForge.Math.quaternion",
|
|
"QuakeForge.Vertex.iqm",
|
|
0
|
|
};
|
|
|
|
static const char *iqm_frag_effects[] =
|
|
{
|
|
"QuakeForge.Fragment.fog",
|
|
"QuakeForge.Fragment.iqm",
|
|
0
|
|
};
|
|
|
|
typedef struct {
|
|
shaderparam_t position;
|
|
shaderparam_t color;
|
|
} lightpar_t;
|
|
|
|
#define MAX_IQM_LIGHTS 8
|
|
#define MAX_IQM_BONES 80
|
|
|
|
static struct {
|
|
int program;
|
|
shaderparam_t mvp_matrix;
|
|
shaderparam_t norm_matrix;
|
|
shaderparam_t bonemats;
|
|
shaderparam_t vcolor;
|
|
shaderparam_t vweights;
|
|
shaderparam_t vbones;
|
|
shaderparam_t texcoord;
|
|
shaderparam_t vtangent;
|
|
shaderparam_t vnormal;
|
|
shaderparam_t vposition;
|
|
shaderparam_t ambient;
|
|
lightpar_t lights[MAX_IQM_LIGHTS];
|
|
shaderparam_t texture;
|
|
shaderparam_t normalmap;
|
|
shaderparam_t fog;
|
|
} iqm_shader = {
|
|
0,
|
|
{"mvp_mat", 1},
|
|
{"norm_mat", 1},
|
|
{"bonemats", 1},
|
|
{"vcolor", 0},
|
|
{"vweights", 0},
|
|
{"vbones", 0},
|
|
{"texcoord", 0},
|
|
{"vtangent", 0},
|
|
{"vnormal", 0},
|
|
{"vposition", 0},
|
|
{"ambient", 1},
|
|
{
|
|
{{"lights[0].position", 1}, {"lights[0].color", 1}},
|
|
{{"lights[1].position", 1}, {"lights[1].color", 1}},
|
|
{{"lights[2].position", 1}, {"lights[2].color", 1}},
|
|
{{"lights[3].position", 1}, {"lights[3].color", 1}},
|
|
{{"lights[4].position", 1}, {"lights[4].color", 1}},
|
|
{{"lights[5].position", 1}, {"lights[5].color", 1}},
|
|
{{"lights[6].position", 1}, {"lights[6].color", 1}},
|
|
{{"lights[7].position", 1}, {"lights[7].color", 1}},
|
|
},
|
|
{"texture", 1},
|
|
{"normalmap", 1},
|
|
{"fog", 1},
|
|
};
|
|
|
|
static struct va_attr_s {
|
|
shaderparam_t *attr;
|
|
GLint size;
|
|
GLenum type;
|
|
GLboolean normalized;
|
|
} vertex_attribs[] = {
|
|
{&iqm_shader.vposition, 3, GL_FLOAT, 0},
|
|
{&iqm_shader.texcoord, 2, GL_FLOAT, 0},
|
|
{&iqm_shader.vnormal, 3, GL_FLOAT, 0},
|
|
{&iqm_shader.vtangent, 4, GL_FLOAT, 0},
|
|
{&iqm_shader.vbones, 4, GL_UNSIGNED_BYTE, 0},
|
|
{&iqm_shader.vweights, 4, GL_UNSIGNED_BYTE, 1},
|
|
{&iqm_shader.vcolor, 4, GL_UNSIGNED_BYTE, 1},
|
|
};
|
|
|
|
static mat4f_t iqm_vp;
|
|
|
|
void
|
|
glsl_R_InitIQM (void)
|
|
{
|
|
shader_t *vert_shader, *frag_shader;
|
|
int vert;
|
|
int frag;
|
|
int i;
|
|
|
|
vert_shader = GLSL_BuildShader (iqm_vert_effects);
|
|
frag_shader = GLSL_BuildShader (iqm_frag_effects);
|
|
vert = GLSL_CompileShader ("iqm.vert", vert_shader, GL_VERTEX_SHADER);
|
|
frag = GLSL_CompileShader ("iqm.frag", frag_shader, GL_FRAGMENT_SHADER);
|
|
iqm_shader.program = GLSL_LinkProgram ("iqm", vert, frag);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.mvp_matrix);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.norm_matrix);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.bonemats);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vcolor);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vweights);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vbones);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texcoord);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vtangent);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vnormal);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vposition);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.ambient);
|
|
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
|
|
GLSL_ResolveShaderParam (iqm_shader.program,
|
|
&iqm_shader.lights[i].position);
|
|
GLSL_ResolveShaderParam (iqm_shader.program,
|
|
&iqm_shader.lights[i].color);
|
|
}
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texture);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.normalmap);
|
|
GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.fog);
|
|
GLSL_FreeShader (vert_shader);
|
|
GLSL_FreeShader (frag_shader);
|
|
}
|
|
|
|
static void
|
|
set_arrays (iqm_t *iqm)
|
|
{
|
|
int i;
|
|
uint32_t j;
|
|
struct va_attr_s *attr;
|
|
iqmvertexarray *va;
|
|
for (i = 0, j = 0; i < iqm->num_arrays; i++) {
|
|
va = &iqm->vertexarrays[i];
|
|
if (va->type > IQM_COLOR)
|
|
Sys_Error ("iqm: unknown array type");
|
|
if (j > va->type)
|
|
Sys_Error ("iqm: array order bogus");
|
|
while (j < va->type)
|
|
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
|
|
attr = &vertex_attribs[j++];
|
|
qfeglEnableVertexAttribArray (attr->attr->location);
|
|
qfeglVertexAttribPointer (attr->attr->location, attr->size,
|
|
attr->type, attr->normalized, iqm->stride,
|
|
iqm->vertices + va->offset);
|
|
//(byte *) 0 + va->offset);
|
|
}
|
|
while (j <= IQM_COLOR)
|
|
qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
|
|
}
|
|
|
|
void
|
|
glsl_R_DrawIQM (entity_t *ent)
|
|
{
|
|
static quat_t color = { 1, 1, 1, 1};
|
|
model_t *model = ent->renderer.model;
|
|
iqm_t *iqm = (iqm_t *) model->aliashdr;
|
|
glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
|
|
dlight_t *lights[MAX_IQM_LIGHTS];
|
|
int i;
|
|
vec_t norm_mat[9];
|
|
vec4f_t entorigin;
|
|
mat4f_t mvp_mat;
|
|
float blend;
|
|
iqmframe_t *frame;
|
|
|
|
// we need only the rotation for normals.
|
|
mat4f_t mat;
|
|
Transform_GetWorldMatrix (ent->transform, mat);
|
|
VectorCopy (mat[0], norm_mat + 0);
|
|
VectorCopy (mat[1], norm_mat + 3);
|
|
VectorCopy (mat[2], norm_mat + 6);
|
|
entorigin = mat[3];
|
|
mmulf (mvp_mat, iqm_vp, mat);
|
|
|
|
R_LightPoint (&r_worldentity.renderer.model->brush, &entorigin[0]);//FIXME min_light?
|
|
VectorScale (ambientcolor, 1/255.0, ambientcolor);
|
|
R_FindNearLights (&entorigin[0], MAX_IQM_LIGHTS, lights);//FIXME
|
|
|
|
blend = R_IQMGetLerpedFrames (ent, iqm);
|
|
frame = R_IQMBlendFrames (iqm, ent->animation.pose1, ent->animation.pose2,
|
|
blend, 0);
|
|
|
|
qfeglUniform3fv (iqm_shader.ambient.location, 1, ambientcolor);
|
|
for (i = 0; i < MAX_IQM_LIGHTS; i++) {
|
|
quat_t val;
|
|
lightpar_t *l = &iqm_shader.lights[i];
|
|
if (!lights[i])
|
|
break;
|
|
VectorSubtract (lights[i]->origin, entorigin, val);
|
|
val[3] = lights[i]->radius;
|
|
qfeglUniform4fv (l->position.location, 1, val);
|
|
qfeglUniform4fv (l->color.location, 1, lights[i]->color);
|
|
}
|
|
for (; i < MAX_IQM_LIGHTS; i++) {
|
|
lightpar_t *l = &iqm_shader.lights[i];
|
|
qfeglUniform4fv (l->position.location, 1, quat_origin);
|
|
qfeglUniform4fv (l->color.location, 1, quat_origin);
|
|
}
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, glsl->vertex_array);
|
|
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, glsl->element_array);
|
|
|
|
qfeglUniformMatrix4fv (iqm_shader.mvp_matrix.location, 1, false,
|
|
&mvp_mat[0][0]);
|
|
qfeglUniformMatrix3fv (iqm_shader.norm_matrix.location, 1, false,
|
|
norm_mat);
|
|
qfeglUniformMatrix4fv (iqm_shader.bonemats.location, iqm->num_joints,
|
|
false, (float *) frame);
|
|
qfeglVertexAttrib4fv (iqm_shader.vcolor.location, color);
|
|
set_arrays (iqm);
|
|
for (i = 0; i < iqm->num_meshes; i++) {
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl->textures[i]);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl->normmaps[i]);
|
|
qfeglDrawElements (GL_TRIANGLES, 3 * iqm->meshes[i].num_triangles,
|
|
GL_UNSIGNED_SHORT,
|
|
iqm->elements + 3 * iqm->meshes[i].first_triangle);
|
|
}
|
|
}
|
|
|
|
// All iqm models are drawn in a batch, so avoid thrashing the gl state
|
|
void
|
|
glsl_R_IQMBegin (void)
|
|
{
|
|
quat_t fog;
|
|
|
|
// pre-multiply the view and projection matricies
|
|
mmulf (iqm_vp, glsl_projection, glsl_view);
|
|
|
|
qfeglUseProgram (iqm_shader.program);
|
|
|
|
glsl_Fog_GetColor (fog);
|
|
fog[3] = glsl_Fog_GetDensity () / 64.0;
|
|
qfeglUniform4fv (iqm_shader.fog.location, 1, fog);
|
|
|
|
qfeglUniform1i (iqm_shader.texture.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglUniform1i (iqm_shader.normalmap.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
}
|
|
|
|
void
|
|
glsl_R_IQMEnd (void)
|
|
{
|
|
int i;
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
for (i = 0; i <= IQM_COLOR; i++)
|
|
qfeglDisableVertexAttribArray (vertex_attribs[i].attr->location);
|
|
}
|