mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
5668006087
While Draw_Glyph does draw only one glyph at a time, it doesn't shape the text every time, so is a major win for performance (especially coupled with pre-shaped text).
532 lines
14 KiB
C
532 lines
14 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/cvar.h"
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#include "QF/image.h"
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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_fisheye.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 "QF/GLSL/qf_warp.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, 1);
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}
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static vid_model_funcs_t model_funcs = {
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.texture_render_size = sizeof (glsltex_t),
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.Mod_LoadLighting = glsl_Mod_LoadLighting,
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//.Mod_SubdivideSurface = 0,
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.Mod_ProcessTexture = glsl_Mod_ProcessTexture,
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.Mod_LoadIQM = Mod_LoadIQM,
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.Mod_LoadAliasModel = Mod_LoadAliasModel,
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.Mod_LoadSpriteModel = Mod_LoadSpriteModel,
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.Mod_MakeAliasModelDisplayLists = glsl_Mod_MakeAliasModelDisplayLists,
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.Mod_LoadAllSkins = glsl_Mod_LoadAllSkins,
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.Mod_FinalizeAliasModel = glsl_Mod_FinalizeAliasModel,
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.Mod_LoadExternalSkins = glsl_Mod_LoadExternalSkins,
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.Mod_IQMFinish = glsl_Mod_IQMFinish,
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.alias_cache = 0,
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.Mod_SpriteLoadFrames = glsl_Mod_SpriteLoadFrames,
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.Skin_Free = Skin_Free,
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.Skin_SetColormap = Skin_SetColormap,
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.Skin_SetSkin = Skin_SetSkin,
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.Skin_SetupSkin = glsl_Skin_SetupSkin,
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.Skin_SetTranslation = Skin_SetTranslation,
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.Skin_ProcessTranslation = glsl_Skin_ProcessTranslation,
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.Skin_InitTranslations = 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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qfeglClear (GL_DEPTH_BUFFER_BIT);
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glsl_R_RenderView ();
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glsl_R_RenderEntities (r_ent_queue);
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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 glsl_bind_framebuffer (framebuffer_t *fb);
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static void
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glsl_post_process (framebuffer_t *src)
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{
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if (scr_fisheye) {
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glsl_FisheyeScreen (src);
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} else if (r_dowarp) {
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glsl_WarpScreen (src);
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}
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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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static framebuffer_t *
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glsl_create_cube_map (int side)
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{
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GLuint tex[2];
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qfeglGenTextures (2, tex);
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qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]);
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for (int i = 0; i < 6; i++) {
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qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
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side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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}
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglBindTexture (GL_TEXTURE_2D, tex[1]);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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size_t size = sizeof (framebuffer_t) * 6;
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size += sizeof (gl_framebuffer_t) * 6;
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framebuffer_t *cube = malloc (size);
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__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
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for (int i = 0; i < 6; i++) {
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cube[i].width = side;
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cube[i].height = side;
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__auto_type buffer = buffer_base + i;
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cube[i].buffer = buffer;
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buffer->color = tex[0];
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buffer->depth = tex[1];
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qfeglGenFramebuffers (1, &buffer->handle);
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qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
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qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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buffer->color, 0);
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qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, buffer->depth, 0);
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}
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qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
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return cube;
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}
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static framebuffer_t *
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glsl_create_frame_buffer (int width, int height)
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{
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size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
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framebuffer_t *fb = malloc (size);
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fb->width = width;
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fb->height = height;
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__auto_type buffer = (gl_framebuffer_t *) &fb[1];
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fb->buffer = buffer;
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qfeglGenFramebuffers (1, &buffer->handle);
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GLuint tex[2];
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qfeglGenTextures (2, tex);
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buffer->color = tex[0];
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buffer->depth = tex[1];
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qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, 0);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglBindTexture (GL_TEXTURE_2D, buffer->depth);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
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qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, buffer->color, 0);
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qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, buffer->depth, 0);
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qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
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return fb;
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}
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static void
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glsl_destroy_frame_buffer (framebuffer_t *framebuffer)
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{
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__auto_type fb = (gl_framebuffer_t *) framebuffer->buffer;
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qfeglDeleteFramebuffers (1, &fb->handle);
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GLuint tex[2] = { fb->color, fb->depth };
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qfeglDeleteTextures (2, tex);
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free (framebuffer);
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}
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static void
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glsl_bind_framebuffer (framebuffer_t *framebuffer)
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{
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unsigned width = vr_data.vid->width;
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unsigned height = vr_data.vid->height;
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if (!framebuffer) {
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qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
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} else {
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gl_framebuffer_t *buffer = framebuffer->buffer;
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qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
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width = framebuffer->width;
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height = framebuffer->height;
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}
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vrect_t r = { 0, 0, width, height };
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R_SetVrect (&r, &r_refdef.vrect, 0);
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}
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static void
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glsl_set_viewport (const vrect_t *view)
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{
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int x = view->x;
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int y = vid.height - (view->y + view->height); //FIXME vid.height
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int w = view->width;
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int h = view->height;
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qfeglViewport (x, y, w, h);
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}
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static void
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glsl_set_fov (float x, float y)
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{
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float neard, fard;
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mat4f_t proj;
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neard = r_nearclip;
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fard = r_farclip;
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// NOTE columns!
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proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
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proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
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proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
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proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
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// convert 0..1 depth buffer range to -1..1
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static mat4f_t depth_range = {
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{ 1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 2, 0},
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{ 0, 0,-1, 1},
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};
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mmulf (glsl_ctx->projection, depth_range, proj);
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}
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static void
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glsl_capture_screen (capfunc_t callback, void *data)
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{
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int count = vid.width * vid.height;
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tex_t *tex = malloc (sizeof (tex_t) + count * 3);
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if (tex) {
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tex->data = (byte *) (tex + 1);
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tex->width = vid.width;
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tex->height = vid.height;
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tex->format = tex_rgb;
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tex->palette = 0;
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tex->flagbits = 0;
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tex->loaded = 1;
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tex->flipped = 1;
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qfeglReadPixels (0, 0, tex->width, tex->height, GL_RGB,
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GL_UNSIGNED_BYTE, tex->data);
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}
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callback (tex, data);
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}
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vid_render_funcs_t glsl_vid_render_funcs = {
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.init = glsl_vid_render_init,
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.Draw_CharBuffer = glsl_Draw_CharBuffer,
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.Draw_SetScale = glsl_Draw_SetScale,
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.Draw_Character = glsl_Draw_Character,
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.Draw_String = glsl_Draw_String,
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.Draw_nString = glsl_Draw_nString,
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.Draw_AltString = glsl_Draw_AltString,
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.Draw_ConsoleBackground = glsl_Draw_ConsoleBackground,
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.Draw_Crosshair = glsl_Draw_Crosshair,
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.Draw_CrosshairAt = glsl_Draw_CrosshairAt,
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.Draw_TileClear = glsl_Draw_TileClear,
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.Draw_Fill = glsl_Draw_Fill,
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.Draw_Line = glsl_Draw_Line,
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.Draw_TextBox = glsl_Draw_TextBox,
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.Draw_FadeScreen = glsl_Draw_FadeScreen,
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.Draw_BlendScreen = glsl_Draw_BlendScreen,
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.Draw_CachePic = glsl_Draw_CachePic,
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.Draw_UncachePic = glsl_Draw_UncachePic,
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.Draw_MakePic = glsl_Draw_MakePic,
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.Draw_DestroyPic = glsl_Draw_DestroyPic,
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.Draw_PicFromWad = glsl_Draw_PicFromWad,
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.Draw_Pic = glsl_Draw_Pic,
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.Draw_Picf = glsl_Draw_Picf,
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.Draw_SubPic = glsl_Draw_SubPic,
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.Draw_AddFont = glsl_Draw_AddFont,
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.Draw_Glyph = glsl_Draw_Glyph,
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.ParticleSystem = glsl_ParticleSystem,
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.R_Init = glsl_R_Init,
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.R_ClearState = glsl_R_ClearState,
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.R_LoadSkys = glsl_R_LoadSkys,
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.R_NewScene = glsl_R_NewScene,
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.R_LineGraph = glsl_LineGraph,
|
|
.begin_frame = glsl_begin_frame,
|
|
.render_view = glsl_render_view,
|
|
.draw_particles = glsl_R_DrawParticles,
|
|
.draw_transparent = glsl_draw_transparent,
|
|
.post_process = glsl_post_process,
|
|
.set_2d = glsl_set_2d,
|
|
.end_frame = glsl_end_frame,
|
|
|
|
.create_cube_map = glsl_create_cube_map,
|
|
.create_frame_buffer = glsl_create_frame_buffer,
|
|
.destroy_frame_buffer = glsl_destroy_frame_buffer,
|
|
.bind_framebuffer = glsl_bind_framebuffer,
|
|
.set_viewport = glsl_set_viewport,
|
|
.set_fov = glsl_set_fov,
|
|
|
|
.capture_screen = glsl_capture_screen,
|
|
|
|
.model_funcs = &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;
|
|
}
|