quakeforge/libs/video/renderer/glsl/glsl_sprite.c
Bill Currie 9db80259d1 [gl,glsl] Copy fog color rather than return pointer
The static variable meant that Fog_GetColor was not thread-safe (though
multiple calls in the one thread look to be ok for now). However, this
change takes it one step closer to being more generally usable.

Patch found in an old stash.
2020-12-24 16:43:28 +09:00

372 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
#define NH_DEFINE
#include "namehack.h"
#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_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)
{
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;
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 = vr_data.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);
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, svpn, svright, svup, vertsa);
make_quad (frame2, 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
R_SpriteBegin (void)
{
mat4_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);
glsl_Fog_GetColor (fog);
fog[3] = glsl_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);
Mat4Mult (glsl_projection, glsl_view, mat);
qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, mat);
}
void
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);
}