quakeforge/libs/video/renderer/glsl/glsl_alias.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

376 lines
11 KiB
C

/*
glsl_alias.c
GLSL Alias model rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/1
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
#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_alias.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
static const char *alias_vert_effects[] =
{
"QuakeForge.Vertex.mdl",
0
};
static const char *alias_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.colormap",
"QuakeForge.Fragment.mdl",
0
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t skin_size;
shaderparam_t blend;
shaderparam_t colora;
shaderparam_t colorb;
shaderparam_t sta;
shaderparam_t stb;
shaderparam_t normala;
shaderparam_t normalb;
shaderparam_t vertexa;
shaderparam_t vertexb;
shaderparam_t colormap;
shaderparam_t skin;
shaderparam_t ambient;
shaderparam_t shadelight;
shaderparam_t lightvec;
shaderparam_t fog;
} quake_mdl = {
0,
{"mvp_mat", 1},
{"norm_mat", 1},
{"skin_size", 1},
{"blend", 1},
{"vcolora", 0},
{"vcolorb", 0},
{"vsta", 0},
{"vstb", 0},
{"vnormala", 0},
{"vnormalb", 0},
{"vertexa", 0},
{"vertexb", 0},
{"colormap", 1},
{"skin", 1},
{"ambient", 1},
{"shadelight", 1},
{"lightvec", 1},
{"fog", 1},
};
static mat4f_t alias_vp;
void
glsl_R_InitAlias (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
vert_shader = GLSL_BuildShader (alias_vert_effects);
frag_shader = GLSL_BuildShader (alias_frag_effects);
vert = GLSL_CompileShader ("quakemdl.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakemdl.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_mdl.program = GLSL_LinkProgram ("quakemdl", vert, frag);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
}
static void
calc_lighting (entity_t ent, float *ambient, float *shadelight,
vec3_t lightvec)
{
float add;
vec3_t dist;
int light;
transform_t transform = Entity_Transform (ent);
vec4f_t entorigin = Transform_GetWorldPosition (transform);
VectorSet ( -1, 0, 0, lightvec); //FIXME
light = R_LightPoint (&r_refdef.worldmodel->brush, entorigin);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
*ambient = max (light, max (renderer->model->min_light,
renderer->min_light) * 128);
*shadelight = *ambient;
auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
auto dlight_data = (dlight_t *) dlight_pool->data;
for (uint32_t i = 0; i < dlight_pool->count; i++) {
auto dlight = &dlight_data[i];
VectorSubtract (entorigin, dlight->origin, dist);
add = dlight->radius - VectorLength (dist);
if (add > 0)
*ambient += add;
}
if (*ambient >= 128)
*ambient = 128;
if (*shadelight > 192 - *ambient)
*shadelight = 192 - *ambient;
}
static void
set_arrays (const shaderparam_t *vert, const shaderparam_t *norm,
const shaderparam_t *st, aliasvrt_t *pose)
{
byte *pose_offs = (byte *) pose;
if (developer & SYS_glsl) {
GLint size;
qfeglGetBufferParameteriv (GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
if (size <= (intptr_t)pose_offs) {
Sys_Printf ("Invalid pose");
pose = 0;
}
}
qfeglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, vertex));
qfeglVertexAttribPointer (norm->location, 3, GL_SHORT,
1, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, normal));
qfeglVertexAttribPointer (st->location, 2, GL_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, st));
}
//#define TETRAHEDRON
void
glsl_R_DrawAlias (entity_t ent)
{
#ifdef TETRAHEDRON
static aliasvrt_t debug_verts[] = {
{{ 0, 0}, {-18918,-18918,-18918}, { 0, 0, 0}},
{{ 0,300}, { 18918, 18918,-18918}, {255,255, 0}},
{{300,300}, {-18918, 18918, 18918}, { 0,255,255}},
{{300, 0}, { 18918,-18918, 18918}, {255, 0,255}},
};
static GLushort debug_indices[] = {
0, 1, 2,
0, 3, 1,
1, 3, 2,
0, 2, 3,
};
#endif
static quat_t color = { 1, 1, 1, 1};
static vec3_t lightvec;
float ambient;
float shadelight;
float skin_size[2];
float blend;
aliashdr_t *hdr;
vec_t norm_mat[9];
int skin_tex;
int colormap;
aliasvrt_t *pose1 = 0; // VBO's are null based
aliasvrt_t *pose2 = 0; // VBO's are null based
mat4f_t worldMatrix;
calc_lighting (ent, &ambient, &shadelight, lightvec);
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
model_t *model = renderer->model;
if (!(hdr = model->aliashdr))
hdr = Cache_Get (&model->cache);
transform_t transform = Entity_Transform (ent);
Transform_GetWorldMatrix (transform, worldMatrix);
// we need only the rotation for normals.
VectorCopy (worldMatrix[0], norm_mat + 0);
VectorCopy (worldMatrix[1], norm_mat + 3);
VectorCopy (worldMatrix[2], norm_mat + 6);
// ent model scaling and offset
mat4f_t mvp_mat = {
{ hdr->mdl.scale[0], 0, 0, 0 },
{ 0, hdr->mdl.scale[1], 0, 0 },
{ 0, 0, hdr->mdl.scale[2], 0 },
{ hdr->mdl.scale_origin[0], hdr->mdl.scale_origin[1],
hdr->mdl.scale_origin[2], 1 },
};
mmulf (mvp_mat, worldMatrix, mvp_mat);
mmulf (mvp_mat, alias_vp, mvp_mat);
animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
ent.reg);
colormap = glsl_colormap;
if (renderer->skin && renderer->skin->auxtex)
colormap = renderer->skin->auxtex;
if (renderer->skin && renderer->skin->texnum) {
skin_t *skin = renderer->skin;
skin_tex = skin->texnum;
} else {
maliasskindesc_t *skindesc;
skindesc = R_AliasGetSkindesc (animation, renderer->skinnum, hdr);
skin_tex = skindesc->texnum;
}
blend = R_AliasGetLerpedFrames (animation, hdr);
pose1 += animation->pose1 * hdr->poseverts;
pose2 += animation->pose2 * hdr->poseverts;
skin_size[0] = hdr->mdl.skinwidth;
skin_size[1] = hdr->mdl.skinheight;
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, colormap);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, skin_tex);
#ifndef TETRAHEDRON
qfeglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
#endif
qfeglVertexAttrib4fv (quake_mdl.colora.location, color);
qfeglVertexAttrib4fv (quake_mdl.colorb.location, color);
qfeglUniform1f (quake_mdl.blend.location, blend);
qfeglUniform1f (quake_mdl.ambient.location, ambient);
qfeglUniform1f (quake_mdl.shadelight.location, shadelight);
qfeglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
qfeglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
qfeglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false,
(vec_t*)&mvp_mat[0]);//FIXME
qfeglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
#ifndef TETRAHEDRON
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, pose1);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, pose2);
qfeglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris,
GL_UNSIGNED_SHORT, 0);
#else
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta,
debug_verts);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb,
debug_verts);
qfeglDrawElements (GL_TRIANGLES,
sizeof (debug_indices) / sizeof (debug_indices[0]),
GL_UNSIGNED_SHORT, debug_indices);
#endif
if (!model->aliashdr)
Cache_Release (&model->cache);
}
// All alias models are drawn in a batch, so avoid thrashing the gl state
void
glsl_R_AliasBegin (void)
{
quat_t fog;
// pre-multiply the view and projection matricies
mmulf (alias_vp, glsl_projection, glsl_view);
qfeglUseProgram (quake_mdl.program);
qfeglEnableVertexAttribArray (quake_mdl.vertexa.location);
qfeglEnableVertexAttribArray (quake_mdl.vertexb.location);
qfeglEnableVertexAttribArray (quake_mdl.normala.location);
qfeglEnableVertexAttribArray (quake_mdl.normalb.location);
qfeglEnableVertexAttribArray (quake_mdl.sta.location);
qfeglEnableVertexAttribArray (quake_mdl.stb.location);
qfeglDisableVertexAttribArray (quake_mdl.colora.location);
qfeglDisableVertexAttribArray (quake_mdl.colorb.location);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_mdl.fog.location, 1, fog);
qfeglUniform1i (quake_mdl.colormap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_mdl.skin.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
}
void
glsl_R_AliasEnd (void)
{
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
qfeglDisableVertexAttribArray (quake_mdl.vertexa.location);
qfeglDisableVertexAttribArray (quake_mdl.vertexb.location);
qfeglDisableVertexAttribArray (quake_mdl.normala.location);
qfeglDisableVertexAttribArray (quake_mdl.normalb.location);
qfeglDisableVertexAttribArray (quake_mdl.sta.location);
qfeglDisableVertexAttribArray (quake_mdl.stb.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
}