mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
35ec2ebb4c
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).
376 lines
11 KiB
C
376 lines
11 KiB
C
/*
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glsl_alias.c
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GLSL Alias model rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/1
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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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_internal.h"
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static const char *alias_vert_effects[] =
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{
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"QuakeForge.Vertex.mdl",
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0
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};
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static const char *alias_frag_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.colormap",
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"QuakeForge.Fragment.mdl",
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0
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t norm_matrix;
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shaderparam_t skin_size;
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shaderparam_t blend;
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shaderparam_t colora;
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shaderparam_t colorb;
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shaderparam_t sta;
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shaderparam_t stb;
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shaderparam_t normala;
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shaderparam_t normalb;
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shaderparam_t vertexa;
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shaderparam_t vertexb;
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shaderparam_t colormap;
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shaderparam_t skin;
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shaderparam_t ambient;
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shaderparam_t shadelight;
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shaderparam_t lightvec;
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shaderparam_t fog;
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} quake_mdl = {
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0,
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{"mvp_mat", 1},
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{"norm_mat", 1},
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{"skin_size", 1},
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{"blend", 1},
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{"vcolora", 0},
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{"vcolorb", 0},
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{"vsta", 0},
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{"vstb", 0},
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{"vnormala", 0},
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{"vnormalb", 0},
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{"vertexa", 0},
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{"vertexb", 0},
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{"colormap", 1},
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{"skin", 1},
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{"ambient", 1},
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{"shadelight", 1},
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{"lightvec", 1},
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{"fog", 1},
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};
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static mat4f_t alias_vp;
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void
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glsl_R_InitAlias (void)
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{
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shader_t *vert_shader, *frag_shader;
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int vert;
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int frag;
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vert_shader = GLSL_BuildShader (alias_vert_effects);
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frag_shader = GLSL_BuildShader (alias_frag_effects);
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vert = GLSL_CompileShader ("quakemdl.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quakemdl.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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quake_mdl.program = GLSL_LinkProgram ("quakemdl", vert, frag);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
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GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.fog);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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}
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static void
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calc_lighting (entity_t ent, float *ambient, float *shadelight,
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vec3_t lightvec)
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{
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float add;
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vec3_t dist;
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int light;
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transform_t transform = Entity_Transform (ent);
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vec4f_t entorigin = Transform_GetWorldPosition (transform);
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VectorSet ( -1, 0, 0, lightvec); //FIXME
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light = R_LightPoint (&r_refdef.worldmodel->brush, entorigin);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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*ambient = max (light, max (renderer->model->min_light,
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renderer->min_light) * 128);
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*shadelight = *ambient;
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auto dlight_pool = &r_refdef.registry->comp_pools[scene_dynlight];
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auto dlight_data = (dlight_t *) dlight_pool->data;
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for (uint32_t i = 0; i < dlight_pool->count; i++) {
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auto dlight = &dlight_data[i];
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VectorSubtract (entorigin, dlight->origin, dist);
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add = dlight->radius - VectorLength (dist);
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if (add > 0)
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*ambient += add;
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}
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if (*ambient >= 128)
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*ambient = 128;
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if (*shadelight > 192 - *ambient)
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*shadelight = 192 - *ambient;
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}
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static void
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set_arrays (const shaderparam_t *vert, const shaderparam_t *norm,
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const shaderparam_t *st, aliasvrt_t *pose)
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{
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byte *pose_offs = (byte *) pose;
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if (developer & SYS_glsl) {
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GLint size;
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qfeglGetBufferParameteriv (GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
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if (size <= (intptr_t)pose_offs) {
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Sys_Printf ("Invalid pose");
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pose = 0;
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}
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}
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qfeglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_SHORT,
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0, sizeof (aliasvrt_t),
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pose_offs + field_offset (aliasvrt_t, vertex));
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qfeglVertexAttribPointer (norm->location, 3, GL_SHORT,
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1, sizeof (aliasvrt_t),
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pose_offs + field_offset (aliasvrt_t, normal));
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qfeglVertexAttribPointer (st->location, 2, GL_SHORT,
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0, sizeof (aliasvrt_t),
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pose_offs + field_offset (aliasvrt_t, st));
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}
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//#define TETRAHEDRON
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void
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glsl_R_DrawAlias (entity_t ent)
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{
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#ifdef TETRAHEDRON
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static aliasvrt_t debug_verts[] = {
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{{ 0, 0}, {-18918,-18918,-18918}, { 0, 0, 0}},
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{{ 0,300}, { 18918, 18918,-18918}, {255,255, 0}},
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{{300,300}, {-18918, 18918, 18918}, { 0,255,255}},
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{{300, 0}, { 18918,-18918, 18918}, {255, 0,255}},
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};
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static GLushort debug_indices[] = {
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0, 1, 2,
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0, 3, 1,
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1, 3, 2,
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0, 2, 3,
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};
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#endif
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static quat_t color = { 1, 1, 1, 1};
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static vec3_t lightvec;
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float ambient;
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float shadelight;
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float skin_size[2];
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float blend;
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aliashdr_t *hdr;
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vec_t norm_mat[9];
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int skin_tex;
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int colormap;
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aliasvrt_t *pose1 = 0; // VBO's are null based
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aliasvrt_t *pose2 = 0; // VBO's are null based
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mat4f_t worldMatrix;
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calc_lighting (ent, &ambient, &shadelight, lightvec);
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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model_t *model = renderer->model;
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if (!(hdr = model->aliashdr))
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hdr = Cache_Get (&model->cache);
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transform_t transform = Entity_Transform (ent);
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Transform_GetWorldMatrix (transform, worldMatrix);
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// we need only the rotation for normals.
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VectorCopy (worldMatrix[0], norm_mat + 0);
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VectorCopy (worldMatrix[1], norm_mat + 3);
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VectorCopy (worldMatrix[2], norm_mat + 6);
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// ent model scaling and offset
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mat4f_t mvp_mat = {
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{ hdr->mdl.scale[0], 0, 0, 0 },
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{ 0, hdr->mdl.scale[1], 0, 0 },
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{ 0, 0, hdr->mdl.scale[2], 0 },
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{ hdr->mdl.scale_origin[0], hdr->mdl.scale_origin[1],
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hdr->mdl.scale_origin[2], 1 },
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};
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mmulf (mvp_mat, worldMatrix, mvp_mat);
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mmulf (mvp_mat, alias_vp, mvp_mat);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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colormap = glsl_colormap;
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if (renderer->skin && renderer->skin->auxtex)
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colormap = renderer->skin->auxtex;
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if (renderer->skin && renderer->skin->texnum) {
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skin_t *skin = renderer->skin;
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skin_tex = skin->texnum;
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} else {
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maliasskindesc_t *skindesc;
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skindesc = R_AliasGetSkindesc (animation, renderer->skinnum, hdr);
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skin_tex = skindesc->texnum;
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}
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blend = R_AliasGetLerpedFrames (animation, hdr);
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pose1 += animation->pose1 * hdr->poseverts;
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pose2 += animation->pose2 * hdr->poseverts;
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skin_size[0] = hdr->mdl.skinwidth;
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skin_size[1] = hdr->mdl.skinheight;
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglBindTexture (GL_TEXTURE_2D, colormap);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_2D, skin_tex);
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#ifndef TETRAHEDRON
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qfeglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
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#endif
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qfeglVertexAttrib4fv (quake_mdl.colora.location, color);
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qfeglVertexAttrib4fv (quake_mdl.colorb.location, color);
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qfeglUniform1f (quake_mdl.blend.location, blend);
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qfeglUniform1f (quake_mdl.ambient.location, ambient);
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qfeglUniform1f (quake_mdl.shadelight.location, shadelight);
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qfeglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
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qfeglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
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qfeglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false,
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(vec_t*)&mvp_mat[0]);//FIXME
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qfeglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
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#ifndef TETRAHEDRON
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set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, pose1);
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set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, pose2);
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qfeglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris,
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GL_UNSIGNED_SHORT, 0);
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#else
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set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta,
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debug_verts);
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set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb,
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debug_verts);
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qfeglDrawElements (GL_TRIANGLES,
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sizeof (debug_indices) / sizeof (debug_indices[0]),
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GL_UNSIGNED_SHORT, debug_indices);
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#endif
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if (!model->aliashdr)
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Cache_Release (&model->cache);
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}
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// All alias models are drawn in a batch, so avoid thrashing the gl state
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void
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glsl_R_AliasBegin (void)
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{
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quat_t fog;
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// pre-multiply the view and projection matricies
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mmulf (alias_vp, glsl_projection, glsl_view);
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qfeglUseProgram (quake_mdl.program);
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qfeglEnableVertexAttribArray (quake_mdl.vertexa.location);
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qfeglEnableVertexAttribArray (quake_mdl.vertexb.location);
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qfeglEnableVertexAttribArray (quake_mdl.normala.location);
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qfeglEnableVertexAttribArray (quake_mdl.normalb.location);
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qfeglEnableVertexAttribArray (quake_mdl.sta.location);
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qfeglEnableVertexAttribArray (quake_mdl.stb.location);
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qfeglDisableVertexAttribArray (quake_mdl.colora.location);
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qfeglDisableVertexAttribArray (quake_mdl.colorb.location);
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Fog_GetColor (fog);
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fog[3] = Fog_GetDensity () / 64.0;
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qfeglUniform4fv (quake_mdl.fog.location, 1, fog);
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qfeglUniform1i (quake_mdl.colormap.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglUniform1i (quake_mdl.skin.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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}
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void
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glsl_R_AliasEnd (void)
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{
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qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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qfeglDisableVertexAttribArray (quake_mdl.vertexa.location);
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qfeglDisableVertexAttribArray (quake_mdl.vertexb.location);
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qfeglDisableVertexAttribArray (quake_mdl.normala.location);
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qfeglDisableVertexAttribArray (quake_mdl.normalb.location);
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qfeglDisableVertexAttribArray (quake_mdl.sta.location);
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qfeglDisableVertexAttribArray (quake_mdl.stb.location);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglDisable (GL_TEXTURE_2D);
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}
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