quakeforge/libs/video/renderer/glsl/glsl_warp.c
Bill Currie a07eccd5c7 [glsl] Fix some GLSL conformance issues
I'm not sure when things broke on my laptop (I thought I got warp and
fisheye working on my laptop), but it turns out things weren't quite
right, thus warp (and presumably fisheye) weren't working properly due
to GLSL errors that I only just noticed. This fixes water warp (and
probably fisheye).
2022-11-03 16:42:49 +09:00

116 lines
2.7 KiB
C

/*
glsl_warp.c
GLSL screen warp
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/3/24
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/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_vid.h"
#include "QF/GLSL/qf_warp.h"
#include "r_internal.h"
#include "vid_gl.h"
static const char *warp_vert_effects[] =
{
"QuakeForge.version.130",
"QuakeForge.Vertex.fstri",
0
};
static const char *warp_frag_effects[] =
{
"QuakeForge.version.130",
"QuakeForge.Math.const",
"QuakeForge.Fragment.screen.warp",
0
};
static struct {
int program;
GLuint vao;
shaderparam_t screenTex;
shaderparam_t time;
} warp = {
.screenTex = {"screenTex", 1},
.time = {"time", 1},
};
void
glsl_InitWarp (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
vert_shader = GLSL_BuildShader (warp_vert_effects);
frag_shader = GLSL_BuildShader (warp_frag_effects);
vert = GLSL_CompileShader ("scrwarp.vert", vert_shader, GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("scrwarp.frag", frag_shader, GL_FRAGMENT_SHADER);
warp.program = GLSL_LinkProgram ("scrwarp", vert, frag);
GLSL_ResolveShaderParam (warp.program, &warp.screenTex);
GLSL_ResolveShaderParam (warp.program, &warp.time);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
qfeglCreateVertexArrays (1, &warp.vao);
}
void
glsl_WarpScreen (framebuffer_t *fb)
{
qfeglUseProgram (warp.program);
qfeglUniform1f (warp.time.location, vr_data.realtime);
gl_framebuffer_t *buffer = fb->buffer;
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
qfeglBindVertexArray (warp.vao);
qfeglDrawArrays (GL_TRIANGLES, 0, 3);
qfeglBindVertexArray (0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}