quakeforge/libs/video/renderer/glsl/glsl_main.c
Bill Currie 48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00

313 lines
6.9 KiB
C

/*
glsl_main.c
GLSL rendering
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
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/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.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_bsp.h"
#include "QF/GLSL/qf_iqm.h"
#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_sprite.h"
#include "QF/GLSL/qf_textures.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_gl.h"
mat4f_t glsl_projection;
mat4f_t glsl_view;
void
glsl_R_ViewChanged (void)
{
float aspect = (float) r_refdef.vrect.width / r_refdef.vrect.height;
float f = 1 / tan (r_refdef.fov_y * M_PI / 360);
float neard, fard;
vec4f_t *proj = glsl_projection;
neard = r_nearclip->value;
fard = r_farclip->value;
// NOTE columns!
proj[0] = (vec4f_t) { f / aspect, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, f, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
// convert 0..1 depth buffer range to -1..1
static mat4f_t depth_range = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 2, 0},
{ 0, 0,-1, 1},
};
mmulf (proj, depth_range, proj);
}
void
glsl_R_SetupFrame (void)
{
R_AnimateLight ();
EntQueue_Clear (r_ent_queue);
r_framecount++;
VectorCopy (r_refdef.viewposition, r_origin);
vec4f_t rotation = r_refdef.viewrotation;
VectorCopy (qvmulf (rotation, (vec4f_t) { 1, 0, 0, 0 }), vpn);
VectorCopy (qvmulf (rotation, (vec4f_t) { 0,-1, 0, 0 }), vright);
VectorCopy (qvmulf (rotation, (vec4f_t) { 0, 0, 1, 0 }), vup);
R_SetFrustum ();
r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
}
static void
R_SetupView (void)
{
float x, y, w, h;
static mat4f_t z_up = {
{ 0, 0, 1, 0},
{-1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 0, 1},
};
vec4f_t offset = { 0, 0, 0, 1 };
x = r_refdef.vrect.x;
y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
w = r_refdef.vrect.width;
h = r_refdef.vrect.height;
qfeglViewport (x, y, w, h);
mat4fquat (glsl_view, qconjf (r_refdef.viewrotation));
mmulf (glsl_view, z_up, glsl_view);
offset = -r_refdef.viewposition;
offset[3] = 1;
glsl_view[3] = mvmulf (glsl_view, offset);
qfeglEnable (GL_CULL_FACE);
qfeglEnable (GL_DEPTH_TEST);
}
static void
R_RenderEntities (void)
{
int begun;
if (!r_drawentities->int_val)
return;
#define RE_LOOP(type_name, Type) \
do { \
begun = 0; \
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_##type_name].size; \
i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_##type_name].a[i]; \
if (!begun) { \
glsl_R_##Type##Begin (); \
begun = 1; \
} \
glsl_R_Draw##Type (ent); \
} \
if (begun) \
glsl_R_##Type##End (); \
} while (0)
RE_LOOP (alias, Alias);
RE_LOOP (iqm, IQM);
RE_LOOP (sprite, Sprite);
}
static void
R_DrawViewModel (void)
{
entity_t *ent = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val
|| !ent->renderer.model)
return;
// hack the depth range to prevent view model from poking into walls
qfeglDepthRangef (0, 0.3);
glsl_R_AliasBegin ();
glsl_R_DrawAlias (ent);
glsl_R_AliasEnd ();
qfeglDepthRangef (0, 1);
}
void
glsl_R_RenderView (void)
{
double t[10] = {};
int speeds = r_speeds->int_val;
if (!r_worldentity.renderer.model) {
return;
}
if (speeds)
t[0] = Sys_DoubleTime ();
glsl_R_SetupFrame ();
R_SetupView ();
if (speeds)
t[1] = Sys_DoubleTime ();
R_MarkLeaves ();
if (speeds)
t[2] = Sys_DoubleTime ();
R_PushDlights (vec3_origin);
if (speeds)
t[3] = Sys_DoubleTime ();
glsl_R_DrawWorld ();
if (speeds)
t[4] = Sys_DoubleTime ();
glsl_R_DrawSky ();
if (speeds)
t[5] = Sys_DoubleTime ();
R_RenderEntities ();
if (speeds)
t[6] = Sys_DoubleTime ();
glsl_R_DrawWaterSurfaces ();
if (speeds)
t[7] = Sys_DoubleTime ();
R_DrawViewModel ();
if (speeds)
t[8] = Sys_DoubleTime ();
glsl_R_DrawParticles ();
if (speeds)
t[9] = Sys_DoubleTime ();
if (speeds) {
Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
" sky: %g, ents: %g, water: %g, view: %g, part: %g\n",
(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
(t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000,
(t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000);
}
}
void
glsl_R_Init (void)
{
r_ent_queue = EntQueue_New (mod_num_types);
Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
"Test the current refresh rate for the current location.");
R_Init_Cvars ();
glsl_R_Particles_Init_Cvars ();
glsl_Draw_Init ();
SCR_Init ();
glsl_R_InitBsp ();
glsl_R_InitAlias ();
glsl_R_InitIQM ();
glsl_R_InitSprites ();
glsl_R_InitParticles ();
Skin_Init ();
}
void
glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
int i;
for (i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.renderer.model = worldmodel;
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
R_ClearParticles ();
glsl_R_RegisterTextures (models, num_models);
glsl_R_BuildLightmaps (models, num_models);
glsl_R_BuildDisplayLists (models, num_models);
}
void
glsl_R_LineGraph (int x, int y, int *h_vals, int count, int height)
{
}
void
glsl_R_ClearState (void)
{
r_worldentity.renderer.model = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}
void
glsl_R_TimeRefresh_f (void)
{
/* FIXME update for simd
double start, stop, time;
int i;
glsl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
glsl_R_RenderView ();
glsl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}