mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
48c225da89
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).
313 lines
6.9 KiB
C
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);
|
|
*/
|
|
}
|