quakeforge/libs/video/renderer/glsl/glsl_draw.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00

788 lines
18 KiB
C

/*
glsl_draw.c
2D drawing support for GLSL
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/hash.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/ui/view.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
typedef struct {
subpic_t *subpic;
} glpic_t;
typedef struct cachepic_s {
struct cachepic_s *next;
char *name;
qpic_t *pic;
} cachepic_t;
typedef struct {
float xyst[4];
float color[4];
} drawvert_t;
static const char *twod_vert_effects[] =
{
"QuakeForge.Vertex.2d",
0
};
static const char *twod_frag_effects[] =
{
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.2d",
0
};
static float proj_matrix[16];
static struct {
int program;
shaderparam_t texture;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
shaderparam_t color;
} quake_2d = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
{"vcolor", 0},
};
static scrap_t *draw_scrap; // hold all 2d images
static byte white_block[8 * 8];
static dstring_t *draw_queue;
static qpic_t *conchars;
static int conback_texture;
static qpic_t *crosshair_pic;
static qpic_t *white_pic;
static qpic_t *backtile_pic;
static hashtab_t *pic_cache;
static cvar_t *glsl_conback_texnum;
static qpic_t *
make_glpic (const char *name, qpic_t *p)
{
qpic_t *pic = 0;
glpic_t *gl;
if (p) {
// FIXME is alignment ok?
pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
pic->width = p->width;
pic->height = p->height;
gl = (glpic_t *) pic->data;
gl->subpic = GLSL_ScrapSubpic (draw_scrap, pic->width, pic->height);
GLSL_SubpicUpdate (gl->subpic, p->data, 1);
}
return pic;
}
static void
pic_free (qpic_t *pic)
{
glpic_t *gl = (glpic_t *) pic->data;
GLSL_SubpicDelete (gl->subpic);
free (pic);
}
//FIXME nicer allocator
static cachepic_t *
new_cachepic (const char *name, qpic_t *pic)
{
cachepic_t *cp;
cp = malloc (sizeof (cachepic_t));
cp->name = strdup (name);
cp->pic = pic;
return cp;
}
static const char *
cachepic_getkey (const void *_cp, void *unused)
{
return ((cachepic_t *) _cp)->name;
}
static void
cachepic_free (void *_cp, void *unused)
{
cachepic_t *cp = (cachepic_t *) _cp;
pic_free (cp->pic);
free (cp->name);
free (cp);
}
static qpic_t *
pic_data (const char *name, int w, int h, const byte *data)
{
qpic_t *pic;
qpic_t *glpic;
pic = malloc (field_offset (qpic_t, data[w * h]));
pic->width = w;
pic->height = h;
memcpy (pic->data, data, pic->width * pic->height);
glpic = make_glpic (name, pic);
free (pic);
return glpic;
}
static void
make_quad (qpic_t *pic, float x, float y, int w, int h,
int srcx, int srcy, int srcw, int srch, drawvert_t verts[6],
float *color)
{
glpic_t *gl;
subpic_t *sp;
float sl, sh, tl, th;
gl = (glpic_t *) pic->data;
sp = gl->subpic;
srcx += sp->rect->x;
srcy += sp->rect->y;
sl = (srcx) * sp->size;
sh = sl + (srcw) * sp->size;
tl = (srcy) * sp->size;
th = tl + (srch) * sp->size;
verts[0].xyst[0] = x;
verts[0].xyst[1] = y;
verts[0].xyst[2] = sl;
verts[0].xyst[3] = tl;
verts[1].xyst[0] = x + w;
verts[1].xyst[1] = y;
verts[1].xyst[2] = sh;
verts[1].xyst[3] = tl;
verts[2].xyst[0] = x + w;
verts[2].xyst[1] = y + h;
verts[2].xyst[2] = sh;
verts[2].xyst[3] = th;
verts[3].xyst[0] = x;
verts[3].xyst[1] = y;
verts[3].xyst[2] = sl;
verts[3].xyst[3] = tl;
verts[4].xyst[0] = x + w;
verts[4].xyst[1] = y + h;
verts[4].xyst[2] = sh;
verts[4].xyst[3] = th;
verts[5].xyst[0] = x;
verts[5].xyst[1] = y + h;
verts[5].xyst[2] = sl;
verts[5].xyst[3] = th;
QuatCopy (color, verts[0].color);
QuatCopy (color, verts[1].color);
QuatCopy (color, verts[2].color);
QuatCopy (color, verts[3].color);
QuatCopy (color, verts[4].color);
QuatCopy (color, verts[5].color);
}
static void
draw_pic (float x, float y, int w, int h, qpic_t *pic,
int srcx, int srcy, int srcw, int srch,
float *color)
{
drawvert_t verts[6];
void *v;
int size = sizeof (verts);
make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color);
draw_queue->size += size;
dstring_adjust (draw_queue);
v = draw_queue->str + draw_queue->size - size;
memcpy (v, verts, size);
}
qpic_t *
glsl_Draw_MakePic (int width, int height, const byte *data)
{
return pic_data (0, width, height, data);
}
void
glsl_Draw_DestroyPic (qpic_t *pic)
{
pic_free (pic);
}
qpic_t *
glsl_Draw_PicFromWad (const char *name)
{
return make_glpic (name, W_GetLumpName (name));
}
qpic_t *
glsl_Draw_CachePic (const char *path, qboolean alpha)
{
qpic_t *p, *pic;
cachepic_t *cpic;
if ((cpic = Hash_Find (pic_cache, path)))
return cpic->pic;
if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp")
|| !(p = (qpic_t *) QFS_LoadFile (QFS_FOpenFile (path), 0))) {
//FIXME load a null texture
Sys_Error ("Draw_CachePic: failed to load %s", path);
}
pic = make_glpic (path, p);
free (p);
cpic = new_cachepic (path, pic);
Hash_Add (pic_cache, cpic);
return pic;
}
void
glsl_Draw_UncachePic (const char *path)
{
Hash_Free (pic_cache, Hash_Del (pic_cache, path));
}
void
glsl_Draw_TextBox (int x, int y, int width, int lines, byte alpha)
{
static quat_t color = { 1, 1, 1, 0 };
qpic_t *p;
int cx, cy, n;
#define draw(px,py,pp) \
draw_pic (px, py, pp->width, pp->height, pp, \
0, 0, pp->width, pp->height, color)
color[3] = alpha / 255.0;
// draw left side
cx = x;
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tl.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_ml.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_bl.lmp", true);
draw (cx, cy + 8, p);
// draw middle
cx += 8;
while (width > 0) {
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tm.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_mm.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
if (n == 1)
p = glsl_Draw_CachePic ("gfx/box_mm2.lmp", true);
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_bm.lmp", true);
draw (cx, cy + 8, p);
width -= 2;
cx += 16;
}
// draw right side
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tr.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_mr.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_br.lmp", true);
draw (cx, cy + 8, p);
#undef draw
}
static void
Draw_ClearCache (int phase)
{
if (phase)
return;
Hash_FlushTable (pic_cache);
}
void
glsl_Draw_Init (void)
{
shader_t *vert_shader, *frag_shader;
int i;
int frag, vert;
qpic_t *pic;
//FIXME glpic_t *gl;
pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0, 0);
QFS_GamedirCallback (Draw_ClearCache);
//FIXME temporary work around for the timing of cvar creation and palette
//loading
crosshaircolor->callback (crosshaircolor);
draw_queue = dstring_new ();
vert_shader = GLSL_BuildShader (twod_vert_effects);
frag_shader = GLSL_BuildShader (twod_frag_effects);
vert = GLSL_CompileShader ("quakeico.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quake2d.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_2d.program = GLSL_LinkProgram ("quake2d", vert, frag);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.texture);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.palette);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.matrix);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.vertex);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.color);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
draw_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 0);
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
conchars = pic_data ("conchars", 128, 128, draw_chars);
pic = (qpic_t *) QFS_LoadFile (QFS_FOpenFile ("gfx/conback.lmp"), 0);
if (pic) {
SwapPic (pic);
conback_texture = GLSL_LoadQuakeTexture ("conback",
pic->width, pic->height,
pic->data);
free (pic);
}
pic = Draw_CrosshairPic ();
crosshair_pic = make_glpic ("crosshair", pic);
free (pic);
memset (white_block, 0xfe, sizeof (white_block));
white_pic = pic_data ("white_block", 8, 8, white_block);
backtile_pic = glsl_Draw_PicFromWad ("backtile");
//FIXME gl = (glpic_t *) backtile_pic->data;
//FIXME qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glsl_conback_texnum = Cvar_Get ("glsl_conback_texnum", "0", CVAR_NONE,
NULL, "bind conback to this texture for "
"debugging");
}
static inline void
queue_character (int x, int y, byte chr)
{
quat_t color = {1, 1, 1, 1};
int cx, cy;
cx = chr % 16;
cy = chr / 16;
draw_pic (x, y, 8, 8, conchars, cx * 8, cy * 8, 8, 8, color);
}
static void
flush_2d (void)
{
GLSL_ScrapFlush (draw_scrap);
qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
0, 32, draw_queue->str);
qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
0, 32, draw_queue->str + 16);
qfeglDrawArrays (GL_TRIANGLES, 0, draw_queue->size / 32);
draw_queue->size = 0;
}
void
glsl_Draw_Character (int x, int y, unsigned int chr)
{
chr &= 255;
if (chr == 32)
return; // space
if (y <= -8)
return; // totally off screen
queue_character (x, y, chr);
}
void
glsl_Draw_String (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
glsl_Draw_nString (int x, int y, const char *str, int count)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (count-- && *str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
glsl_Draw_AltString (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
queue_character (x, y, chr);
}
x += 8;
}
}
static void
draw_crosshair_plus (int ch, int x, int y)
{
glsl_Draw_Character (x - 4, y - 4, '+');
}
static void
draw_crosshair_pic (int ch, int x, int y)
{
static const int pos[CROSSHAIR_COUNT][4] = {
{0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{CROSSHAIR_WIDTH, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{0, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
};
const int *p = pos[ch - 1];
draw_pic (x - CROSSHAIR_WIDTH + 1, y - CROSSHAIR_HEIGHT + 1,
CROSSHAIR_WIDTH * 2, CROSSHAIR_HEIGHT * 2, crosshair_pic,
p[0], p[1], p[2], p[3], crosshair_color);
}
static void (*crosshair_func[]) (int ch, int x, int y) = {
draw_crosshair_plus,
draw_crosshair_pic,
draw_crosshair_pic,
draw_crosshair_pic,
draw_crosshair_pic,
};
void
glsl_Draw_CrosshairAt (int ch, int x, int y)
{
unsigned c = ch - 1;
if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
crosshair_func[c] (c, x, y);
}
void
glsl_Draw_Crosshair (void)
{
int x, y;
x = vid.conview->xlen / 2 + cl_crossx->int_val;
y = vid.conview->ylen / 2 + cl_crossy->int_val;
glsl_Draw_CrosshairAt (crosshair->int_val, x, y);
}
void
glsl_Draw_Pic (int x, int y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
void
glsl_Draw_Picf (float x, float y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
void
glsl_Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color);
}
void
glsl_Draw_ConsoleBackground (int lines, byte alpha)
{
float ofs = (vid.conview->ylen - lines) / (float) vid.conview->ylen;
quat_t color = {1, 1, 1, bound (0, alpha, 255) / 255.0};
drawvert_t verts[] = {
{{ 0, 0, 0, ofs}},
{{vid.conview->xlen, 0, 1, ofs}},
{{vid.conview->xlen, lines, 1, 1}},
{{ 0, 0, 0, ofs}},
{{vid.conview->xlen, lines, 1, 1}},
{{ 0, lines, 0, 1}},
};
GLSL_FlushText (); // Flush text that should be rendered before the console
QuatCopy (color, verts[0].color);
QuatCopy (color, verts[1].color);
QuatCopy (color, verts[2].color);
QuatCopy (color, verts[3].color);
QuatCopy (color, verts[4].color);
QuatCopy (color, verts[5].color);
if (glsl_conback_texnum->int_val)
qfeglBindTexture (GL_TEXTURE_2D, glsl_conback_texnum->int_val);
else
qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
0, sizeof (drawvert_t), &verts[0].xyst);
qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
0, sizeof (drawvert_t), &verts[0].color);
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
}
void
glsl_Draw_TileClear (int x, int y, int w, int h)
{
static quat_t color = { 1, 1, 1, 1 };
vrect_t *tile_rect = VRect_New (x, y, w, h);
vrect_t *sub = VRect_New (0, 0, 0, 0); // filled in later;
glpic_t *gl = (glpic_t *) backtile_pic->data;
subpic_t *sp = gl->subpic;
int sub_sx, sub_sy, sub_ex, sub_ey;
int i, j;
sub_sx = x / sp->width;
sub_sy = y / sp->height;
sub_ex = (x + w + sp->width - 1) / sp->width;
sub_ey = (y + h + sp->height - 1) / sp->height;
for (j = sub_sy; j < sub_ey; j++) {
for (i = sub_sx; i < sub_ex; i++) {
vrect_t *t = sub;
sub->x = i * sp->width;
sub->y = j * sp->height;
sub->width = sp->width;
sub->height = sp->height;
sub = VRect_Intersect (sub, tile_rect);
VRect_Delete (t);
draw_pic (sub->x, sub->y, sub->width, sub->height, backtile_pic,
sub->x % sp->width, sub->y % sp->height,
sub->width, sub->height, color);
}
}
VRect_Delete (sub);
VRect_Delete (tile_rect);
flush_2d ();
}
void
glsl_Draw_Fill (int x, int y, int w, int h, int c)
{
quat_t color;
VectorScale (vid.palette + c * 3, 1.0f/255.0f, color);
color[3] = 1.0;
draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color);
}
static inline void
draw_blendscreen (quat_t color)
{
draw_pic (0, 0, vid.conview->xlen, vid.conview->ylen, white_pic,
0, 0, 8, 8, color);
}
void
glsl_Draw_FadeScreen (void)
{
static quat_t color = { 0, 0, 0, 0.7 };
GLSL_FlushText (); // Flush text that should be rendered before the menu
draw_blendscreen (color);
}
static void
ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = 2 / (xmax - xmin);
proj[4] = 0;
proj[8] = 0;
proj[12] = -(xmax + xmin) / (xmax - xmin);
proj[1] = 0;
proj[5] = 2 / (ymax - ymin);
proj[9] = 0;
proj[13] = -(ymax + ymin) / (ymax - ymin);
proj[2] = 0;
proj[6] = 0;
proj[10] = -2 / (zfar - znear);
proj[14] = -(zfar + znear) / (zfar - znear);
proj[3] = 0;
proj[7] = 0;
proj[11] = 0;
proj[15] = 1;
}
static void
set_2d (int width, int height)
{
qfeglViewport (0, 0, vid.width, vid.height);
qfeglDisable (GL_DEPTH_TEST);
qfeglDisable (GL_CULL_FACE);
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
qfeglUseProgram (quake_2d.program);
qfeglEnableVertexAttribArray (quake_2d.vertex.location);
qfeglEnableVertexAttribArray (quake_2d.color.location);
qfeglUniformMatrix4fv (quake_2d.matrix.location, 1, false, proj_matrix);
qfeglUniform1i (quake_2d.palette.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1i (quake_2d.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
}
void
GLSL_Set2D (void)
{
set_2d (vid.width, vid.height);
}
void
GLSL_Set2DScaled (void)
{
set_2d (vid.conview->xlen, vid.conview->ylen);
}
void
GLSL_End2D (void)
{
qfeglDisableVertexAttribArray (quake_2d.vertex.location);
qfeglDisableVertexAttribArray (quake_2d.color.location);
}
void
GLSL_DrawReset (void)
{
draw_queue->size = 0;
}
void
GLSL_FlushText (void)
{
if (draw_queue->size)
flush_2d ();
}
void
glsl_Draw_BlendScreen (quat_t color)
{
if (!color[3])
return;
draw_blendscreen (color);
}