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This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
322 lines
6.7 KiB
C
322 lines
6.7 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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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#define NH_DEFINE
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#include "namehack.h"
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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 "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.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_bsp.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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mat4f_t glsl_projection;
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mat4f_t glsl_view;
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void
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glsl_R_ViewChanged (float aspect)
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{
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double xmin, xmax, ymin, ymax;
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float fovx, fovy, neard, fard;
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vec4f_t *proj = glsl_projection;
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fovx = r_refdef.fov_x;
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fovy = r_refdef.fov_y;
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neard = r_nearclip->value;
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fard = r_farclip->value;
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ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2
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ymin = -ymax;
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xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2
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xmin = -xmax;
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proj[0] = (vec4f_t) {
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(2 * neard) / (xmax - xmin),
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0,
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0,
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0
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};
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proj[1] = (vec4f_t) {
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0,
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(2 * neard) / (ymax - ymin),
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0,
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0
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};
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proj[2] = (vec4f_t) {
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(xmax + xmin) / (xmax - xmin),
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(ymax + ymin) / (ymax - ymin),
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(fard + neard) / (neard - fard),
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-1
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};
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proj[3] = (vec4f_t) {
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0,
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0,
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(2 * fard * neard) / (neard - fard),
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0
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};
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}
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void
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glsl_R_SetupFrame (void)
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{
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R_AnimateLight ();
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R_ClearEnts ();
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r_framecount++;
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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R_SetFrustum ();
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
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}
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static void
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R_SetupView (void)
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{
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float x, y, w, h;
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static mat4f_t z_up = {
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{ 0, 0, -1, 0},
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{-1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 0, 1},
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};
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vec4f_t rotation;
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vec4f_t offset = { 0, 0, 0, 1 };
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x = r_refdef.vrect.x;
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y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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qfeglViewport (x, y, w, h);
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AngleQuat (r_refdef.viewangles, &rotation[0]);
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rotation = qconjf (rotation);
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mat4fquat (glsl_view, rotation);
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mmulf (glsl_view, z_up, glsl_view);
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VectorNegate (r_refdef.vieworg, offset);
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glsl_view[3] = mvmulf (glsl_view, offset);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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static void
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R_RenderEntities (void)
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{
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entity_t *ent;
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int begun;
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if (!r_drawentities->int_val)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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for (ent = r_ent_queue; ent; ent = ent->next) { \
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if (ent->renderer.model->type != mod_##type_name) \
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continue; \
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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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currententity = ent; \
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glsl_R_Draw##Type (); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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}
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static void
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R_DrawViewModel (void)
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{
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currententity = vr_data.view_model;
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| !r_drawentities->int_val
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|| !currententity->renderer.model)
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return;
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// hack the depth range to prevent view model from poking into walls
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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias ();
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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{
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double t[10] = {};
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int speeds = r_speeds->int_val;
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if (speeds)
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t[0] = Sys_DoubleTime ();
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glsl_R_SetupFrame ();
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R_SetupView ();
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if (speeds)
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t[1] = Sys_DoubleTime ();
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R_MarkLeaves ();
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if (speeds)
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t[2] = Sys_DoubleTime ();
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R_PushDlights (vec3_origin);
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if (speeds)
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t[3] = Sys_DoubleTime ();
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glsl_R_DrawWorld ();
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if (speeds)
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t[4] = Sys_DoubleTime ();
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glsl_R_DrawSky ();
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if (speeds)
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t[5] = Sys_DoubleTime ();
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R_RenderEntities ();
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if (speeds)
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t[6] = Sys_DoubleTime ();
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glsl_R_DrawWaterSurfaces ();
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if (speeds)
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t[7] = Sys_DoubleTime ();
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glsl_R_DrawParticles ();
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if (speeds)
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t[8] = Sys_DoubleTime ();
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R_DrawViewModel ();
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if (speeds)
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t[9] = Sys_DoubleTime ();
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if (speeds) {
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Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
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" sky: %g, ents: %g, water: %g, part: %g, view: %g\n",
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(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
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(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
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(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
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(t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000,
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(t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000);
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}
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}
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void
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glsl_R_Init (void)
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{
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Cmd_AddCommand ("pointfile", glsl_R_ReadPointFile_f,
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"Load a pointfile to determine map leaks.");
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Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
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"Test the current refresh rate for the current location.");
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R_Init_Cvars ();
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glsl_R_Particles_Init_Cvars ();
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glsl_Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_Fog_Init ();
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Skin_Init ();
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}
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void
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glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.renderer.model = worldmodel;
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// Force a vis update
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r_viewleaf = NULL;
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R_MarkLeaves ();
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R_FreeAllEntities ();
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glsl_R_ClearParticles ();
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glsl_R_RegisterTextures (models, num_models);
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glsl_R_BuildLightmaps (models, num_models);
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glsl_R_BuildDisplayLists (models, num_models);
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}
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void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count)
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{
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}
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void
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glsl_R_ClearState (void)
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{
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R_ClearEfrags ();
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R_ClearDlights ();
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glsl_R_ClearParticles ();
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}
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void
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glsl_R_TimeRefresh_f (void)
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{
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double start, stop, time;
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int i;
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glsl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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glsl_R_RenderView ();
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glsl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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}
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