quakeforge/libs/video/renderer/glsl/glsl_main.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
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.
2021-03-10 00:01:41 +09:00

322 lines
6.7 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/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_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 (float aspect)
{
double xmin, xmax, ymin, ymax;
float fovx, fovy, neard, fard;
vec4f_t *proj = glsl_projection;
fovx = r_refdef.fov_x;
fovy = r_refdef.fov_y;
neard = r_nearclip->value;
fard = r_farclip->value;
ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2
ymin = -ymax;
xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2
xmin = -xmax;
proj[0] = (vec4f_t) {
(2 * neard) / (xmax - xmin),
0,
0,
0
};
proj[1] = (vec4f_t) {
0,
(2 * neard) / (ymax - ymin),
0,
0
};
proj[2] = (vec4f_t) {
(xmax + xmin) / (xmax - xmin),
(ymax + ymin) / (ymax - ymin),
(fard + neard) / (neard - fard),
-1
};
proj[3] = (vec4f_t) {
0,
0,
(2 * fard * neard) / (neard - fard),
0
};
}
void
glsl_R_SetupFrame (void)
{
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, 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 rotation;
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);
AngleQuat (r_refdef.viewangles, &rotation[0]);
rotation = qconjf (rotation);
mat4fquat (glsl_view, rotation);
mmulf (glsl_view, z_up, glsl_view);
VectorNegate (r_refdef.vieworg, offset);
glsl_view[3] = mvmulf (glsl_view, offset);
qfeglEnable (GL_CULL_FACE);
qfeglEnable (GL_DEPTH_TEST);
}
static void
R_RenderEntities (void)
{
entity_t *ent;
int begun;
if (!r_drawentities->int_val)
return;
#define RE_LOOP(type_name, Type) \
do { \
begun = 0; \
for (ent = r_ent_queue; ent; ent = ent->next) { \
if (ent->renderer.model->type != mod_##type_name) \
continue; \
if (!begun) { \
glsl_R_##Type##Begin (); \
begun = 1; \
} \
currententity = ent; \
glsl_R_Draw##Type (); \
} \
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)
{
currententity = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val
|| !currententity->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 ();
glsl_R_AliasEnd ();
qfeglDepthRangef (0, 1);
}
void
glsl_R_RenderView (void)
{
double t[10] = {};
int speeds = r_speeds->int_val;
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 ();
glsl_R_DrawParticles ();
if (speeds)
t[8] = Sys_DoubleTime ();
R_DrawViewModel ();
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, part: %g, view: %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)
{
Cmd_AddCommand ("pointfile", glsl_R_ReadPointFile_f,
"Load a pointfile to determine map leaks.");
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 ();
glsl_Fog_Init ();
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_FreeAllEntities ();
glsl_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)
{
}
void
glsl_R_ClearState (void)
{
R_ClearEfrags ();
R_ClearDlights ();
glsl_R_ClearParticles ();
}
void
glsl_R_TimeRefresh_f (void)
{
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);
}