quakeforge/libs/video/renderer/glsl/glsl_alias.c
Bill Currie 3669e3aa2e Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00

316 lines
9.3 KiB
C

/*
glsl_alias.c
GLSL Alias model rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/1
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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/render.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_alias.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_local.h"
static const char quakemdl_vert[] =
#include "quakemdl.vc"
;
static const char quakemdl_frag[] =
#include "quakemdl.fc"
;
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t skin_size;
shaderparam_t blend;
shaderparam_t colora;
shaderparam_t colorb;
shaderparam_t sta;
shaderparam_t stb;
shaderparam_t normala;
shaderparam_t normalb;
shaderparam_t vertexa;
shaderparam_t vertexb;
shaderparam_t colormap;
shaderparam_t skin;
shaderparam_t ambient;
shaderparam_t shadelight;
shaderparam_t lightvec;
} quake_mdl = {
0,
{"mvp_mat", 1},
{"norm_mat", 1},
{"skin_size", 1},
{"blend", 1},
{"vcolora", 0},
{"vcolorb", 0},
{"vsta", 0},
{"vstb", 0},
{"vnormala", 0},
{"vnormalb", 0},
{"vertexa", 0},
{"vertexb", 0},
{"colormap", 1},
{"skin", 1},
{"ambient", 1},
{"shadelight", 1},
{"lightvec", 1},
};
static mat4_t alias_vp;
VISIBLE void
R_InitAlias (void)
{
int vert;
int frag;
vert = GL_CompileShader ("quakemdl.vert", quakemdl_vert, GL_VERTEX_SHADER);
frag = GL_CompileShader ("quakemdl.frag", quakemdl_frag,
GL_FRAGMENT_SHADER);
quake_mdl.program = GL_LinkProgram ("quakemdl", vert, frag);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
}
static void
calc_lighting (entity_t *ent, float *ambient, float *shadelight,
vec3_t lightvec)
{
unsigned i;
float add;
vec3_t dist;
VectorSet ( -1, 0, 0, lightvec); //FIXME
*ambient = max (R_LightPoint (ent->origin), max (ent->model->min_light,
ent->min_light) * 128);
*shadelight = *ambient;
for (i = 0; i < r_maxdlights; i++) {
if (r_dlights[i].die >= r_realtime) {
VectorSubtract (ent->origin, r_dlights[i].origin, dist);
add = r_dlights[i].radius - VectorLength (dist);
if (add > 0)
*ambient += add;
}
}
if (*ambient >= 128)
*ambient = 128;
if (*shadelight > 192 - *ambient)
*shadelight = 192 - *ambient;
}
static void
set_arrays (const shaderparam_t *vert, const shaderparam_t *norm,
const shaderparam_t *st, aliasvrt_t *pose)
{
byte *pose_offs = (byte *) pose;
qfglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, vertex));
qfglVertexAttribPointer (norm->location, 3, GL_SHORT,
1, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, normal));
qfglVertexAttribPointer (st->location, 2, GL_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, st));
}
//#define TETRAHEDRON
void
R_DrawAlias (void)
{
#ifdef TETRAHEDRON
static aliasvrt_t debug_verts[] = {
{{ 0, 0}, {-18918,-18918,-18918}, { 0, 0, 0}},
{{ 0,300}, { 18918, 18918,-18918}, {255,255, 0}},
{{300,300}, {-18918, 18918, 18918}, { 0,255,255}},
{{300, 0}, { 18918,-18918, 18918}, {255, 0,255}},
};
static GLushort debug_indices[] = {
0, 1, 2,
0, 3, 1,
1, 3, 2,
0, 2, 3,
};
#endif
static quat_t color = { 1, 1, 1, 1};
static vec3_t lightvec;
float ambient;
float shadelight;
float skin_size[2];
float blend;
entity_t *ent = currententity;
model_t *model = ent->model;
aliashdr_t *hdr;
vec_t norm_mat[9];
mat4_t mvp_mat;
maliasskindesc_t *skin;
aliasvrt_t *pose1 = 0; // VBO's are null based
aliasvrt_t *pose2 = 0; // VBO's are null based
if (!(hdr = model->aliashdr))
hdr = Cache_Get (&model->cache);
calc_lighting (ent, &ambient, &shadelight, lightvec);
// we need only the rotation for normals.
VectorCopy (ent->transform + 0, norm_mat + 0);
VectorCopy (ent->transform + 4, norm_mat + 3);
VectorCopy (ent->transform + 8, norm_mat + 6);
// ent model scaling and offset
Mat4Zero (mvp_mat);
mvp_mat[0] = hdr->mdl.scale[0];
mvp_mat[5] = hdr->mdl.scale[1];
mvp_mat[10] = hdr->mdl.scale[2];
mvp_mat[15] = 1;
VectorCopy (hdr->mdl.scale_origin, mvp_mat + 12);
Mat4Mult (ent->transform, mvp_mat, mvp_mat);
Mat4Mult (alias_vp, mvp_mat, mvp_mat);
skin = R_AliasGetSkindesc (ent->skinnum, hdr);
blend = R_AliasGetLerpedFrames (ent, hdr);
pose1 += ent->pose1 * hdr->poseverts;
pose2 += ent->pose2 * hdr->poseverts;
skin_size[0] = hdr->mdl.skinwidth;
skin_size[1] = hdr->mdl.skinheight;
qfglBindTexture (GL_TEXTURE_2D, skin->texnum);
#ifndef TETRAHEDRON
qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
#endif
qfglVertexAttrib4fv (quake_mdl.colora.location, color);
qfglVertexAttrib4fv (quake_mdl.colorb.location, color);
qfglUniform1f (quake_mdl.blend.location, blend);
qfglUniform1f (quake_mdl.ambient.location, ambient);
qfglUniform1f (quake_mdl.shadelight.location, shadelight);
qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
qfglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat);
qfglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
#ifndef TETRAHEDRON
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta, pose1);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb, pose2);
qfglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris,
GL_UNSIGNED_SHORT, 0);
#else
set_arrays (&quake_mdl.vertexa, &quake_mdl.normala, &quake_mdl.sta,
debug_verts);
set_arrays (&quake_mdl.vertexb, &quake_mdl.normalb, &quake_mdl.stb,
debug_verts);
qfglDrawElements (GL_TRIANGLES,
sizeof (debug_indices) / sizeof (debug_indices[0]),
GL_UNSIGNED_SHORT, debug_indices);
#endif
if (!model->aliashdr)
Cache_Release (&model->cache);
}
// All alias models are drawn in a batch, so avoid thrashing the gl state
void
R_AliasBegin (void)
{
// pre-multiply the view and projection matricies
Mat4Mult (glsl_projection, glsl_view, alias_vp);
qfglUseProgram (quake_mdl.program);
qfglEnableVertexAttribArray (quake_mdl.vertexa.location);
qfglEnableVertexAttribArray (quake_mdl.vertexb.location);
qfglEnableVertexAttribArray (quake_mdl.normala.location);
qfglEnableVertexAttribArray (quake_mdl.normalb.location);
qfglEnableVertexAttribArray (quake_mdl.sta.location);
qfglEnableVertexAttribArray (quake_mdl.stb.location);
qfglDisableVertexAttribArray (quake_mdl.colora.location);
qfglDisableVertexAttribArray (quake_mdl.colorb.location);
qfglUniform1i (quake_mdl.colormap.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfglUniform1i (quake_mdl.skin.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
}
void
R_AliasEnd (void)
{
qfglBindBuffer (GL_ARRAY_BUFFER, 0);
qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
qfglDisableVertexAttribArray (quake_mdl.vertexa.location);
qfglDisableVertexAttribArray (quake_mdl.vertexb.location);
qfglDisableVertexAttribArray (quake_mdl.normala.location);
qfglDisableVertexAttribArray (quake_mdl.normalb.location);
qfglDisableVertexAttribArray (quake_mdl.sta.location);
qfglDisableVertexAttribArray (quake_mdl.stb.location);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglDisable (GL_TEXTURE_2D);
}