quakeforge/libs/video/renderer/glsl/glsl_alias.c
Bill Currie f1aefc969d Fix some 64-bit mingw compile issues.
Just one more issue to fix (alloca), but with a hack, QF compiles (no clue
yet if it works: wine doesn't seem to be an option at this stage)
2013-01-22 21:02:49 +09:00

355 lines
10 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
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/skin.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_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.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;
shaderparam_t fog;
} 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},
{"fog", 1},
};
static mat4_t alias_vp;
void
glsl_R_InitAlias (void)
{
int vert;
int frag;
vert = GLSL_CompileShader ("quakemdl.vert", quakemdl_vert,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakemdl.frag", quakemdl_frag,
GL_FRAGMENT_SHADER);
quake_mdl.program = GLSL_LinkProgram ("quakemdl", vert, frag);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.blend);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colora);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colorb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.sta);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normala);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normalb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexa);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertexb);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
GLSL_ResolveShaderParam (quake_mdl.program, &quake_mdl.fog);
}
static void
calc_lighting (entity_t *ent, float *ambient, float *shadelight,
vec3_t lightvec)
{
unsigned i;
float add;
vec3_t dist;
int light;
VectorSet ( -1, 0, 0, lightvec); //FIXME
light = R_LightPoint (ent->origin);
*ambient = max (light, max (ent->model->min_light, ent->min_light) * 128);
*shadelight = *ambient;
for (i = 0; i < r_maxdlights; i++) {
if (r_dlights[i].die >= vr_data.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;
if (developer->int_val & SYS_GLSL) {
GLint size;
qfeglGetBufferParameteriv (GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
if (size <= (intptr_t)pose_offs) {
Sys_Printf ("Invalid pose");
pose = 0;
}
}
qfeglVertexAttribPointer (vert->location, 3, GL_UNSIGNED_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, vertex));
qfeglVertexAttribPointer (norm->location, 3, GL_SHORT,
1, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, normal));
qfeglVertexAttribPointer (st->location, 2, GL_SHORT,
0, sizeof (aliasvrt_t),
pose_offs + field_offset (aliasvrt_t, st));
}
//#define TETRAHEDRON
void
glsl_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;
int skin_tex;
int colormap;
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);
colormap = glsl_colormap;
if (ent->skin && ent->skin->auxtex)
colormap = ent->skin->auxtex;
if (ent->skin && ent->skin->texnum) {
skin_t *skin = ent->skin;
skin_tex = skin->texnum;
} else {
maliasskindesc_t *skindesc;
skindesc = R_AliasGetSkindesc (ent->skinnum, hdr);
skin_tex = skindesc->texnum;
}
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;
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, colormap);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, skin_tex);
#ifndef TETRAHEDRON
qfeglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
#endif
qfeglVertexAttrib4fv (quake_mdl.colora.location, color);
qfeglVertexAttrib4fv (quake_mdl.colorb.location, color);
qfeglUniform1f (quake_mdl.blend.location, blend);
qfeglUniform1f (quake_mdl.ambient.location, ambient);
qfeglUniform1f (quake_mdl.shadelight.location, shadelight);
qfeglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
qfeglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
qfeglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat);
qfeglUniformMatrix3fv (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);
qfeglDrawElements (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);
qfeglDrawElements (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
glsl_R_AliasBegin (void)
{
quat_t fog;
// pre-multiply the view and projection matricies
Mat4Mult (glsl_projection, glsl_view, alias_vp);
qfeglUseProgram (quake_mdl.program);
qfeglEnableVertexAttribArray (quake_mdl.vertexa.location);
qfeglEnableVertexAttribArray (quake_mdl.vertexb.location);
qfeglEnableVertexAttribArray (quake_mdl.normala.location);
qfeglEnableVertexAttribArray (quake_mdl.normalb.location);
qfeglEnableVertexAttribArray (quake_mdl.sta.location);
qfeglEnableVertexAttribArray (quake_mdl.stb.location);
qfeglDisableVertexAttribArray (quake_mdl.colora.location);
qfeglDisableVertexAttribArray (quake_mdl.colorb.location);
VectorCopy (glsl_Fog_GetColor (), fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_mdl.fog.location, 1, fog);
qfeglUniform1i (quake_mdl.colormap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_mdl.skin.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
}
void
glsl_R_AliasEnd (void)
{
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
qfeglDisableVertexAttribArray (quake_mdl.vertexa.location);
qfeglDisableVertexAttribArray (quake_mdl.vertexb.location);
qfeglDisableVertexAttribArray (quake_mdl.normala.location);
qfeglDisableVertexAttribArray (quake_mdl.normalb.location);
qfeglDisableVertexAttribArray (quake_mdl.sta.location);
qfeglDisableVertexAttribArray (quake_mdl.stb.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
}