quakeforge/libs/video/renderer/glsl/glsl_bsp.c
Bill Currie c8472755d1 [model] Move visframe out of msurface_t
One more step towards BSP thread-safety. This one brought with it a very
noticeable speed boost (ie, not lost in the noise) thanks to the face
visframes being in tightly packed groups instead of 128 bytes apart,
though the sw render's boost is lost in the noise (but it's very
fill-rate limited).
2022-05-22 16:38:50 +09:00

1487 lines
40 KiB
C

/*
glsl_bsp.c
GLSL bsps
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/7
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 <stdlib.h>
#include "qfalloca.h"
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/scene/entity.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
typedef struct {
GLushort count;
GLushort indices[1];
} glslpoly_t;
#define ALLOC_CHUNK 64
static instsurf_t *waterchain = NULL;
static instsurf_t **waterchain_tail = &waterchain;
static instsurf_t *sky_chain;
static instsurf_t **sky_chain_tail = &sky_chain;
static glsltex_t **r_texture_chains;
static int r_num_texture_chains;
static int max_texture_chains;
// for world and non-instance models
static instsurf_t *static_instsurfs;
static instsurf_t **static_instsurfs_tail = &static_instsurfs;
static instsurf_t *free_static_instsurfs;
// for instance models
static elechain_t *elechains;
static elechain_t **elechains_tail = &elechains;
static elechain_t *free_elechains;
static elements_t *elementss;
static elements_t **elementss_tail = &elementss;
static elements_t *free_elementss;
static instsurf_t *instsurfs;
static instsurf_t **instsurfs_tail = &instsurfs;
static instsurf_t *free_instsurfs;
static GLuint bsp_vbo;
static mat4f_t bsp_vp;
static GLuint skybox_tex;
static qboolean skybox_loaded;
static quat_t sky_rotation[2];
static quat_t sky_velocity;
static quat_t sky_fix;
static double sky_time;
static quat_t default_color = { 1, 1, 1, 1 };
static quat_t last_color;
static glsltex_t glsl_notexture = { };
static const char *bsp_vert_effects[] =
{
"QuakeForge.Vertex.bsp",
0
};
static const char *bsp_lit_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.env.warp.nop",
"QuakeForge.Fragment.colormap",
"QuakeForge.Fragment.bsp.lit",
0
};
static const char *bsp_turb_effects[] =
{
"QuakeForge.Math.const",
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.env.warp.turb",
"QuakeForge.Fragment.bsp.unlit",
0
};
static const char *bsp_sky_cube_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.env.sky.cube",
"QuakeForge.Fragment.bsp.sky",
0
};
static const char *bsp_sky_id_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.env.sky.id",
"QuakeForge.Fragment.bsp.sky",
0
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t tlst;
shaderparam_t vertex;
shaderparam_t colormap;
shaderparam_t texture;
shaderparam_t lightmap;
shaderparam_t color;
shaderparam_t fog;
} quake_bsp = {
0,
{"mvp_mat", 1},
{"tlst", 0},
{"vertex", 0},
{"colormap", 1},
{"texture", 1},
{"lightmap", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t tlst;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t texture;
shaderparam_t time;
shaderparam_t color;
shaderparam_t fog;
} quake_turb = {
0,
{"mvp_mat", 1},
{"tlst", 0},
{"vertex", 0},
{"palette", 1},
{"texture", 1},
{"time", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t sky_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t solid;
shaderparam_t trans;
shaderparam_t time;
shaderparam_t fog;
} quake_skyid = {
0,
{"mvp_mat", 1},
{"sky_mat", 1},
{"vertex", 0},
{"palette", 1},
{"solid", 1},
{"trans", 1},
{"time", 1},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t sky_matrix;
shaderparam_t vertex;
shaderparam_t sky;
shaderparam_t fog;
} quake_skybox = {
0,
{"mvp_mat", 1},
{"sky_mat", 1},
{"vertex", 0},
{"sky", 1},
{"fog", 1},
};
static struct {
shaderparam_t *mvp_matrix;
shaderparam_t *sky_matrix;
shaderparam_t *vertex;
shaderparam_t *fog;
} sky_params;
typedef struct glslbspctx_s {
mod_brush_t *brush;
entity_t *entity;
vec_t *transform;
float *color;
} glslbspctx_t;
#define CHAIN_SURF_F2B(surf,chain) \
({ \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
inst = get_instsurf (); \
inst->surface = (surf); \
*(chain##_tail) = inst; \
(chain##_tail) = &inst->tex_chain; \
*(chain##_tail) = 0; \
inst; \
})
#define CHAIN_SURF_B2F(surf,chain) \
({ \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
inst = get_instsurf (); \
inst->surface = (surf); \
inst->tex_chain = (chain); \
(chain) = inst; \
inst; \
})
#define GET_RELEASE(type,name) \
static inline type * \
get_##name (void) \
{ \
type *ele; \
if (!free_##name##s) { \
int i; \
free_##name##s = calloc (ALLOC_CHUNK, sizeof (type)); \
for (i = 0; i < ALLOC_CHUNK - 1; i++) \
free_##name##s[i]._next = &free_##name##s[i + 1]; \
} \
ele = free_##name##s; \
free_##name##s = ele->_next; \
ele->_next = 0; \
*name##s_tail = ele; \
name##s_tail = &ele->_next; \
return ele; \
} \
static inline void \
release_##name##s (void) \
{ \
if (name##s) { \
*name##s_tail = free_##name##s; \
free_##name##s = name##s; \
name##s = 0; \
name##s_tail = &name##s; \
} \
}
GET_RELEASE (elechain_t, elechain)
GET_RELEASE (elements_t, elements)
GET_RELEASE (instsurf_t, static_instsurf)
GET_RELEASE (instsurf_t, instsurf)
static void
glsl_R_AddTexture (texture_t *tx)
{
int i;
if (r_num_texture_chains == max_texture_chains) {
max_texture_chains += 64;
r_texture_chains = realloc (r_texture_chains,
max_texture_chains * sizeof (glsltex_t *));
for (i = r_num_texture_chains; i < max_texture_chains; i++)
r_texture_chains[i] = 0;
}
glsltex_t *tex = tx->render;
r_texture_chains[r_num_texture_chains++] = tex;
tex->tex_chain = 0;
tex->tex_chain_tail = &tex->tex_chain;
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
static void
glsl_R_InitSurfaceChains (mod_brush_t *brush)
{
release_static_instsurfs ();
release_instsurfs ();
for (unsigned i = 0; i < brush->nummodelsurfaces; i++) {
brush->surfaces[i].instsurf = get_static_instsurf ();
brush->surfaces[i].instsurf->surface = &brush->surfaces[i];
}
}
static inline void
clear_tex_chain (glsltex_t *tex)
{
tex->tex_chain = 0;
tex->tex_chain_tail = &tex->tex_chain;
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
static void
clear_texture_chains (void)
{
int i;
for (i = 0; i < r_num_texture_chains; i++) {
if (!r_texture_chains[i])
continue;
clear_tex_chain (r_texture_chains[i]);
}
clear_tex_chain (r_notexture_mip->render);
release_elechains ();
release_elementss ();
release_instsurfs ();
}
void
glsl_R_ClearElements (void)
{
release_elechains ();
release_elementss ();
}
static void
update_lightmap (glslbspctx_t *bctx, msurface_t *surf)
{
int maps;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps])
goto dynamic;
if ((surf->dlightframe == r_framecount) || surf->cached_dlight) {
dynamic:
if (r_dynamic)
glsl_R_BuildLightMap (bctx->entity->transform, bctx->brush, surf);
}
}
static inline void
chain_surface (glslbspctx_t *bctx, msurface_t *surf)
{
instsurf_t *is;
if (surf->flags & SURF_DRAWSKY) {
is = CHAIN_SURF_F2B (surf, sky_chain);
} else if ((surf->flags & SURF_DRAWTURB)
|| (bctx->color && bctx->color[3] < 1.0)) {
is = CHAIN_SURF_B2F (surf, waterchain);
} else {
texture_t *tx;
glsltex_t *tex;
if (!surf->texinfo->texture->anim_total)
tx = surf->texinfo->texture;
else
tx = R_TextureAnimation (bctx->entity, surf);
tex = tx->render;
is = CHAIN_SURF_F2B (surf, tex->tex_chain);
update_lightmap (bctx, surf);
}
is->transform = bctx->transform;
is->color = bctx->color;
}
static void
register_textures (mod_brush_t *brush)
{
texture_t *tex;
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
glsl_R_AddTexture (tex);
}
}
static void
glsl_R_ClearTextures (void)
{
r_num_texture_chains = 0;
}
void
glsl_R_RegisterTextures (model_t **models, int num_models)
{
int i;
model_t *m;
mod_brush_t *brush;
glsl_R_ClearTextures ();
glsl_R_InitSurfaceChains (&r_refdef.worldmodel->brush);
glsl_R_AddTexture (r_notexture_mip);
register_textures (&r_refdef.worldmodel->brush);
for (i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->path == '*')
continue;
// world has already been done, not interested in non-brush models
if (m == r_refdef.worldmodel || m->type != mod_brush)
continue;
brush = &m->brush;
brush->numsubmodels = 1; // no support for submodels in non-world model
register_textures (brush);
}
}
static elechain_t *
add_elechain (glsltex_t *tex, int model_index)
{
elechain_t *ec;
ec = get_elechain ();
ec->elements = get_elements ();
ec->model_index = model_index;
ec->transform = 0;
ec->color = 0;
*tex->elechain_tail = ec;
tex->elechain_tail = &ec->next;
return ec;
}
static void
build_surf_displist (model_t **models, msurface_t *surf, int base,
dstring_t *vert_list)
{
mod_brush_t *brush;
if (surf->model_index < 0) {
brush = &models[-surf->model_index - 1]->brush;
} else {
brush = &r_refdef.worldmodel->brush;
}
mvertex_t *vertices = brush->vertexes;
medge_t *edges = brush->edges;
int *surfedges = brush->surfedges;
// create triangle soup for the polygon (this was written targeting
// GLES 2, which didn't have primitive restart)
int numverts = surf->numedges;
int numtris = numverts - 2;
int numindices = numtris * 3;
glslpoly_t *poly = malloc (field_offset (glslpoly_t, indices[numindices]));
poly->count = numindices;
for (int i = 0, ind = 0; i < numtris; i++) {
// pretend we can use a triangle fan
poly->indices[ind++] = base;
poly->indices[ind++] = base + i + 1;
poly->indices[ind++] = base + i + 2;
}
surf->polys = (glpoly_t *) poly;
bspvert_t *verts = alloca (numverts * sizeof (bspvert_t));
mtexinfo_t *texinfo = surf->texinfo;
for (int i = 0; i < numverts; i++) {
vec_t *vec;
int index = surfedges[surf->firstedge + i];
if (index > 0) {
// forward edge
vec = vertices[edges[index].v[0]].position;
} else {
// reverse edge
vec = vertices[edges[-index].v[1]].position;
}
VectorCopy (vec, verts[i].vertex);
verts[i].vertex[3] = 1; // homogeneous coord
vec2f_t st = {
DotProduct (vec, texinfo->vecs[0]) + texinfo->vecs[0][3],
DotProduct (vec, texinfo->vecs[1]) + texinfo->vecs[1][3],
};
verts[i].tlst[0] = st[0] / texinfo->texture->width;
verts[i].tlst[1] = st[1] / texinfo->texture->height;
if (surf->lightpic) {
//lightmap texture coordinates
//every lit surface has its own lighmap at a 1/16 resolution
//(ie, 16 albedo pixels for every lightmap pixel)
const vrect_t *rect = surf->lightpic->rect;
vec2f_t lmorg = (vec2f_t) { VEC2_EXP (&rect->x) } * 16 + 8;
vec2f_t texorg = { VEC2_EXP (surf->texturemins) };
st = ((st - texorg + lmorg) / 16) * surf->lightpic->size;
verts[i].tlst[2] = st[0];
verts[i].tlst[3] = st[1];
} else {
// no lightmap for this surface (probably sky or water), so
// make the lightmap texture polygone degenerate
verts[i].tlst[2] = 0;
verts[i].tlst[3] = 0;
}
}
dstring_append (vert_list, (char *) verts, numverts * sizeof (bspvert_t));
}
void
glsl_R_BuildDisplayLists (model_t **models, int num_models)
{
int vertex_index_base;
model_t *m;
dmodel_t *dm;
msurface_t *surf;
dstring_t *vertices;
mod_brush_t *brush;
QuatSet (0, 0, sqrt(0.5), sqrt(0.5), sky_fix); // proper skies
QuatSet (0, 0, 0, 1, sky_rotation[0]);
QuatCopy (sky_rotation[0], sky_rotation[1]);
QuatSet (0, 0, 0, 0, sky_velocity);
QuatExp (sky_velocity, sky_velocity);
sky_time = vr_data.realtime;
// now run through all surfaces, chaining them to their textures, thus
// effectively sorting the surfaces by texture (without worrying about
// surface order on the same texture chain).
for (int i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->path == '*' || m->type != mod_brush)
continue;
brush = &m->brush;
// non-bsp models don't have surfaces.
dm = brush->submodels;
for (uint32_t j = 0; j < brush->numsurfaces; j++) {
glsltex_t *tex;
if (j == dm->firstface + dm->numfaces) {
dm++;
if (dm == brush->submodels + brush->numsubmodels) {
// limit the surfaces
// probably never hit
Sys_Printf ("R_BuildDisplayLists: too many surfaces\n");
brush->numsurfaces = j;
break;
}
}
surf = brush->surfaces + j;
surf->model_index = dm - brush->submodels;
if (!surf->model_index && m != r_refdef.worldmodel)
surf->model_index = -1 - i; // instanced model
tex = surf->texinfo->texture->render;
CHAIN_SURF_F2B (surf, tex->tex_chain);
}
}
// All vertices from all brush models go into one giant vbo.
vertices = dstring_new ();
vertex_index_base = 0;
// All usable surfaces have been chained to the (base) texture they use.
// Run through the textures, using their chains to build display maps.
// For animated textures, if a surface is on one texture of the group, it
// will be on all.
for (int i = 0; i < r_num_texture_chains; i++) {
glsltex_t *tex;
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
tex = r_texture_chains[i];
for (is = tex->tex_chain; is; is = is->tex_chain) {
msurface_t *surf = is->surface;
if (!tex->elechain) {
ec = add_elechain (tex, surf->model_index);
el = ec->elements;
el->base = (byte *) (intptr_t) vertices->size;
vertex_index_base = 0;
}
if (surf->model_index != ec->model_index) { // next sub-model
ec = add_elechain (tex, surf->model_index);
el = ec->elements;
el->base = (byte *) (intptr_t) vertices->size;
vertex_index_base = 0;
}
if (vertex_index_base + surf->numedges > 65535) {
// elements index overflow
el->next = get_elements ();
el = el->next;
el->base = (byte *) (intptr_t) vertices->size;
vertex_index_base = 0;
}
// we don't use it now, but pre-initializing the list won't hurt
if (!el->list)
el->list = dstring_new ();
dstring_clear (el->list);
surf->base = el->base;
build_surf_displist (models, surf, vertex_index_base, vertices);
vertex_index_base += surf->numedges;
}
}
clear_texture_chains ();
Sys_MaskPrintf (SYS_glsl, "R_BuildDisplayLists: %ld verts total\n",
(long) (vertices->size / sizeof (bspvert_t)));
if (!bsp_vbo)
qfeglGenBuffers (1, &bsp_vbo);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
qfeglBufferData (GL_ARRAY_BUFFER, vertices->size, vertices->str,
GL_STATIC_DRAW);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
dstring_delete (vertices);
}
static void
R_DrawBrushModel (entity_t *e)
{
float dot, radius;
unsigned k;
model_t *model = e->renderer.model;
mod_brush_t *brush = &model->brush;
plane_t *plane;
msurface_t *surf;
qboolean rotated;
vec3_t mins, maxs;
vec4f_t org;
glslbspctx_t bctx = {
brush,
e,
e->renderer.full_transform,
e->renderer.colormod,
};
mat4f_t mat;
Transform_GetWorldMatrix (e->transform, mat);
memcpy (e->renderer.full_transform, mat, sizeof (mat));//FIXME
if (mat[0][0] != 1 || mat[1][1] != 1 || mat[2][2] != 1) {
rotated = true;
radius = model->radius;
if (R_CullSphere (r_refdef.frustum, (vec_t*)&mat[3], radius)) { // FIXME
return;
}
} else {
rotated = false;
VectorAdd (mat[3], model->mins, mins);
VectorAdd (mat[3], model->maxs, maxs);
if (R_CullBox (r_refdef.frustum, mins, maxs))
return;
}
org = r_refdef.frame.position - mat[3];
if (rotated) {
vec4f_t temp = org;
org[0] = dotf (temp, mat[0])[0];
org[1] = dotf (temp, mat[1])[0];
org[2] = dotf (temp, mat[2])[0];
}
// calculate dynamic lighting for bmodel if it's not an instanced model
if (brush->firstmodelsurface != 0 && r_dlight_lightmap) {
for (k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime)
|| (!r_dlights[k].radius))
continue;
vec4f_t lightorigin;
VectorSubtract (r_dlights[k].origin, mat[3], lightorigin);
lightorigin[3] = 1;
R_RecursiveMarkLights (brush, lightorigin, &r_dlights[k], k,
brush->hulls[0].firstclipnode);
}
}
surf = &brush->surfaces[brush->firstmodelsurface];
for (unsigned i = 0; i < brush->nummodelsurfaces; i++, surf++) {
// find the node side on which we are
plane = surf->plane;
dot = PlaneDiff (org, plane);
// enqueue the polygon
if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON))
|| (!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
chain_surface (&bctx, surf);
}
}
}
static inline void
visit_leaf (mleaf_t *leaf)
{
// deal with model fragments in this leaf
if (leaf->efrags)
R_StoreEfrags (leaf->efrags);
}
// 1 = back side, 0 = front side
static inline int
get_side (mnode_t *node)
{
// find the node side on which we are
vec4f_t org = r_refdef.frame.position;
return dotf (org, node->plane)[0] < 0;
}
static inline void
visit_node (glslbspctx_t *bctx, mnode_t *node, int side)
{
int c;
msurface_t *surf;
// sneaky hack for side = side ? SURF_PLANEBACK : 0;
// seems to be microscopically faster even on modern hardware
side = (-side) & SURF_PLANEBACK;
// chain any visible surfaces on the node that face the camera.
// not all nodes have any surfaces to draw (purely a split plane)
if ((c = node->numsurfaces)) {
int surf_id = node->firstsurface;
surf = bctx->brush->surfaces + surf_id;
for (; c; c--, surf++, surf_id++) {
if (r_face_visframes[surf_id] != r_visframecount)
continue;
// side is either 0 or SURF_PLANEBACK
// if side and the surface facing differ, then the camera is
// on backside of the surface
if (side ^ (surf->flags & SURF_PLANEBACK))
continue; // wrong side
chain_surface (bctx, surf);
}
}
}
static inline int
test_node (glslbspctx_t *bctx, int node_id)
{
if (node_id < 0)
return 0;
if (r_node_visframes[node_id] != r_visframecount)
return 0;
mnode_t *node = bctx->brush->nodes + node_id;
if (R_CullBox (r_refdef.frustum, node->minmaxs, node->minmaxs + 3))
return 0;
return 1;
}
static void
R_VisitWorldNodes (glslbspctx_t *bctx)
{
typedef struct {
int node_id;
int side;
} rstack_t;
mod_brush_t *brush = bctx->brush;
rstack_t *node_ptr;
rstack_t *node_stack;
int node_id;
int front;
int side;
node_id = 0;
// +2 for paranoia
node_stack = alloca ((brush->depth + 2) * sizeof (rstack_t));
node_ptr = node_stack;
while (1) {
while (test_node (bctx, node_id)) {
mnode_t *node = bctx->brush->nodes + node_id;
side = get_side (node);
front = node->children[side];
if (test_node (bctx, front)) {
node_ptr->node_id = node_id;
node_ptr->side = side;
node_ptr++;
node_id = front;
continue;
}
if (front < 0) {
mleaf_t *leaf = bctx->brush->leafs + ~front;
if (leaf->contents != CONTENTS_SOLID) {
visit_leaf (leaf);
}
}
visit_node (bctx, node, side);
node_id = node->children[side ^ 1];
}
if (node_id < 0) {
mleaf_t *leaf = bctx->brush->leafs + ~node_id;
if (leaf->contents != CONTENTS_SOLID) {
visit_leaf (leaf);
}
}
if (node_ptr != node_stack) {
node_ptr--;
node_id = node_ptr->node_id;
side = node_ptr->side;
mnode_t *node = bctx->brush->nodes + node_id;
visit_node (bctx, node, side);
node_id = node->children[side ^ 1];
continue;
}
break;
}
}
static void
draw_elechain (elechain_t *ec, int matloc, int vertloc, int tlstloc,
int colloc)
{
mat4_t mat;
elements_t *el;
int count;
float *color;
if (colloc >= 0) {
color = ec->color;
if (!color)
color = default_color;
if (!QuatCompare (color, last_color)) {
QuatCopy (color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, color);
}
}
if (ec->transform) {
Mat4Mult ((vec_t*)&bsp_vp[0], ec->transform, mat);//FIXME
qfeglUniformMatrix4fv (matloc, 1, false, mat);
} else {
qfeglUniformMatrix4fv (matloc, 1, false, (vec_t*)&bsp_vp[0]);//FIXME
}
for (el = ec->elements; el; el = el->next) {
if (!el->list->size)
continue;
count = el->list->size / sizeof (GLushort);
qfeglVertexAttribPointer (vertloc, 4, GL_FLOAT,
0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t, vertex));
if (tlstloc >= 0)
qfeglVertexAttribPointer (tlstloc, 4, GL_FLOAT,
0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t,tlst));
qfeglDrawElements (GL_TRIANGLES, count,
GL_UNSIGNED_SHORT, el->list->str);
dstring_clear (el->list);
}
}
static void
bsp_begin (void)
{
quat_t fog;
default_color[3] = 1;
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
mmulf (bsp_vp, glsl_projection, glsl_view);
qfeglUseProgram (quake_bsp.program);
qfeglEnableVertexAttribArray (quake_bsp.vertex.location);
qfeglEnableVertexAttribArray (quake_bsp.tlst.location);
qfeglDisableVertexAttribArray (quake_bsp.color.location);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_bsp.fog.location, 1, fog);
qfeglUniform1i (quake_bsp.colormap.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfeglUniform1i (quake_bsp.lightmap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_R_LightmapTexture ());
qfeglUniform1i (quake_bsp.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
bsp_end (void)
{
qfeglDisableVertexAttribArray (quake_bsp.vertex.location);
qfeglDisableVertexAttribArray (quake_bsp.tlst.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglDisable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static void
turb_begin (void)
{
quat_t fog;
default_color[3] = bound (0, r_wateralpha, 1);
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
mmulf (bsp_vp, glsl_projection, glsl_view);
qfeglUseProgram (quake_turb.program);
qfeglEnableVertexAttribArray (quake_turb.vertex.location);
qfeglEnableVertexAttribArray (quake_turb.tlst.location);
qfeglDisableVertexAttribArray (quake_turb.color.location);
qfeglVertexAttrib4fv (quake_turb.color.location, default_color);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_turb.fog.location, 1, fog);
qfeglUniform1i (quake_turb.palette.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1f (quake_turb.time.location, vr_data.realtime);
qfeglUniform1i (quake_turb.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
turb_end (void)
{
qfeglDisableVertexAttribArray (quake_turb.vertex.location);
qfeglDisableVertexAttribArray (quake_turb.tlst.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static void
spin (mat4_t mat)
{
quat_t q;
mat4_t m;
float blend;
while (vr_data.realtime - sky_time > 1) {
QuatCopy (sky_rotation[1], sky_rotation[0]);
QuatMult (sky_velocity, sky_rotation[0], sky_rotation[1]);
sky_time += 1;
}
blend = bound (0, (vr_data.realtime - sky_time), 1);
QuatBlend (sky_rotation[0], sky_rotation[1], blend, q);
QuatMult (sky_fix, q, q);
Mat4Identity (mat);
VectorNegate (r_refdef.frame.position, mat + 12);
QuatToMatrix (q, m, 1, 1);
Mat4Mult (m, mat, mat);
}
static void
sky_begin (void)
{
mat4_t mat;
quat_t fog;
default_color[3] = 1;
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
mmulf (bsp_vp, glsl_projection, glsl_view);
if (skybox_loaded) {
sky_params.mvp_matrix = &quake_skybox.mvp_matrix;
sky_params.vertex = &quake_skybox.vertex;
sky_params.sky_matrix = &quake_skybox.sky_matrix;
sky_params.fog = &quake_skybox.fog;
qfeglUseProgram (quake_skybox.program);
qfeglEnableVertexAttribArray (quake_skybox.vertex.location);
qfeglUniform1i (quake_skybox.sky.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_CUBE_MAP);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
} else {
sky_params.mvp_matrix = &quake_skyid.mvp_matrix;
sky_params.sky_matrix = &quake_skyid.sky_matrix;
sky_params.vertex = &quake_skyid.vertex;
sky_params.fog = &quake_skyid.fog;
qfeglUseProgram (quake_skyid.program);
qfeglEnableVertexAttribArray (quake_skyid.vertex.location);
qfeglUniform1i (quake_skyid.palette.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1f (quake_skyid.time.location, vr_data.realtime);
qfeglUniform1i (quake_skyid.trans.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_skyid.solid.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
}
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (sky_params.fog->location, 1, fog);
spin (mat);
qfeglUniformMatrix4fv (sky_params.sky_matrix->location, 1, false, mat);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
sky_end (void)
{
qfeglDisableVertexAttribArray (sky_params.vertex->location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglDisable (GL_TEXTURE_CUBE_MAP);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglDisable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static inline void
add_surf_elements (glsltex_t *tex, instsurf_t *is,
elechain_t **ec, elements_t **el)
{
msurface_t *surf = is->surface;
glslpoly_t *poly = (glslpoly_t *) surf->polys;
if (!tex->elechain) {
(*ec) = add_elechain (tex, surf->model_index);
(*ec)->transform = is->transform;
(*ec)->color = is->color;
(*el) = (*ec)->elements;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
if (is->transform != (*ec)->transform || is->color != (*ec)->color) {
(*ec) = add_elechain (tex, surf->model_index);
(*ec)->transform = is->transform;
(*ec)->color = is->color;
(*el) = (*ec)->elements;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
if (surf->base != (*el)->base) {
(*el)->next = get_elements ();
(*el) = (*el)->next;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
dstring_append ((*el)->list, (char *) poly->indices,
poly->count * sizeof (poly->indices[0]));
}
static void
build_tex_elechain (glsltex_t *tex)
{
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
for (is = tex->tex_chain; is; is = is->tex_chain) {
add_surf_elements (tex, is, &ec, &el);
}
}
void
glsl_R_DrawWorld (void)
{
entity_t worldent;
glslbspctx_t bctx = { };
int i;
clear_texture_chains (); // do this first for water and skys
memset (&worldent, 0, sizeof (worldent));
worldent.renderer.model = r_refdef.worldmodel;
bctx.brush = &worldent.renderer.model->brush;
bctx.entity = &worldent;
R_VisitWorldNodes (&bctx);
if (r_drawentities) {
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_brush].size; i++) {
entity_t *ent = r_ent_queue->ent_queues[mod_brush].a[i];
R_DrawBrushModel (ent);
}
}
glsl_R_FlushLightmaps ();
bsp_begin ();
qfeglActiveTexture (GL_TEXTURE0 + 0);
for (i = 0; i < r_num_texture_chains; i++) {
glsltex_t *tex;
elechain_t *ec = 0;
tex = r_texture_chains[i];
build_tex_elechain (tex);
if (tex->elechain)
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next) {
draw_elechain (ec, quake_bsp.mvp_matrix.location,
quake_bsp.vertex.location,
quake_bsp.tlst.location,
quake_bsp.color.location);
}
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
bsp_end ();
}
void
glsl_R_DrawWaterSurfaces (void)
{
instsurf_t *is;
msurface_t *surf;
glsltex_t *tex = 0;
elechain_t *ec = 0;
elements_t *el = 0;
if (!waterchain)
return;
turb_begin ();
for (is = waterchain; is; is = is->tex_chain) {
surf = is->surface;
if (tex != surf->texinfo->texture->render) {
if (tex) {
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, quake_turb.mvp_matrix.location,
quake_turb.vertex.location,
quake_turb.tlst.location,
quake_turb.color.location);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
tex = surf->texinfo->texture->render;
}
add_surf_elements (tex, is, &ec, &el);
}
if (tex) {
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, quake_turb.mvp_matrix.location,
quake_turb.vertex.location,
quake_turb.tlst.location,
quake_turb.color.location);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
turb_end ();
waterchain = 0;
waterchain_tail = &waterchain;
}
void
glsl_R_DrawSky (void)
{
instsurf_t *is;
msurface_t *surf;
glsltex_t *tex = 0;
elechain_t *ec = 0;
elements_t *el = 0;
if (!sky_chain)
return;
sky_begin ();
for (is = sky_chain; is; is = is->tex_chain) {
surf = is->surface;
if (tex != surf->texinfo->texture->render) {
if (tex) {
if (!skybox_loaded) {
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
}
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, sky_params.mvp_matrix->location,
sky_params.vertex->location, -1, -1);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
tex = surf->texinfo->texture->render;
}
add_surf_elements (tex, is, &ec, &el);
}
if (tex) {
if (!skybox_loaded) {
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
}
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, sky_params.mvp_matrix->location,
sky_params.vertex->location, -1, -1);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
sky_end ();
sky_chain = 0;
sky_chain_tail = &sky_chain;
}
void
glsl_R_InitBsp (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
r_notexture_mip->render = &glsl_notexture;
vert_shader = GLSL_BuildShader (bsp_vert_effects);
frag_shader = GLSL_BuildShader (bsp_lit_effects);
vert = GLSL_CompileShader ("quakebsp.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakebsp.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_bsp.program = GLSL_LinkProgram ("quakebsp", vert, frag);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.mvp_matrix);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.tlst);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.vertex);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.colormap);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.texture);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.lightmap);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.color);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
frag_shader = GLSL_BuildShader (bsp_turb_effects);
frag = GLSL_CompileShader ("quaketrb.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_turb.program = GLSL_LinkProgram ("quaketrb", vert, frag);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.mvp_matrix);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.tlst);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.vertex);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.palette);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.texture);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.time);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.color);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.fog);
GLSL_FreeShader (frag_shader);
frag_shader = GLSL_BuildShader (bsp_sky_id_effects);
frag = GLSL_CompileShader ("quakeski.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_skyid.program = GLSL_LinkProgram ("quakeskyid", vert, frag);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.mvp_matrix);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.sky_matrix);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.vertex);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.palette);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.solid);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.trans);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.time);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.fog);
GLSL_FreeShader (frag_shader);
frag_shader = GLSL_BuildShader (bsp_sky_cube_effects);
frag = GLSL_CompileShader ("quakeskb.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_skybox.program = GLSL_LinkProgram ("quakeskybox", vert, frag);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.mvp_matrix);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky_matrix);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.vertex);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.fog);
GLSL_FreeShader (frag_shader);
}
static inline __attribute__((const)) int
is_pow2 (unsigned x)
{
int count;
for (count = 0; x; x >>= 1)
if (x & 1)
count++;
return count == 1;
}
// NOTE: this expects the destination tex_t to be set up: memory allocated
// and dimentions/format etc already set. the size of the rect to be copied
// is taken from dst. Also, dst->format and src->format must be the same, and
// either 3 or 4, or bad things will happen. Also, no clipping is done, so if
// x < 0 or y < 0 or x + dst->width > src->width
// or y + dst->height > src->height, bad things will happen.
static void
copy_sub_tex (tex_t *src, int x, int y, tex_t *dst)
{
int dstbytes;
int srcbytes;
int i;
srcbytes = src->width * src->format;
dstbytes = dst->width * dst->format;
x *= src->format;
for (i = 0; i < dst->height; i++)
memcpy (dst->data + i * dstbytes, src->data + (i + y) * srcbytes + x,
dstbytes);
}
void
glsl_R_LoadSkys (const char *sky)
{
const char *name;
int i;
tex_t *tex;
// NOTE: quake's world and GL's world are rotated relative to each other
// quake has x right, y in, z up. gl has x right, y up, z out
// quake order: +x -x +z -z +y -y
// gl order: +x -x +y -y +z -z
// fizquake orger: -y +y +z -z +x -x
// to get from quake order to fitzquake order, all that's needed is
// a -90 degree rotation on the (quake) z-axis. This is taken care of in
// the sky_matrix setup code.
// However, from the player's perspective, skymaps have lf and rt
// swapped, but everything makes sense if looking at the cube from outside
// along the positive y axis, with the front of the cube being the nearest
// face. This matches nicely with Blender's default cube in front (num-1)
// view.
static const char *sky_suffix[] = { "ft", "bk", "up", "dn", "rt", "lf"};
static int sky_coords[][2] = {
{2, 0}, // front
{0, 0}, // back
{1, 1}, // up
{0, 1}, // down
{2, 1}, // left
{1, 0}, // right
};
if (!sky || !*sky)
sky = r_skyname;
if (!*sky || !strcasecmp (sky, "none")) {
skybox_loaded = false;
return;
}
if (!skybox_tex)
qfeglGenTextures (1, &skybox_tex);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
//blender envmap
// bk rt ft
// dn up lt
tex = LoadImage (name = va (0, "env/%s_map", sky), 1);
if (tex && tex->format >= 3 && tex->height * 3 == tex->width * 2
&& is_pow2 (tex->height)) {
tex_t *sub;
int size = tex->height / 2;
skybox_loaded = true;
sub = malloc (sizeof (tex_t) + size * size * tex->format);
sub->data = (byte *) (sub + 1);
sub->width = size;
sub->height = size;
sub->format = tex->format;
sub->palette = tex->palette;
for (i = 0; i < 6; i++) {
int x, y;
x = sky_coords[i][0] * size;
y = sky_coords[i][1] * size;
copy_sub_tex (tex, x, y, sub);
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
sub->width, sub->height, 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, sub->data);
}
free (sub);
} else {
skybox_loaded = true;
for (i = 0; i < 6; i++) {
tex = LoadImage (name = va (0, "env/%s%s", sky, sky_suffix[i]), 1);
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_glsl, "Couldn't load %s\n", name);
// also look in gfx/env, where Darkplaces looks for skies
tex = LoadImage (name = va (0, "gfx/env/%s%s", sky,
sky_suffix[i]), 1);
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_glsl, "Couldn't load %s\n", name);
skybox_loaded = false;
continue;
}
}
Sys_MaskPrintf (SYS_glsl, "Loaded %s\n", name);
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
tex->width, tex->height, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, tex->data);
}
}
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglGenerateMipmap (GL_TEXTURE_CUBE_MAP);
}