quakeforge/libs/video/renderer/glsl/glsl_particles.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

441 lines
12 KiB
C

/*
glsl_particles.c
OpenGL particle system.
Copyright (C) 1996-1997 Id Software, Inc.
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 "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/mersenne.h"
#include "QF/qargs.h"
#include "QF/quakefs.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/GL/qf_explosions.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
//FIXME not part of GLES, but needed for GL
#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#endif
static uint32_t maxparticles;
static GLushort *pVAindices;
static partvert_t *particleVertexArray;
static GLuint part_tex;
static const char *particle_point_vert_effects[] =
{
"QuakeForge.Vertex.particle.point",
0
};
static const char *particle_point_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.point",
0
};
static const char *particle_textured_vert_effects[] =
{
"QuakeForge.Vertex.particle.textured",
0
};
static const char *particle_textured_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.textured",
0
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t color;
shaderparam_t fog;
} quake_point = {
0,
{"mvp_mat", 1},
{"vertex", 0},
{"palette", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t st;
shaderparam_t vertex;
shaderparam_t color;
shaderparam_t texture;
shaderparam_t fog;
} quake_part = {
0,
{"mvp_mat", 1},
{"vst", 0},
{"vertex", 0},
{"vcolor", 0},
{"texture", 1},
{"fog", 1},
};
static void
alloc_arrays (psystem_t *ps)
{
if (ps->maxparticles > maxparticles) {
maxparticles = ps->maxparticles;
if (particleVertexArray)
free (particleVertexArray);
printf ("alloc_arrays: %d\n", ps->maxparticles);
particleVertexArray = calloc (ps->maxparticles * 4,
sizeof (partvert_t));
if (pVAindices)
free (pVAindices);
pVAindices = calloc (ps->maxparticles * 6, sizeof (GLushort));
for (uint32_t i = 0; i < ps->maxparticles; i++) {
pVAindices[i * 6 + 0] = i * 4 + 0;
pVAindices[i * 6 + 1] = i * 4 + 1;
pVAindices[i * 6 + 2] = i * 4 + 2;
pVAindices[i * 6 + 3] = i * 4 + 0;
pVAindices[i * 6 + 4] = i * 4 + 2;
pVAindices[i * 6 + 5] = i * 4 + 3;
}
}
}
static void
glsl_particles_f (void *data, const cvar_t *cvar)
{
alloc_arrays (&r_psystem);//FIXME
}
void
glsl_R_InitParticles (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
float v[2] = {0, 0};
byte data[64][64][2];
tex_t *tex;
Cvar_AddListener (Cvar_FindVar ("r_particles"), glsl_particles_f, 0);
Cvar_AddListener (Cvar_FindVar ("r_particles_max"), glsl_particles_f, 0);
qfeglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
qfeglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
Sys_MaskPrintf (SYS_glsl, "point size: %g - %g\n", v[0], v[1]);
vert_shader = GLSL_BuildShader (particle_point_vert_effects);
frag_shader = GLSL_BuildShader (particle_point_frag_effects);
vert = GLSL_CompileShader ("quakepnt.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepnt.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_point.program = GLSL_LinkProgram ("quakepoint", vert, frag);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.mvp_matrix);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.vertex);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.palette);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.color);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
vert_shader = GLSL_BuildShader (particle_textured_vert_effects);
frag_shader = GLSL_BuildShader (particle_textured_frag_effects);
vert = GLSL_CompileShader ("quakepar.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepar.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_part.program = GLSL_LinkProgram ("quakepart", vert, frag);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.mvp_matrix);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.st);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.vertex);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.color);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.texture);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
memset (data, 0, sizeof (data));
qfeglGenTextures (1, &part_tex);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 64, 64, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
tex = R_DotParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SparkParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SmokeParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
alloc_arrays (&r_psystem);
}
static void
draw_qf_particles (psystem_t *psystem)
{
byte *at;
int vacount;
float minparticledist, scale;
vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_part.program);
qfeglEnableVertexAttribArray (quake_part.vertex.location);
qfeglEnableVertexAttribArray (quake_part.color.location);
qfeglEnableVertexAttribArray (quake_part.st.location);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_part.fog.location, 1, fog);
qfeglUniformMatrix4fv (quake_part.mvp_matrix.location, 1, false,
(vec_t*)&vp_mat[0]);//FIXME
qfeglUniform1i (quake_part.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward)
+ r_particles_nearclip;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
at = (byte *) &d_8to24table[(byte) p->icolor];
VA[0].color[0] = at[0];
VA[0].color[1] = at[1];
VA[0].color[2] = at[2];
VA[0].color[3] = p->alpha * 255;
memcpy (VA[1].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[2].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[3].color, VA[0].color, sizeof (VA[0].color));
switch (p->tex) {
case part_tex_dot:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_spark:
VA[0].texcoord[0] = 0.5;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 1.0;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 1.0;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.5;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_smoke:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.5;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.5;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 1.0;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 1.0;
break;
}
scale = p->scale;
VectorScale (r_refdef.frame.up, scale, up_scale);
VectorScale (r_refdef.frame.right, scale, right_scale);
VectorAdd (right_scale, up_scale, up_right_scale);
VectorSubtract (right_scale, up_scale, down_right_scale);
VectorAdd (p->pos, down_right_scale, VA[0].vertex);
VectorSubtract (p->pos, up_right_scale, VA[1].vertex);
VectorSubtract (p->pos, down_right_scale, VA[2].vertex);
VectorAdd (p->pos, up_right_scale, VA[3].vertex);
VA += 4;
vacount += 6;
}
}
qfeglVertexAttribPointer (quake_part.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_part.color.location, 4, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
qfeglVertexAttribPointer (quake_part.st.location, 2, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].texcoord);
qfeglDrawElements (GL_TRIANGLES, vacount, GL_UNSIGNED_SHORT, pVAindices);
qfeglDepthMask (GL_TRUE);
qfeglDisableVertexAttribArray (quake_part.vertex.location);
qfeglDisableVertexAttribArray (quake_part.color.location);
qfeglDisableVertexAttribArray (quake_part.st.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}
static void
draw_id_particles (psystem_t *psystem)
{
int vacount;
float minparticledist;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_point.program);
qfeglEnableVertexAttribArray (quake_point.vertex.location);
qfeglEnableVertexAttribArray (quake_point.color.location);
qfeglUniformMatrix4fv (quake_point.mvp_matrix.location, 1, false,
(vec_t*)&vp_mat[0]);//FIXME
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_point.fog.location, 1, fog);
qfeglUniform1i (quake_point.palette.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward)
+ r_particles_nearclip;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
VA[0].color[0] = (byte) p->icolor;
VectorCopy (p->pos, VA[0].vertex);
VA++;
vacount++;
}
}
qfeglVertexAttribPointer (quake_point.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_point.color.location, 1, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
qfeglDrawArrays (GL_POINTS, 0, vacount);
qfeglDepthMask (GL_TRUE);
qfeglDisableVertexAttribArray (quake_point.vertex.location);
qfeglDisableVertexAttribArray (quake_point.color.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}
void
glsl_R_DrawParticles (psystem_t *psystem)
{
if (!psystem->numparticles) {
return;
}
if (!psystem->points_only) {
draw_qf_particles (psystem);
} else {
draw_id_particles (psystem);
}
}
psystem_t * __attribute__((const))//FIXME
glsl_ParticleSystem (void)
{
return &r_psystem;
}