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263 lines
7.3 KiB
C
263 lines
7.3 KiB
C
/*
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glsl_alias.c
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GLSL Alias model rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/1
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/render.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_local.h"
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static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
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#include "anorms.h"
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};
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static const char quakemdl_vert[] =
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#include "quakemdl.vc"
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;
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static const char quakemdl_frag[] =
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#include "quakemdl.fc"
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;
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static struct {
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int program;
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shaderparam_t normals;
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shaderparam_t mvp_matrix;
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shaderparam_t norm_matrix;
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shaderparam_t skin_size;
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shaderparam_t color;
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shaderparam_t stn;
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shaderparam_t vertex;
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shaderparam_t palette;
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shaderparam_t colormap;
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shaderparam_t skin;
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shaderparam_t ambient;
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shaderparam_t shadelight;
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shaderparam_t lightvec;
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} quake_mdl = {
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0,
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{"normals", 1},
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{"mvp_mat", 1},
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{"norm_mat", 1},
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{"skin_size", 1},
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{"vcolor", 0},
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{"stn", 0},
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{"vertex", 0},
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{"palette", 1},
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{"colormap", 1},
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{"skin", 1},
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{"ambient", 1},
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{"shadelight", 1},
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{"lightvec", 1},
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};
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static int vnorms_tex;
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//static mat4_t alias_vp;
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static void
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build_normals_texture (void)
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{
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vec3_t temp;
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static const vec3_t one = { 1, 1, 1};
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unsigned short norm[3];
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int i, j;
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byte *data;
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data = malloc (NUMVERTEXNORMALS * 3 * 2);
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for (i = 0; i < NUMVERTEXNORMALS; i++) {
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VectorAdd (vertex_normals[i], one, temp); // temp is 0.0 .. 2.0
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VectorScale (temp, 32767.5, norm); // norm is 0 .. 65535
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for (j = 0; j < 3; j++) {
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data[i * 6 + 0 + j] = norm[j] >> 8;
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data[i * 6 + 3 + j] = norm[j] & 0xff;
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}
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}
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vnorms_tex = GL_LoadRGBTexture ("vertex_normals", 2, NUMVERTEXNORMALS,
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data);
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free (data);
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}
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VISIBLE void
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R_InitAlias (void)
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{
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int vert;
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int frag;
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build_normals_texture ();
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vert = GL_CompileShader ("quakemdl.vert", quakemdl_vert, GL_VERTEX_SHADER);
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frag = GL_CompileShader ("quakemdl.frag", quakemdl_frag,
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GL_FRAGMENT_SHADER);
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quake_mdl.program = GL_LinkProgram ("quakemdl", vert, frag);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normals);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.color);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stn);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertex);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.palette);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
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}
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void
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R_DrawAlias (void)
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{
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static quat_t color = { 1, 1, 1, 1};
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static vec3_t lightvec = { -1, 0, 0 }; //FIXME
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float ambient = 128; //FIXME
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float shadelight = 64; //FIXME
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float skin_size[2];
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entity_t *ent = currententity;
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model_t *model = ent->model;
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aliashdr_t *hdr;
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vec_t norm_mat[9];
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mat4_t mvp_mat;
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maliasskindesc_t *skin;
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aliasvrt_t *pose = 0; // VBO's are null based
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maliasframedesc_t *frame;
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hdr = Cache_Get (&model->cache);
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// we need only the rotation for normals.
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VectorCopy (ent->transform + 0, norm_mat + 0);
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VectorCopy (ent->transform + 4, norm_mat + 3);
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VectorCopy (ent->transform + 8, norm_mat + 6);
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// ent model scaling and offset
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Mat4Zero (mvp_mat);
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mvp_mat[0] = hdr->mdl.scale[0];
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mvp_mat[5] = hdr->mdl.scale[1];
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mvp_mat[10] = hdr->mdl.scale[2];
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mvp_mat[15] = 1;
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VectorCopy (hdr->mdl.scale_origin, mvp_mat + 12);
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Mat4Mult (ent->transform, mvp_mat, mvp_mat);
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//Mat4Mult (alias_vp, mvp_mat, mvp_mat);
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Mat4Mult (glsl_view, mvp_mat, mvp_mat);
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Mat4Mult (glsl_projection, mvp_mat, mvp_mat);
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skin = R_AliasGetSkindesc (ent->skinnum, hdr);
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frame = R_AliasGetFramedesc (ent->frame, hdr);
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pose += frame->firstpose * hdr->mdl.numverts;
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skin_size[0] = hdr->mdl.skinwidth;
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skin_size[1] = hdr->mdl.skinheight;
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qfglBindTexture (GL_TEXTURE_2D, skin->texnum);
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qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
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qfglVertexAttrib4fv (quake_mdl.color.location, color);
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qfglUniform1f (quake_mdl.ambient.location, ambient);
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qfglUniform1f (quake_mdl.shadelight.location, shadelight);
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qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
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qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_BYTE,
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0, sizeof (aliasvrt_t),
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pose + field_offset (aliasvrt_t, vertex));
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_BYTE,
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0, sizeof (aliasvrt_t),
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pose + field_offset (aliasvrt_t, stn));
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qfglDrawElements (GL_TRIANGLES, hdr->mdl.numtris, GL_UNSIGNED_SHORT, 0);
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}
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// All alias models are drawn in a batch, so avoid thrashing the gl state
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void
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R_AliasBegin (void)
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{
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// pre-multiply the view and projection matricies
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//Mat4Mult (glsl_projection, glsl_view, alias_vp);
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qfglUseProgram (quake_mdl.program);
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qfglEnableVertexAttribArray (quake_mdl.vertex.location);
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qfglEnableVertexAttribArray (quake_mdl.stn.location);
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qfglDisableVertexAttribArray (quake_mdl.color.location);
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qfglUniform1i (quake_mdl.normals.location, 1);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, vnorms_tex);
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qfglUniform1i (quake_mdl.colormap.location, 2);
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qfglActiveTexture (GL_TEXTURE0 + 2);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, glsl_colormap);
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qfglUniform1i (quake_mdl.palette.location, 3);
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qfglActiveTexture (GL_TEXTURE0 + 3);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfglUniform1i (quake_mdl.skin.location, 0);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglEnable (GL_TEXTURE_2D);
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}
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void
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R_AliasEnd (void)
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{
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qfglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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qfglDisableVertexAttribArray (quake_mdl.vertex.location);
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qfglDisableVertexAttribArray (quake_mdl.stn.location);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 2);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 3);
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qfglDisable (GL_TEXTURE_2D);
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}
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