mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 09:21:33 +00:00
8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
250 lines
6.6 KiB
C
250 lines
6.6 KiB
C
/*
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gl_mod_sprite.c
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sprite model rendering
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#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 "QF/model.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/scene/component.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_sprite.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "varrays.h"
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static int sVAsize;
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static int *sVAindices;
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varray_t2f_c4ub_v3f_t *gl_spriteVertexArray;
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void (*gl_R_DrawSpriteModel) (struct entity_s ent);
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static void
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R_DrawSpriteModel_f (entity_t e)
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{
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transform_t transform = Entity_Transform (e);
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renderer_t *renderer = Ent_GetComponent (e.id, scene_renderer,
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r_refdef.scene->reg);
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animation_t *animation = Ent_GetComponent (e.id, scene_animation,
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r_refdef.scene->reg);
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float modelalpha, color[4];
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vec4f_t cameravec = {};
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vec4f_t up = {}, right = {}, pn = {};
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vec4f_t origin, point;
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msprite_t *sprite = renderer->model->cache.data;
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mspriteframe_t *frame;
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origin = Transform_GetWorldPosition (transform);
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cameravec = r_refdef.frame.position - origin;
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// don't bother culling, it's just a single polygon without a surface cache
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frame = R_GetSpriteFrame (sprite, animation);
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if (!R_BillboardFrame (transform, sprite->type, cameravec,
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&up, &right, &pn)) {
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// the orientation is undefined so can't draw the sprite
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return;
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}
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VectorCopy (renderer->colormod, color);
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modelalpha = color[3] = renderer->colormod[3];
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if (modelalpha < 1.0)
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qfglDepthMask (GL_FALSE);
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qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
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qfglBegin (GL_QUADS);
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qfglColor4fv (color);
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point = origin + frame->down * up + frame->left * right;
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qfglTexCoord2f (0, 1);
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qfglVertex3fv ((vec_t*)&point);//FIXME
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point = origin + frame->up * up + frame->left * right;
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qfglTexCoord2f (0, 0);
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qfglVertex3fv ((vec_t*)&point);//FIXME
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point = origin + frame->up * up + frame->right * right;
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qfglTexCoord2f (1, 0);
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qfglVertex3fv ((vec_t*)&point);//FIXME
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point = origin + frame->down * up + frame->right * right;
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qfglTexCoord2f (1, 1);
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qfglVertex3fv ((vec_t*)&point);//FIXME
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qfglEnd ();
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if (modelalpha < 1.0)
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qfglDepthMask (GL_TRUE);
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}
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static void
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R_DrawSpriteModel_VA_f (entity_t e)
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{
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transform_t transform = Entity_Transform (e);
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renderer_t *renderer = Ent_GetComponent (e.id, scene_renderer,
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r_refdef.scene->reg);
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animation_t *animation = Ent_GetComponent (e.id, scene_animation,
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r_refdef.scene->reg);
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unsigned char modelalpha, color[4];
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vec4f_t up = {}, right = {};
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vec4f_t origin, point;
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int i;
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// unsigned int vacount;
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msprite_t *psprite = renderer->model->cache.data;
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mspriteframe_t *frame;
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varray_t2f_c4ub_v3f_t *VA;
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VA = gl_spriteVertexArray; // FIXME: Despair
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// don't bother culling, it's just a single polygon without a surface cache
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frame = R_GetSpriteFrame (psprite, animation);
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qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); // FIXME: DESPAIR
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if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
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up = Transform_Up (transform);
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right = Transform_Right (transform);
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} else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) {
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up = (vec4f_t) { 0, 0, 1, 0 };
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VectorCopy (r_refdef.frame.right, right);
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} else { // normal sprite
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VectorCopy (r_refdef.frame.up, up);
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VectorCopy (r_refdef.frame.right, right);
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}
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for (i = 0; i < 4; i++) {
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color[i] = renderer->colormod[i] * 255;
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}
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memcpy (VA[0].color, color, 4);
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memcpy (VA[1].color, color, 4);
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memcpy (VA[2].color, color, 4);
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memcpy (VA[3].color, color, 4);
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modelalpha = color[3];
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if (modelalpha < 255)
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qfglDepthMask (GL_FALSE);
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origin = Transform_GetWorldPosition (transform);
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point = origin + frame->down * up + frame->left * right;
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VectorCopy (point, VA[0].vertex);
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point = origin + frame->up * up + frame->left * right;
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VectorCopy (point, VA[1].vertex);
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point = origin + frame->up * up + frame->right * right;
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VectorCopy (point, VA[2].vertex);
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point = origin + frame->down * up + frame->right * right;
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VectorCopy (point, VA[3].vertex);
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// VA += 4;
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// vacount += 4;
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// if (vacount + 4 > sVAsize) {
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// qfglDrawElements (GL_QUADS, vacount, GL_UNSIGNED_INT, sVAindices);
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qfglDrawElements (GL_QUADS, 4, GL_UNSIGNED_INT, sVAindices);
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// vacount = 0;
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// VA = gl_spriteVertexArray;
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// }
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if (modelalpha < 255)
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qfglDepthMask (GL_TRUE);
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}
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void
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gl_R_InitSprites (void)
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{
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int i;
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if (r_init) {
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if (gl_va_capable) {
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gl_R_DrawSpriteModel = R_DrawSpriteModel_VA_f;
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#if 0
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if (vaelements > 3)
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sVAsize = min (vaelements - (vaelements % 4), 512);
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else
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sVAsize = 512;
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#else
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sVAsize = 4;
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#endif
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Sys_MaskPrintf (SYS_dev, "Sprites: %i maximum vertex elements.\n",
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sVAsize);
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if (gl_spriteVertexArray)
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free (gl_spriteVertexArray);
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gl_spriteVertexArray = (varray_t2f_c4ub_v3f_t *)
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calloc (sVAsize, sizeof (varray_t2f_c4ub_v3f_t));
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
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if (sVAindices)
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free (sVAindices);
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sVAindices = (int *) calloc (sVAsize, sizeof (int));
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for (i = 0; i < sVAsize; i++)
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sVAindices[i] = i;
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for (i = 0; i < sVAsize / 4; i++) {
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gl_spriteVertexArray[i * 4].texcoord[0] = 0.0;
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gl_spriteVertexArray[i * 4].texcoord[1] = 1.0;
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gl_spriteVertexArray[i * 4 + 1].texcoord[0] = 0.0;
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gl_spriteVertexArray[i * 4 + 1].texcoord[1] = 0.0;
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gl_spriteVertexArray[i * 4 + 2].texcoord[0] = 1.0;
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gl_spriteVertexArray[i * 4 + 2].texcoord[1] = 0.0;
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gl_spriteVertexArray[i * 4 + 3].texcoord[0] = 1.0;
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gl_spriteVertexArray[i * 4 + 3].texcoord[1] = 1.0;
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}
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} else {
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gl_R_DrawSpriteModel = R_DrawSpriteModel_f;
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if (gl_spriteVertexArray) {
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free (gl_spriteVertexArray);
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gl_spriteVertexArray = 0;
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}
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if (sVAindices) {
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free (sVAindices);
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sVAindices = 0;
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}
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}
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}
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}
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