mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
8d2791752e
After yesterday's crazy marathon editing all the particles files, and starting to do another big change to them today, I realized that I really do need to merge them down. All the actual spawning is now in the client library (though particle insertion will need to be moved). GLSL particle rendering is semi-broken in that it now does only points (until I come up with a way to select between points and quads (probably a context object, which I need anyway for Vulkan)).
511 lines
14 KiB
C
511 lines
14 KiB
C
/*
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gl_dyn_part.c
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OpenGL particle system.
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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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#define NH_DEFINE
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#include "namehack.h"
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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/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/mersenne.h"
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#include "QF/qargs.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/scene/entity.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/GL/qf_explosions.h"
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#include "QF/GLSL/qf_particles.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_internal.h"
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//FIXME not part of GLES, but needed for GL
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#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
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# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#endif
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static GLushort *pVAindices;
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static partvert_t *particleVertexArray;
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static GLuint part_tex;
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static const char *particle_point_vert_effects[] =
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{
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"QuakeForge.Vertex.particle.point",
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0
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};
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static const char *particle_point_frag_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.palette",
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"QuakeForge.Fragment.particle.point",
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0
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};
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static const char *particle_textured_vert_effects[] =
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{
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"QuakeForge.Vertex.particle.textured",
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0
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};
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static const char *particle_textured_frag_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.palette",
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"QuakeForge.Fragment.particle.textured",
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0
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t vertex;
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shaderparam_t palette;
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shaderparam_t color;
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shaderparam_t fog;
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} quake_point = {
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0,
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{"mvp_mat", 1},
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{"vertex", 0},
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{"palette", 1},
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{"vcolor", 0},
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{"fog", 1},
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t st;
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shaderparam_t vertex;
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shaderparam_t color;
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shaderparam_t texture;
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shaderparam_t fog;
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} quake_part = {
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0,
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{"mvp_mat", 1},
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{"vst", 0},
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{"vertex", 0},
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{"vcolor", 0},
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{"texture", 1},
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{"fog", 1},
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};
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void
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glsl_R_InitParticles (void)
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{
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shader_t *vert_shader, *frag_shader;
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unsigned i;
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int vert;
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int frag;
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float v[2] = {0, 0};
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byte data[64][64][2];
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tex_t *tex;
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qfeglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
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qfeglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
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Sys_MaskPrintf (SYS_glsl, "point size: %g - %g\n", v[0], v[1]);
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vert_shader = GLSL_BuildShader (particle_point_vert_effects);
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frag_shader = GLSL_BuildShader (particle_point_frag_effects);
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vert = GLSL_CompileShader ("quakepnt.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quakepnt.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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quake_point.program = GLSL_LinkProgram ("quakepoint", vert, frag);
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GLSL_ResolveShaderParam (quake_point.program, &quake_point.mvp_matrix);
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GLSL_ResolveShaderParam (quake_point.program, &quake_point.vertex);
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GLSL_ResolveShaderParam (quake_point.program, &quake_point.palette);
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GLSL_ResolveShaderParam (quake_point.program, &quake_point.color);
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GLSL_ResolveShaderParam (quake_point.program, &quake_point.fog);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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vert_shader = GLSL_BuildShader (particle_textured_vert_effects);
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frag_shader = GLSL_BuildShader (particle_textured_frag_effects);
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vert = GLSL_CompileShader ("quakepar.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quakepar.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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quake_part.program = GLSL_LinkProgram ("quakepart", vert, frag);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.mvp_matrix);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.st);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.vertex);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.color);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.texture);
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GLSL_ResolveShaderParam (quake_part.program, &quake_part.fog);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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memset (data, 0, sizeof (data));
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qfeglGenTextures (1, &part_tex);
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qfeglBindTexture (GL_TEXTURE_2D, part_tex);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 64, 64, 0,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
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tex = R_DotParticleTexture ();
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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tex = R_SparkParticleTexture ();
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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tex = R_SmokeParticleTexture ();
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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if (particleVertexArray)
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free (particleVertexArray);
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particleVertexArray = calloc (r_maxparticles * 4, sizeof (partvert_t));
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if (pVAindices)
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free (pVAindices);
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pVAindices = calloc (r_maxparticles * 6, sizeof (GLushort));
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for (i = 0; i < r_maxparticles; i++) {
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pVAindices[i * 6 + 0] = i * 4 + 0;
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pVAindices[i * 6 + 1] = i * 4 + 1;
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pVAindices[i * 6 + 2] = i * 4 + 2;
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pVAindices[i * 6 + 3] = i * 4 + 0;
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pVAindices[i * 6 + 4] = i * 4 + 2;
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pVAindices[i * 6 + 5] = i * 4 + 3;
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}
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}
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static void
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draw_qf_particles (void)
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{
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byte *at;
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int vacount;
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float minparticledist, scale;
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vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
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partvert_t *VA;
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mat4f_t vp_mat;
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quat_t fog;
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mmulf (vp_mat, glsl_projection, glsl_view);
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qfeglDepthMask (GL_FALSE);
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qfeglUseProgram (quake_part.program);
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qfeglEnableVertexAttribArray (quake_part.vertex.location);
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qfeglEnableVertexAttribArray (quake_part.color.location);
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qfeglEnableVertexAttribArray (quake_part.st.location);
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glsl_Fog_GetColor (fog);
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fog[3] = glsl_Fog_GetDensity () / 64.0;
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qfeglUniform4fv (quake_part.fog.location, 1, fog);
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qfeglUniformMatrix4fv (quake_part.mvp_matrix.location, 1, false,
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&vp_mat[0][0]);
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qfeglUniform1i (quake_part.texture.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, part_tex);
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// LordHavoc: particles should not affect zbuffer
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qfeglDepthMask (GL_FALSE);
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minparticledist = DotProduct (r_refdef.viewposition, vpn) +
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r_particles_nearclip->value;
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vacount = 0;
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VA = particleVertexArray;
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vec4f_t gravity = {0, 0, -vr_data.gravity, 0};
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unsigned j = 0;
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for (unsigned i = 0; i < numparticles; i++) {
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particle_t *p = &particles[i];
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partparm_t *parm = &partparams[i];
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if (p->live <= 0 || p->ramp >= parm->ramp_max
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|| p->alpha <= 0 || p->scale <= 0) {
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continue;
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}
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const int *ramp = partramps[j];
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if (i > j) {
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particles[j] = *p;
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partparams[j] = *parm;
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partramps[j] = ramp;
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}
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p = &particles[j];
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parm = &partparams[j];
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j += 1;
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// Don't render particles too close to us.
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// Note, we must still do physics and such on them.
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if (!(DotProduct (p->pos, vpn) < minparticledist)) {
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at = (byte *) &d_8to24table[(byte) p->icolor];
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VA[0].color[0] = at[0];
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VA[0].color[1] = at[1];
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VA[0].color[2] = at[2];
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VA[0].color[3] = p->alpha * 255;
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memcpy (VA[1].color, VA[0].color, sizeof (VA[0].color));
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memcpy (VA[2].color, VA[0].color, sizeof (VA[0].color));
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memcpy (VA[3].color, VA[0].color, sizeof (VA[0].color));
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switch (p->tex) {
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case part_tex_dot:
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VA[0].texcoord[0] = 0.0;
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VA[0].texcoord[1] = 0.0;
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VA[1].texcoord[0] = 0.5;
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VA[1].texcoord[1] = 0.0;
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VA[2].texcoord[0] = 0.5;
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VA[2].texcoord[1] = 0.5;
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VA[3].texcoord[0] = 0.0;
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VA[3].texcoord[1] = 0.5;
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break;
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case part_tex_spark:
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VA[0].texcoord[0] = 0.5;
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VA[0].texcoord[1] = 0.0;
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VA[1].texcoord[0] = 1.0;
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VA[1].texcoord[1] = 0.0;
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VA[2].texcoord[0] = 1.0;
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VA[2].texcoord[1] = 0.5;
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VA[3].texcoord[0] = 0.5;
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VA[3].texcoord[1] = 0.5;
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break;
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case part_tex_smoke:
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VA[0].texcoord[0] = 0.0;
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VA[0].texcoord[1] = 0.5;
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VA[1].texcoord[0] = 0.5;
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VA[1].texcoord[1] = 0.5;
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VA[2].texcoord[0] = 0.5;
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VA[2].texcoord[1] = 1.0;
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VA[3].texcoord[0] = 0.0;
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VA[3].texcoord[1] = 1.0;
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break;
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}
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scale = p->scale;
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VectorScale (vup, scale, up_scale);
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VectorScale (vright, scale, right_scale);
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VectorAdd (right_scale, up_scale, up_right_scale);
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VectorSubtract (right_scale, up_scale, down_right_scale);
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VectorAdd (p->pos, down_right_scale, VA[0].vertex);
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VectorSubtract (p->pos, up_right_scale, VA[1].vertex);
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VectorSubtract (p->pos, down_right_scale, VA[2].vertex);
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VectorAdd (p->pos, up_right_scale, VA[3].vertex);
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VA += 4;
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vacount += 6;
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}
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float dT = vr_data.frametime;
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p->pos += dT * p->vel;
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p->vel += dT * (p->vel * parm->drag + gravity * parm->drag[3]);
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p->ramp += dT * parm->ramp;
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p->live -= dT;
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p->alpha -= dT * parm->alpha_rate;
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p->scale += dT * parm->scale_rate;
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if (ramp) {
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p->icolor = ramp[(int)p->ramp];
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}
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}
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numparticles = j;
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qfeglVertexAttribPointer (quake_part.vertex.location, 3, GL_FLOAT,
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0, sizeof (partvert_t),
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&particleVertexArray[0].vertex);
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qfeglVertexAttribPointer (quake_part.color.location, 4, GL_UNSIGNED_BYTE,
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1, sizeof (partvert_t),
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&particleVertexArray[0].color);
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qfeglVertexAttribPointer (quake_part.st.location, 2, GL_FLOAT,
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0, sizeof (partvert_t),
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&particleVertexArray[0].texcoord);
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qfeglDrawElements (GL_TRIANGLES, vacount, GL_UNSIGNED_SHORT, pVAindices);
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qfeglDepthMask (GL_TRUE);
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qfeglDisableVertexAttribArray (quake_part.vertex.location);
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qfeglDisableVertexAttribArray (quake_part.color.location);
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qfeglDisableVertexAttribArray (quake_part.st.location);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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}
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static void
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draw_id_particles (void)
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{
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int vacount;
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float minparticledist;
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partvert_t *VA;
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mat4f_t vp_mat;
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quat_t fog;
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mmulf (vp_mat, glsl_projection, glsl_view);
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// LordHavoc: particles should not affect zbuffer
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qfeglDepthMask (GL_FALSE);
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qfeglUseProgram (quake_point.program);
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qfeglEnableVertexAttribArray (quake_point.vertex.location);
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qfeglEnableVertexAttribArray (quake_point.color.location);
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qfeglUniformMatrix4fv (quake_point.mvp_matrix.location, 1, false,
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&vp_mat[0][0]);
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glsl_Fog_GetColor (fog);
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fog[3] = glsl_Fog_GetDensity () / 64.0;
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qfeglUniform4fv (quake_point.fog.location, 1, fog);
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qfeglUniform1i (quake_point.palette.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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minparticledist = DotProduct (r_refdef.viewposition, vpn) +
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r_particles_nearclip->value;
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vacount = 0;
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VA = particleVertexArray;
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vec4f_t gravity = {0, 0, -vr_data.gravity, 0};
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unsigned j = 0;
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for (unsigned i = 0; i < numparticles; i++) {
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particle_t *p = &particles[i];
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partparm_t *parm = &partparams[i];
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if (p->live <= 0 || p->ramp >= parm->ramp_max
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|| p->alpha <= 0 || p->scale <= 0) {
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continue;
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}
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const int *ramp = partramps[j];
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if (i > j) {
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particles[j] = *p;
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partparams[j] = *parm;
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partramps[j] = ramp;
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}
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p = &particles[j];
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parm = &partparams[j];
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j += 1;
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// Don't render particles too close to us.
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// Note, we must still do physics and such on them.
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if (!(DotProduct (p->pos, vpn) < minparticledist)) {
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VA[0].color[0] = (byte) p->icolor;
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VectorCopy (p->pos, VA[0].vertex);
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VA++;
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vacount++;
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}
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float dT = vr_data.frametime;
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p->pos += dT * p->vel;
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p->vel += dT * (p->vel * parm->drag + gravity * parm->drag[3]);
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p->ramp += dT * parm->ramp;
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p->live -= dT;
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p->alpha -= dT * parm->alpha_rate;
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p->scale += dT * parm->scale_rate;
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if (ramp) {
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p->icolor = ramp[(int)p->ramp];
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}
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}
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numparticles = j;
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qfeglVertexAttribPointer (quake_point.vertex.location, 3, GL_FLOAT,
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0, sizeof (partvert_t),
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&particleVertexArray[0].vertex);
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qfeglVertexAttribPointer (quake_point.color.location, 1, GL_UNSIGNED_BYTE,
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1, sizeof (partvert_t),
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&particleVertexArray[0].color);
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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 (void)
|
|
{
|
|
if (!r_particles->int_val || !numparticles)
|
|
return;
|
|
if (0/*FIXME r_particles_style->int_val*/) {
|
|
draw_qf_particles ();
|
|
} else {
|
|
draw_id_particles ();
|
|
}
|
|
}
|
|
|
|
static void
|
|
r_particles_nearclip_f (cvar_t *var)
|
|
{
|
|
Cvar_SetValue (r_particles_nearclip, bound (r_nearclip->value, var->value,
|
|
r_farclip->value));
|
|
}
|
|
|
|
static void
|
|
r_particles_f (cvar_t *var)
|
|
{
|
|
R_MaxParticlesCheck (var, r_particles_max);
|
|
}
|
|
|
|
static void
|
|
r_particles_max_f (cvar_t *var)
|
|
{
|
|
R_MaxParticlesCheck (r_particles, var);
|
|
}
|
|
|
|
void
|
|
glsl_R_Particles_Init_Cvars (void)
|
|
{
|
|
r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, r_particles_f,
|
|
"Toggles drawing of particles.");
|
|
r_particles_max = Cvar_Get ("r_particles_max", "2048", CVAR_ARCHIVE,
|
|
r_particles_max_f, "Maximum amount of "
|
|
"particles to display. No maximum, minimum "
|
|
"is 0.");
|
|
r_particles_nearclip = Cvar_Get ("r_particles_nearclip", "32",
|
|
CVAR_ARCHIVE, r_particles_nearclip_f,
|
|
"Distance of the particle near clipping "
|
|
"plane from the player.");
|
|
}
|