mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-20 17:41:06 +00:00
db01650dac
Still work with gcc, of course, and I still need to fix them properly, but now they're actually slightly easier to find as they all have vec_t and FIXME on the same line.
308 lines
8.7 KiB
C
308 lines
8.7 KiB
C
/*
|
|
glsl_sprite.c
|
|
|
|
Sprite drawing support for GLSL
|
|
|
|
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
Date: 2011/12/30
|
|
|
|
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 "QF/cvar.h"
|
|
#include "QF/draw.h"
|
|
#include "QF/dstring.h"
|
|
#include "QF/quakefs.h"
|
|
#include "QF/sys.h"
|
|
#include "QF/vid.h"
|
|
|
|
#include "QF/scene/entity.h"
|
|
|
|
#include "QF/GLSL/defines.h"
|
|
#include "QF/GLSL/funcs.h"
|
|
#include "QF/GLSL/qf_sprite.h"
|
|
#include "QF/GLSL/qf_textures.h"
|
|
#include "QF/GLSL/qf_vid.h"
|
|
|
|
#include "r_internal.h"
|
|
|
|
static const char *sprite_vert_effects[] =
|
|
{
|
|
"QuakeForge.Vertex.sprite",
|
|
0
|
|
};
|
|
|
|
static const char *sprite_frag_effects[] =
|
|
{
|
|
"QuakeForge.Fragment.fog",
|
|
"QuakeForge.Fragment.palette",
|
|
"QuakeForge.Fragment.sprite",
|
|
0
|
|
};
|
|
|
|
//static float proj_matrix[16];
|
|
|
|
static struct {
|
|
int program;
|
|
shaderparam_t spritea;
|
|
shaderparam_t spriteb;
|
|
shaderparam_t palette;
|
|
shaderparam_t matrix;
|
|
shaderparam_t vertexa;
|
|
shaderparam_t vertexb;
|
|
shaderparam_t uvab;
|
|
shaderparam_t colora;
|
|
shaderparam_t colorb;
|
|
shaderparam_t blend;
|
|
shaderparam_t fog;
|
|
} quake_sprite = {
|
|
0,
|
|
{"spritea", 1},
|
|
{"spriteb", 1},
|
|
{"palette", 1},
|
|
{"mvp_mat", 1},
|
|
{"vertexa", 0},
|
|
{"vertexb", 0},
|
|
{"uvab", 0},
|
|
{"vcolora", 0},
|
|
{"vcolorb", 0},
|
|
{"vblend", 0},
|
|
{"fog", 1},
|
|
};
|
|
|
|
void
|
|
glsl_R_InitSprites (void)
|
|
{
|
|
shader_t *vert_shader, *frag_shader;
|
|
int frag, vert;
|
|
|
|
vert_shader = GLSL_BuildShader (sprite_vert_effects);
|
|
frag_shader = GLSL_BuildShader (sprite_frag_effects);
|
|
vert = GLSL_CompileShader ("quakespr.vert", vert_shader,
|
|
GL_VERTEX_SHADER);
|
|
frag = GLSL_CompileShader ("quakespr.frag", frag_shader,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_sprite.program = GLSL_LinkProgram ("quakespr", vert, frag);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spritea);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.spriteb);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.palette);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.matrix);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexa);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.vertexb);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colora);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.colorb);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.uvab);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.blend);
|
|
GLSL_ResolveShaderParam (quake_sprite.program, &quake_sprite.fog);
|
|
GLSL_FreeShader (vert_shader);
|
|
GLSL_FreeShader (frag_shader);
|
|
}
|
|
|
|
static void
|
|
R_GetSpriteFrames (entity_t *ent, msprite_t *sprite, mspriteframe_t **frame1,
|
|
mspriteframe_t **frame2, float *blend)
|
|
{
|
|
animation_t *animation = &ent->animation;
|
|
int framenum = animation->frame;
|
|
int pose;
|
|
int i, numframes;
|
|
float *intervals;
|
|
float frame_interval;
|
|
float fullinterval, targettime, time;
|
|
mspritegroup_t *group = 0;
|
|
mspriteframedesc_t *framedesc;
|
|
|
|
if (framenum >= sprite->numframes || framenum < 0)
|
|
framenum = 0;
|
|
|
|
framedesc = &sprite->frames[framenum];
|
|
if (framedesc->type == SPR_SINGLE) {
|
|
frame_interval = 0.1;
|
|
pose = framenum;
|
|
} else {
|
|
group = framedesc->group;
|
|
intervals = group->intervals;
|
|
numframes = group->numframes;
|
|
fullinterval = intervals[numframes - 1];
|
|
|
|
time = vr_data.realtime + animation->syncbase;
|
|
targettime = time - ((int) (time / fullinterval)) * fullinterval;
|
|
|
|
for (i = 0; i < numframes - 1; i++) {
|
|
if (intervals[i] > targettime)
|
|
break;
|
|
}
|
|
frame_interval = intervals[i];
|
|
if (i)
|
|
frame_interval = intervals[i - 1];
|
|
pose = i;
|
|
}
|
|
|
|
//FIXME this will break if the sprite changes between single frames and
|
|
//group frames.
|
|
*blend = R_EntityBlend (animation, pose, frame_interval);
|
|
if (group) {
|
|
*frame1 = group->frames[animation->pose1];
|
|
*frame2 = group->frames[animation->pose2];
|
|
} else {
|
|
*frame1 = sprite->frames[animation->pose1].frame;
|
|
*frame2 = sprite->frames[animation->pose2].frame;
|
|
}
|
|
}
|
|
|
|
static void
|
|
make_quad (mspriteframe_t *frame, vec4f_t origin, vec4f_t sright, vec4f_t sup, float verts[6][3])
|
|
{
|
|
vec4f_t left, up, right, down;
|
|
vec4f_t ul, ur, ll, lr;
|
|
|
|
// build the sprite poster in worldspace
|
|
// first, rotate the sprite axes into world space
|
|
right = frame->right * sright;
|
|
up = frame->up * sup;
|
|
left = frame->left * sright;
|
|
down = frame->down * sup;
|
|
// next, build the sprite corners from the axes
|
|
ul = up + left;
|
|
ur = up + right;
|
|
ll = down + left;
|
|
lr = down + right;
|
|
// finally, translate the sprite corners, creating two triangles
|
|
VectorAdd (origin, ul, verts[0]); // first triangle
|
|
VectorAdd (origin, ur, verts[1]);
|
|
VectorAdd (origin, lr, verts[2]);
|
|
VectorAdd (origin, ul, verts[3]); // second triangle
|
|
VectorAdd (origin, lr, verts[4]);
|
|
VectorAdd (origin, ll, verts[5]);
|
|
}
|
|
|
|
void
|
|
glsl_R_DrawSprite (entity_t *ent)
|
|
{
|
|
msprite_t *sprite = (msprite_t *) ent->renderer.model->cache.data;
|
|
mspriteframe_t *frame1, *frame2;
|
|
float blend;
|
|
vec4f_t cameravec = {};
|
|
vec4f_t spn = {}, sright = {}, sup = {};
|
|
static quat_t color = { 1, 1, 1, 1};
|
|
float vertsa[6][3], vertsb[6][3];
|
|
static float uvab[6][4] = {
|
|
{ 0, 0, 0, 0 },
|
|
{ 1, 0, 1, 0 },
|
|
{ 1, 1, 1, 1 },
|
|
{ 0, 0, 0, 0 },
|
|
{ 1, 1, 1, 1 },
|
|
{ 0, 1, 0, 1 },
|
|
};
|
|
|
|
vec4f_t origin = Transform_GetWorldPosition (ent->transform);
|
|
cameravec = r_refdef.frame.position - origin;
|
|
|
|
if (!R_BillboardFrame (ent, sprite->type, cameravec, &sup, &sright, &spn)) {
|
|
// the orientation is undefined so can't draw the sprite
|
|
return;
|
|
}
|
|
|
|
R_GetSpriteFrames (ent, sprite, &frame1, &frame2, &blend);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglBindTexture (GL_TEXTURE_2D, frame1->gl_texturenum);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglBindTexture (GL_TEXTURE_2D, frame2->gl_texturenum);
|
|
|
|
qfeglVertexAttrib4fv (quake_sprite.colora.location, color);
|
|
qfeglVertexAttrib4fv (quake_sprite.colorb.location, color);
|
|
qfeglVertexAttrib1f (quake_sprite.blend.location, blend);
|
|
|
|
make_quad (frame1, origin, sright, sup, vertsa);
|
|
make_quad (frame2, origin, sright, sup, vertsb);
|
|
|
|
qfeglVertexAttribPointer (quake_sprite.vertexa.location, 3, GL_FLOAT,
|
|
0, 0, vertsa);
|
|
qfeglVertexAttribPointer (quake_sprite.vertexb.location, 3, GL_FLOAT,
|
|
0, 0, vertsb);
|
|
qfeglVertexAttribPointer (quake_sprite.uvab.location, 4, GL_FLOAT,
|
|
0, 0, uvab);
|
|
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
|
|
}
|
|
|
|
// All sprites are drawn in a batch, so avoid thrashing the gl state
|
|
void
|
|
glsl_R_SpriteBegin (void)
|
|
{
|
|
mat4f_t mat;
|
|
quat_t fog;
|
|
|
|
qfeglUseProgram (quake_sprite.program);
|
|
qfeglEnableVertexAttribArray (quake_sprite.vertexa.location);
|
|
qfeglEnableVertexAttribArray (quake_sprite.vertexb.location);
|
|
qfeglEnableVertexAttribArray (quake_sprite.uvab.location);
|
|
qfeglDisableVertexAttribArray (quake_sprite.colora.location);
|
|
qfeglDisableVertexAttribArray (quake_sprite.colorb.location);
|
|
qfeglDisableVertexAttribArray (quake_sprite.blend.location);
|
|
|
|
Fog_GetColor (fog);
|
|
fog[3] = Fog_GetDensity () / 64.0;
|
|
qfeglUniform4fv (quake_sprite.fog.location, 1, fog);
|
|
|
|
qfeglUniform1i (quake_sprite.spritea.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglUniform1i (quake_sprite.spriteb.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglUniform1i (quake_sprite.palette.location, 2);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
|
|
|
mmulf (mat, glsl_projection, glsl_view);
|
|
qfeglUniformMatrix4fv (quake_sprite.matrix.location, 1, false, (vec_t*)&mat[0]);//FIXME
|
|
}
|
|
|
|
void
|
|
glsl_R_SpriteEnd (void)
|
|
{
|
|
qfeglDisableVertexAttribArray (quake_sprite.vertexa.location);
|
|
qfeglDisableVertexAttribArray (quake_sprite.vertexb.location);
|
|
qfeglDisableVertexAttribArray (quake_sprite.uvab.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);
|
|
}
|