mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
18aae8205e
Finally, after a decade :P Looks pretty good, too, and is (almost) properly scaled to the resolution (almost because the effect is a little squashed, but I think the sw renderer does the same).
114 lines
2.6 KiB
C
114 lines
2.6 KiB
C
/*
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glsl_warp.c
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GLSL screen warp
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/24
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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 <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/sys.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_vid.h"
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#include "QF/GLSL/qf_warp.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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static const char *warp_vert_effects[] =
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{
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"QuakeForge.Vertex.fstri",
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0
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};
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static const char *warp_frag_effects[] =
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{
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.screen.warp",
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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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GLuint vao;
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shaderparam_t screenTex;
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shaderparam_t time;
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} warp = {
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.screenTex = {"screenTex", 1},
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.time = {"time", 1},
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};
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void
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glsl_InitWarp (void)
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{
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shader_t *vert_shader, *frag_shader;
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int vert;
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int frag;
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vert_shader = GLSL_BuildShader (warp_vert_effects);
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frag_shader = GLSL_BuildShader (warp_frag_effects);
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vert = GLSL_CompileShader ("scrwarp.vert", vert_shader, GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("scrwarp.frag", frag_shader, GL_FRAGMENT_SHADER);
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warp.program = GLSL_LinkProgram ("scrwarp", vert, frag);
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GLSL_ResolveShaderParam (warp.program, &warp.screenTex);
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GLSL_ResolveShaderParam (warp.program, &warp.time);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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qfeglCreateVertexArrays (1, &warp.vao);
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}
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void
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glsl_WarpScreen (framebuffer_t *fb)
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{
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qfeglUseProgram (warp.program);
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qfeglUniform1f (warp.time.location, vr_data.realtime);
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gl_framebuffer_t *buffer = fb->buffer;
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
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qfeglBindVertexArray (warp.vao);
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qfeglDrawArrays (GL_TRIANGLES, 0, 3);
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qfeglBindVertexArray (0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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}
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