mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 16:37:30 +00:00
142 lines
3.6 KiB
C
142 lines
3.6 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/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_shared.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 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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{"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 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.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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