quakeforge/libs/video/renderer/glsl/glsl_particles.c
Bill Currie 25e6865fa5 [glsl] Update particle arrays when maximum changes
The cvar setup for particles is a bit wonky in that the arrays get
initialized using the default max particle count but never updated.
Though things could be improved some more, this solution works (and has
been more or less copied to gl, but I couldn't reproduce the crash
there, or even the valgrind error).
2022-03-25 14:48:01 +09:00

467 lines
13 KiB
C

/*
glsl_particles.c
OpenGL particle system.
Copyright (C) 1996-1997 Id Software, Inc.
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 <stdlib.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/mersenne.h"
#include "QF/qargs.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/scene/entity.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
//#include "QF/GL/qf_explosions.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
//FIXME not part of GLES, but needed for GL
#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
# define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#endif
static uint32_t maxparticles;
static GLushort *pVAindices;
static partvert_t *particleVertexArray;
static GLuint part_tex;
static const char *particle_point_vert_effects[] =
{
"QuakeForge.Vertex.particle.point",
0
};
static const char *particle_point_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.point",
0
};
static const char *particle_textured_vert_effects[] =
{
"QuakeForge.Vertex.particle.textured",
0
};
static const char *particle_textured_frag_effects[] =
{
"QuakeForge.Fragment.fog",
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.particle.textured",
0
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t color;
shaderparam_t fog;
} quake_point = {
0,
{"mvp_mat", 1},
{"vertex", 0},
{"palette", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t st;
shaderparam_t vertex;
shaderparam_t color;
shaderparam_t texture;
shaderparam_t fog;
} quake_part = {
0,
{"mvp_mat", 1},
{"vst", 0},
{"vertex", 0},
{"vcolor", 0},
{"texture", 1},
{"fog", 1},
};
static void
alloc_arrays (psystem_t *ps)
{
if (ps->maxparticles > maxparticles) {
maxparticles = ps->maxparticles;
if (particleVertexArray)
free (particleVertexArray);
particleVertexArray = calloc (ps->maxparticles * 4,
sizeof (partvert_t));
if (pVAindices)
free (pVAindices);
pVAindices = calloc (ps->maxparticles * 6, sizeof (GLushort));
for (uint32_t i = 0; i < ps->maxparticles; i++) {
pVAindices[i * 6 + 0] = i * 4 + 0;
pVAindices[i * 6 + 1] = i * 4 + 1;
pVAindices[i * 6 + 2] = i * 4 + 2;
pVAindices[i * 6 + 3] = i * 4 + 0;
pVAindices[i * 6 + 4] = i * 4 + 2;
pVAindices[i * 6 + 5] = i * 4 + 3;
}
}
}
void
glsl_R_InitParticles (void)
{
shader_t *vert_shader, *frag_shader;
int vert;
int frag;
float v[2] = {0, 0};
byte data[64][64][2];
tex_t *tex;
qfeglEnable (GL_VERTEX_PROGRAM_POINT_SIZE);
qfeglGetFloatv (GL_ALIASED_POINT_SIZE_RANGE, v);
Sys_MaskPrintf (SYS_glsl, "point size: %g - %g\n", v[0], v[1]);
vert_shader = GLSL_BuildShader (particle_point_vert_effects);
frag_shader = GLSL_BuildShader (particle_point_frag_effects);
vert = GLSL_CompileShader ("quakepnt.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepnt.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_point.program = GLSL_LinkProgram ("quakepoint", vert, frag);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.mvp_matrix);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.vertex);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.palette);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.color);
GLSL_ResolveShaderParam (quake_point.program, &quake_point.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
vert_shader = GLSL_BuildShader (particle_textured_vert_effects);
frag_shader = GLSL_BuildShader (particle_textured_frag_effects);
vert = GLSL_CompileShader ("quakepar.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakepar.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_part.program = GLSL_LinkProgram ("quakepart", vert, frag);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.mvp_matrix);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.st);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.vertex);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.color);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.texture);
GLSL_ResolveShaderParam (quake_part.program, &quake_part.fog);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
memset (data, 0, sizeof (data));
qfeglGenTextures (1, &part_tex);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, 64, 64, 0,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
tex = R_DotParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SparkParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
tex = R_SmokeParticleTexture ();
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
alloc_arrays (&r_psystem);
}
static void
draw_qf_particles (psystem_t *psystem)
{
byte *at;
int vacount;
float minparticledist, scale;
vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_part.program);
qfeglEnableVertexAttribArray (quake_part.vertex.location);
qfeglEnableVertexAttribArray (quake_part.color.location);
qfeglEnableVertexAttribArray (quake_part.st.location);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_part.fog.location, 1, fog);
qfeglUniformMatrix4fv (quake_part.mvp_matrix.location, 1, false,
&vp_mat[0][0]);
qfeglUniform1i (quake_part.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, part_tex);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward) +
r_particles_nearclip->value;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
at = (byte *) &d_8to24table[(byte) p->icolor];
VA[0].color[0] = at[0];
VA[0].color[1] = at[1];
VA[0].color[2] = at[2];
VA[0].color[3] = p->alpha * 255;
memcpy (VA[1].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[2].color, VA[0].color, sizeof (VA[0].color));
memcpy (VA[3].color, VA[0].color, sizeof (VA[0].color));
switch (p->tex) {
case part_tex_dot:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_spark:
VA[0].texcoord[0] = 0.5;
VA[0].texcoord[1] = 0.0;
VA[1].texcoord[0] = 1.0;
VA[1].texcoord[1] = 0.0;
VA[2].texcoord[0] = 1.0;
VA[2].texcoord[1] = 0.5;
VA[3].texcoord[0] = 0.5;
VA[3].texcoord[1] = 0.5;
break;
case part_tex_smoke:
VA[0].texcoord[0] = 0.0;
VA[0].texcoord[1] = 0.5;
VA[1].texcoord[0] = 0.5;
VA[1].texcoord[1] = 0.5;
VA[2].texcoord[0] = 0.5;
VA[2].texcoord[1] = 1.0;
VA[3].texcoord[0] = 0.0;
VA[3].texcoord[1] = 1.0;
break;
}
scale = p->scale;
VectorScale (r_refdef.frame.up, scale, up_scale);
VectorScale (r_refdef.frame.right, scale, right_scale);
VectorAdd (right_scale, up_scale, up_right_scale);
VectorSubtract (right_scale, up_scale, down_right_scale);
VectorAdd (p->pos, down_right_scale, VA[0].vertex);
VectorSubtract (p->pos, up_right_scale, VA[1].vertex);
VectorSubtract (p->pos, down_right_scale, VA[2].vertex);
VectorAdd (p->pos, up_right_scale, VA[3].vertex);
VA += 4;
vacount += 6;
}
}
qfeglVertexAttribPointer (quake_part.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_part.color.location, 4, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
qfeglVertexAttribPointer (quake_part.st.location, 2, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].texcoord);
qfeglDrawElements (GL_TRIANGLES, vacount, GL_UNSIGNED_SHORT, pVAindices);
qfeglDepthMask (GL_TRUE);
qfeglDisableVertexAttribArray (quake_part.vertex.location);
qfeglDisableVertexAttribArray (quake_part.color.location);
qfeglDisableVertexAttribArray (quake_part.st.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
}
static void
draw_id_particles (psystem_t *psystem)
{
int vacount;
float minparticledist;
partvert_t *VA;
mat4f_t vp_mat;
quat_t fog;
mmulf (vp_mat, glsl_projection, glsl_view);
// LordHavoc: particles should not affect zbuffer
qfeglDepthMask (GL_FALSE);
qfeglUseProgram (quake_point.program);
qfeglEnableVertexAttribArray (quake_point.vertex.location);
qfeglEnableVertexAttribArray (quake_point.color.location);
qfeglUniformMatrix4fv (quake_point.mvp_matrix.location, 1, false,
&vp_mat[0][0]);
Fog_GetColor (fog);
fog[3] = Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_point.fog.location, 1, fog);
qfeglUniform1i (quake_point.palette.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
minparticledist = DotProduct (r_refdef.frame.position,
r_refdef.frame.forward) +
r_particles_nearclip->value;
vacount = 0;
VA = particleVertexArray;
for (unsigned i = 0; i < psystem->numparticles; i++) {
particle_t *p = &psystem->particles[i];
// Don't render particles too close to us.
// Note, we must still do physics and such on them.
if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
VA[0].color[0] = (byte) p->icolor;
VectorCopy (p->pos, VA[0].vertex);
VA++;
vacount++;
}
}
qfeglVertexAttribPointer (quake_point.vertex.location, 3, GL_FLOAT,
0, sizeof (partvert_t),
&particleVertexArray[0].vertex);
qfeglVertexAttribPointer (quake_point.color.location, 1, GL_UNSIGNED_BYTE,
1, sizeof (partvert_t),
&particleVertexArray[0].color);
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 (psystem_t *psystem)
{
if (!psystem->numparticles) {
return;
}
if (!psystem->points_only) {
draw_qf_particles (psystem);
} else {
draw_id_particles (psystem);
}
}
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);
alloc_arrays (&r_psystem);
}
static void
r_particles_max_f (cvar_t *var)
{
R_MaxParticlesCheck (r_particles, var);
alloc_arrays (&r_psystem);
}
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.");
}
psystem_t * __attribute__((const))//FIXME
glsl_ParticleSystem (void)
{
return &r_psystem;
}