quakeforge/libs/video/renderer/vid_render_glsl.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

511 lines
12 KiB
C

/*
vid_render_glsl.c
GLSL version of the renderer
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/plugin/general.h"
#include "QF/plugin/vid_render.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_fisheye.h"
#include "QF/GLSL/qf_main.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_vid.h"
#include "QF/GLSL/qf_warp.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_gl.h"
gl_ctx_t *glsl_ctx;
static void
glsl_vid_render_choose_visual (void *data)
{
glsl_ctx->choose_visual (glsl_ctx);
}
static void
glsl_vid_render_create_context (void *data)
{
glsl_ctx->create_context (glsl_ctx, 1);
}
static vid_model_funcs_t model_funcs = {
sizeof (glsltex_t),
glsl_Mod_LoadLighting,
0,//Mod_SubdivideSurface,
glsl_Mod_ProcessTexture,
Mod_LoadIQM,
Mod_LoadAliasModel,
Mod_LoadSpriteModel,
glsl_Mod_MakeAliasModelDisplayLists,
glsl_Mod_LoadSkin,
glsl_Mod_FinalizeAliasModel,
glsl_Mod_LoadExternalSkins,
glsl_Mod_IQMFinish,
0,
glsl_Mod_SpriteLoadFrames,
Skin_SetColormap,
Skin_SetSkin,
glsl_Skin_SetupSkin,
Skin_SetTranslation,
glsl_Skin_ProcessTranslation,
glsl_Skin_InitTranslations,
};
static void
glsl_vid_render_init (void)
{
if (!vr_data.vid->vid_internal->sw_context) {
Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program.");
}
glsl_ctx = vr_data.vid->vid_internal->gl_context ();
glsl_ctx->init_gl = GLSL_Init_Common;
glsl_ctx->load_gl ();
vr_data.vid->vid_internal->data = glsl_ctx;
vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
vr_funcs = &glsl_vid_render_funcs;
m_funcs = &model_funcs;
}
static void
glsl_vid_render_shutdown (void)
{
}
static unsigned int GLErr_InvalidEnum;
static unsigned int GLErr_InvalidValue;
static unsigned int GLErr_InvalidOperation;
static unsigned int GLErr_OutOfMemory;
static unsigned int GLErr_Unknown;
static unsigned int
R_TestErrors (unsigned int numerous)
{
switch (qfeglGetError ()) {
case GL_NO_ERROR:
return numerous;
break;
case GL_INVALID_ENUM:
GLErr_InvalidEnum++;
R_TestErrors (numerous++);
break;
case GL_INVALID_VALUE:
GLErr_InvalidValue++;
R_TestErrors (numerous++);
break;
case GL_INVALID_OPERATION:
GLErr_InvalidOperation++;
R_TestErrors (numerous++);
break;
case GL_OUT_OF_MEMORY:
GLErr_OutOfMemory++;
R_TestErrors (numerous++);
break;
default:
GLErr_Unknown++;
R_TestErrors (numerous++);
break;
}
return numerous;
}
static void
R_DisplayErrors (void)
{
if (GLErr_InvalidEnum)
printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
if (GLErr_InvalidValue)
printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
if (GLErr_InvalidOperation)
printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
if (GLErr_OutOfMemory)
printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
if (GLErr_Unknown)
printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
}
static void
R_ClearErrors (void)
{
GLErr_InvalidEnum = 0;
GLErr_InvalidValue = 0;
GLErr_InvalidOperation = 0;
GLErr_OutOfMemory = 0;
GLErr_Unknown = 0;
}
static void
glsl_begin_frame (void)
{
if (R_TestErrors (0))
R_DisplayErrors ();
R_ClearErrors ();
if (glsl_ctx->begun) {
glsl_ctx->begun = 0;
glsl_ctx->end_rendering ();
}
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in glsl mode
vr_data.scr_copyeverything = 1;
qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glsl_ctx->begun = 1;
GLSL_Set2D ();
GLSL_DrawReset ();
if (r_refdef.vrect.x > 0) {
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int vh = vid.height - vr_data.lineadj;
// left
glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh);
// right
glsl_Draw_TileClear (rx, 0, vid.width - rx, vh);
}
if (r_refdef.vrect.y > 0) {
int lx = r_refdef.vrect.x;
int ty = r_refdef.vrect.y;
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int by = r_refdef.vrect.y + r_refdef.vrect.height;
int vh = vid.height - vr_data.lineadj;
// top
glsl_Draw_TileClear (lx, 0, rx, ty);
// bottom
glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by);
}
}
static void
glsl_render_view (void)
{
qfeglClear (GL_DEPTH_BUFFER_BIT);
glsl_R_RenderView ();
}
static void
glsl_draw_transparent (void)
{
glsl_R_DrawWaterSurfaces ();
}
static void glsl_bind_framebuffer (framebuffer_t *fb);
static void
glsl_post_process (framebuffer_t *src)
{
if (scr_fisheye) {
glsl_FisheyeScreen (src);
} else if (r_dowarp) {
glsl_WarpScreen (src);
}
}
static void
glsl_set_2d (int scaled)
{
if (scaled) {
GLSL_Set2DScaled ();
} else {
GLSL_Set2D ();
}
}
static void
glsl_end_frame (void)
{
GLSL_FlushText ();
GLSL_End2D ();
qfeglFlush ();
}
static framebuffer_t *
glsl_create_cube_map (int side)
{
GLuint tex[2];
qfeglGenTextures (2, tex);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]);
for (int i = 0; i < 6; i++) {
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindTexture (GL_TEXTURE_2D, tex[1]);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
size_t size = sizeof (framebuffer_t) * 6;
size += sizeof (gl_framebuffer_t) * 6;
framebuffer_t *cube = malloc (size);
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
for (int i = 0; i < 6; i++) {
cube[i].width = side;
cube[i].height = side;
__auto_type buffer = buffer_base + i;
cube[i].buffer = buffer;
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglGenFramebuffers (1, &buffer->handle);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
}
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return cube;
}
static framebuffer_t *
glsl_create_frame_buffer (int width, int height)
{
size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
framebuffer_t *fb = malloc (size);
fb->width = width;
fb->height = height;
__auto_type buffer = (gl_framebuffer_t *) &fb[1];
fb->buffer = buffer;
qfeglGenFramebuffers (1, &buffer->handle);
GLuint tex[2];
qfeglGenTextures (2, tex);
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindTexture (GL_TEXTURE_2D, buffer->depth);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return fb;
}
static void
glsl_bind_framebuffer (framebuffer_t *framebuffer)
{
unsigned width = vr_data.vid->width;
unsigned height = vr_data.vid->height;
if (!framebuffer) {
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
} else {
gl_framebuffer_t *buffer = framebuffer->buffer;
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
width = framebuffer->width;
height = framebuffer->height;
}
vrect_t r = { 0, 0, width, height };
R_SetVrect (&r, &r_refdef.vrect, 0);
}
static void
glsl_set_viewport (const vrect_t *view)
{
int x = view->x;
int y = vid.height - (view->y + view->height); //FIXME vid.height
int w = view->width;
int h = view->height;
qfeglViewport (x, y, w, h);
}
static void
glsl_set_fov (float x, float y)
{
float neard, fard;
mat4f_t proj;
neard = r_nearclip;
fard = r_farclip;
// NOTE columns!
proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
// convert 0..1 depth buffer range to -1..1
static mat4f_t depth_range = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 2, 0},
{ 0, 0,-1, 1},
};
mmulf (glsl_ctx->projection, depth_range, proj);
}
static void
glsl_capture_screen (capfunc_t callback, void *data)
{
int count = vid.width * vid.height;
tex_t *tex = malloc (sizeof (tex_t) + count * 3);
if (tex) {
tex->data = (byte *) (tex + 1);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
tex->flagbits = 0;
tex->loaded = 1;
tex->flipped = 1;
qfeglReadPixels (0, 0, tex->width, tex->height, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
}
callback (tex, data);
}
vid_render_funcs_t glsl_vid_render_funcs = {
glsl_vid_render_init,
glsl_Draw_Character,
glsl_Draw_String,
glsl_Draw_nString,
glsl_Draw_AltString,
glsl_Draw_ConsoleBackground,
glsl_Draw_Crosshair,
glsl_Draw_CrosshairAt,
glsl_Draw_TileClear,
glsl_Draw_Fill,
glsl_Draw_TextBox,
glsl_Draw_FadeScreen,
glsl_Draw_BlendScreen,
glsl_Draw_CachePic,
glsl_Draw_UncachePic,
glsl_Draw_MakePic,
glsl_Draw_DestroyPic,
glsl_Draw_PicFromWad,
glsl_Draw_Pic,
glsl_Draw_Picf,
glsl_Draw_SubPic,
glsl_ParticleSystem,
glsl_R_Init,
glsl_R_ClearState,
glsl_R_LoadSkys,
glsl_R_NewMap,
glsl_R_LineGraph,
glsl_begin_frame,
glsl_render_view,
glsl_R_RenderEntities,
glsl_R_DrawParticles,
glsl_draw_transparent,
glsl_post_process,
glsl_set_2d,
glsl_end_frame,
glsl_create_cube_map,
glsl_create_frame_buffer,
glsl_bind_framebuffer,
glsl_set_viewport,
glsl_set_fov,
glsl_capture_screen,
&model_funcs
};
static general_funcs_t plugin_info_general_funcs = {
.shutdown = glsl_vid_render_shutdown,
};
static general_data_t plugin_info_general_data;
static plugin_funcs_t plugin_info_funcs = {
.general = &plugin_info_general_funcs,
.vid_render = &glsl_vid_render_funcs,
};
static plugin_data_t plugin_info_data = {
.general = &plugin_info_general_data,
.vid_render = &vid_render_data,
};
static plugin_t plugin_info = {
qfp_vid_render,
0,
QFPLUGIN_VERSION,
"0.1",
"GLSL Renderer",
"Copyright (C) 1996-1997 Id Software, Inc.\n"
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
PLUGIN_INFO(vid_render, glsl)
{
return &plugin_info;
}