quakeforge/libs/video/renderer/glsl/glsl_bsp.c
Bill Currie 43702580f5 Clear the texture element chain after drawing.
It was properly cleared after drawing water chains and sky chains, but I
had missed normal surfaces. It took the use of the same texture for both
normal surfaces and water surfaces to trigger the bug. Thanks go to Simon
'Sock' O'Callaghan and his In The Shadows mod.
2013-01-06 20:05:59 +09:00

1427 lines
37 KiB
C

/*
glsl_bsp.c
GLSL bsps
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/7
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
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vrect.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
typedef struct {
GLushort count;
GLushort indices[1];
} glslpoly_t;
#define ALLOC_CHUNK 64
static instsurf_t *waterchain = NULL;
static instsurf_t **waterchain_tail = &waterchain;
static instsurf_t *sky_chain;
static instsurf_t **sky_chain_tail = &sky_chain;
static texture_t **r_texture_chains;
static int r_num_texture_chains;
static int max_texture_chains;
// for world and non-instance models
static instsurf_t *static_instsurfs;
static instsurf_t **static_instsurfs_tail = &static_instsurfs;
static instsurf_t *free_static_instsurfs;
// for instance models
static elechain_t *elechains;
static elechain_t **elechains_tail = &elechains;
static elechain_t *free_elechains;
static elements_t *elementss;
static elements_t **elementss_tail = &elementss;
static elements_t *free_elementss;
static instsurf_t *instsurfs;
static instsurf_t **instsurfs_tail = &instsurfs;
static instsurf_t *free_instsurfs;
static GLuint bsp_vbo;
static mat4_t bsp_vp;
static GLuint skybox_tex;
static qboolean skybox_loaded;
static quat_t sky_rotation[2];
static quat_t sky_velocity;
static quat_t sky_fix;
static double sky_time;
static quat_t default_color = { 1, 1, 1, 1 };
static quat_t last_color;
static const char quakebsp_vert[] =
#include "quakebsp.vc"
;
static const char quakebsp_frag[] =
#include "quakebsp.fc"
;
static const char quaketurb_frag[] =
#include "quaketrb.fc"
;
static const char quakesky_vert[] =
#include "quakesky.vc"
;
static const char quakeskyid_frag[] =
#include "quakeski.fc"
;
static const char quakeskybox_frag[] =
#include "quakeskb.fc"
;
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t tlst;
shaderparam_t vertex;
shaderparam_t colormap;
shaderparam_t texture;
shaderparam_t lightmap;
shaderparam_t color;
shaderparam_t fog;
} quake_bsp = {
0,
{"mvp_mat", 1},
{"tlst", 0},
{"vertex", 0},
{"colormap", 1},
{"texture", 1},
{"lightmap", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t tlst;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t texture;
shaderparam_t realtime;
shaderparam_t color;
shaderparam_t fog;
} quake_turb = {
0,
{"mvp_mat", 1},
{"tlst", 0},
{"vertex", 0},
{"palette", 1},
{"texture", 1},
{"realtime", 1},
{"vcolor", 0},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t sky_matrix;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t solid;
shaderparam_t trans;
shaderparam_t realtime;
shaderparam_t fog;
} quake_skyid = {
0,
{"mvp_mat", 1},
{"sky_mat", 1},
{"vertex", 0},
{"palette", 1},
{"solid", 1},
{"trans", 1},
{"realtime", 1},
{"fog", 1},
};
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t sky_matrix;
shaderparam_t vertex;
shaderparam_t sky;
shaderparam_t fog;
} quake_skybox = {
0,
{"mvp_mat", 1},
{"sky_mat", 1},
{"vertex", 0},
{"sky", 1},
{"fog", 1},
};
static struct {
shaderparam_t *mvp_matrix;
shaderparam_t *sky_matrix;
shaderparam_t *vertex;
shaderparam_t *fog;
} sky_params;
#define CHAIN_SURF_F2B(surf,chain) \
do { \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
(surf)->tinst = inst = get_instsurf (); \
inst->surface = (surf); \
*(chain##_tail) = inst; \
(chain##_tail) = &inst->tex_chain; \
*(chain##_tail) = 0; \
} while (0)
#define CHAIN_SURF_B2F(surf,chain) \
do { \
instsurf_t *inst = (surf)->instsurf; \
if (__builtin_expect(!inst, 1)) \
(surf)->tinst = inst = get_instsurf (); \
inst->surface = (surf); \
inst->tex_chain = (chain); \
(chain) = inst; \
} while (0)
#define GET_RELEASE(type,name) \
static inline type * \
get_##name (void) \
{ \
type *ele; \
if (!free_##name##s) { \
int i; \
free_##name##s = calloc (ALLOC_CHUNK, sizeof (type)); \
for (i = 0; i < ALLOC_CHUNK - 1; i++) \
free_##name##s[i]._next = &free_##name##s[i + 1]; \
} \
ele = free_##name##s; \
free_##name##s = ele->_next; \
ele->_next = 0; \
*name##s_tail = ele; \
name##s_tail = &ele->_next; \
return ele; \
} \
static inline void \
release_##name##s (void) \
{ \
if (name##s) { \
*name##s_tail = free_##name##s; \
free_##name##s = name##s; \
name##s = 0; \
name##s_tail = &name##s; \
} \
}
GET_RELEASE (elechain_t, elechain)
GET_RELEASE (elements_t, elements)
GET_RELEASE (instsurf_t, static_instsurf)
GET_RELEASE (instsurf_t, instsurf)
void
glsl_R_AddTexture (texture_t *tex)
{
int i;
if (r_num_texture_chains == max_texture_chains) {
max_texture_chains += 64;
r_texture_chains = realloc (r_texture_chains,
max_texture_chains * sizeof (texture_t *));
for (i = r_num_texture_chains; i < max_texture_chains; i++)
r_texture_chains[i] = 0;
}
r_texture_chains[r_num_texture_chains++] = tex;
tex->tex_chain = 0;
tex->tex_chain_tail = &tex->tex_chain;
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
void
glsl_R_InitSurfaceChains (model_t *model)
{
int i;
release_static_instsurfs ();
release_instsurfs ();
for (i = 0; i < model->nummodelsurfaces; i++) {
model->surfaces[i].instsurf = get_static_instsurf ();
model->surfaces[i].instsurf->surface = &model->surfaces[i];
}
}
static inline void
clear_tex_chain (texture_t *tex)
{
tex->tex_chain = 0;
tex->tex_chain_tail = &tex->tex_chain;
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
static void
clear_texture_chains (void)
{
int i;
for (i = 0; i < r_num_texture_chains; i++) {
if (!r_texture_chains[i])
continue;
clear_tex_chain (r_texture_chains[i]);
}
clear_tex_chain (r_notexture_mip);
release_elechains ();
release_elementss ();
release_instsurfs ();
}
void
glsl_R_ClearElements (void)
{
release_elechains ();
release_elementss ();
}
static void
update_lightmap (msurface_t *surf)
{
int maps;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps])
goto dynamic;
if ((surf->dlightframe == r_framecount) || surf->cached_dlight) {
dynamic:
if (r_dynamic->int_val)
glsl_R_BuildLightMap (surf);
}
}
static inline void
chain_surface (msurface_t *surf, vec_t *transform, float *color)
{
instsurf_t *is;
if (surf->flags & SURF_DRAWSKY) {
CHAIN_SURF_F2B (surf, sky_chain);
} else if ((surf->flags & SURF_DRAWTURB) || (color && color[3] < 1.0)) {
CHAIN_SURF_B2F (surf, waterchain);
} else {
texture_t *tex;
if (!surf->texinfo->texture->anim_total)
tex = surf->texinfo->texture;
else
tex = R_TextureAnimation (surf);
CHAIN_SURF_F2B (surf, tex->tex_chain);
update_lightmap (surf);
}
if (!(is = surf->instsurf))
is = surf->tinst;
is->transform = transform;
is->color = color;
}
static void
register_textures (model_t *model)
{
int i;
texture_t *tex;
for (i = 0; i < model->numtextures; i++) {
tex = model->textures[i];
if (!tex)
continue;
glsl_R_AddTexture (tex);
}
}
void
glsl_R_ClearTextures (void)
{
r_num_texture_chains = 0;
}
void
glsl_R_RegisterTextures (model_t **models, int num_models)
{
int i;
model_t *m;
glsl_R_ClearTextures ();
glsl_R_InitSurfaceChains (r_worldentity.model);
glsl_R_AddTexture (r_notexture_mip);
register_textures (r_worldentity.model);
for (i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->name == '*')
continue;
// world has already been done, not interested in non-brush models
if (m == r_worldentity.model || m->type != mod_brush)
continue;
m->numsubmodels = 1; // no support for submodels in non-world model
register_textures (m);
}
}
static elechain_t *
add_elechain (texture_t *tex, int ec_index)
{
elechain_t *ec;
ec = get_elechain ();
ec->elements = get_elements ();
ec->index = ec_index;
ec->transform = 0;
ec->color = 0;
*tex->elechain_tail = ec;
tex->elechain_tail = &ec->next;
return ec;
}
static void
build_surf_displist (model_t **models, msurface_t *fa, int base,
dstring_t *vert_list)
{
int numverts;
int numtris;
int numindices;
int i;
vec_t *vec;
mvertex_t *vertices;
medge_t *edges;
int *surfedges;
int index;
bspvert_t *verts;
glslpoly_t *poly;
GLushort *ind;
float s, t;
if (fa->ec_index < 0) {
vertices = models[-fa->ec_index - 1]->vertexes;
edges = models[-fa->ec_index - 1]->edges;
surfedges = models[-fa->ec_index - 1]->surfedges;
} else {
vertices = r_worldentity.model->vertexes;
edges = r_worldentity.model->edges;
surfedges = r_worldentity.model->surfedges;
}
numverts = fa->numedges;
numtris = numverts - 2;
numindices = numtris * 3;
verts = alloca (numverts * sizeof (bspvert_t));
poly = malloc (field_offset (glslpoly_t, indices[numindices]));
poly->count = numindices;
for (i = 0, ind = poly->indices; i < numtris; i++) {
*ind++ = base;
*ind++ = base + i + 1;
*ind++ = base + i + 2;
}
fa->polys = (glpoly_t *) poly;
for (i = 0; i < numverts; i++) {
index = surfedges[fa->firstedge + i];
if (index > 0)
vec = vertices[edges[index].v[0]].position;
else
vec = vertices[edges[-index].v[1]].position;
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, verts[i].vertex);
verts[i].vertex[3] = 1;
verts[i].tlst[0] = s / fa->texinfo->texture->width;
verts[i].tlst[1] = t / fa->texinfo->texture->height;
//lightmap texture coordinates
if (!fa->lightpic) {
// sky and water textures don't have lightmaps
verts[i].tlst[2] = 0;
verts[i].tlst[3] = 0;
continue;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
s -= fa->texturemins[0];
t -= fa->texturemins[1];
s += fa->lightpic->rect->x * 16 + 8;
t += fa->lightpic->rect->y * 16 + 8;
s /= 16;
t /= 16;
verts[i].tlst[2] = s * fa->lightpic->size;
verts[i].tlst[3] = t * fa->lightpic->size;
}
dstring_append (vert_list, (char *) verts, numverts * sizeof (bspvert_t));
}
void
glsl_R_BuildDisplayLists (model_t **models, int num_models)
{
int i, j;
int vertex_index_base;
model_t *m;
dmodel_t *dm;
msurface_t *surf;
dstring_t *vertices;
QuatSet (sqrt(0.5), 0, 0, sqrt(0.5), sky_fix); // proper skies
QuatSet (1, 0, 0, 0, sky_rotation[0]);
QuatCopy (sky_rotation[0], sky_rotation[1]);
QuatSet (0, 0, 0, 0, sky_velocity);
QuatExp (sky_velocity, sky_velocity);
sky_time = vr_data.realtime;
// now run through all surfaces, chaining them to their textures, thus
// effectively sorting the surfaces by texture (without worrying about
// surface order on the same texture chain).
for (i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->name == '*')
continue;
// non-bsp models don't have surfaces.
dm = m->submodels;
for (j = 0; j < m->numsurfaces; j++) {
texture_t *tex;
if (j == dm->firstface + dm->numfaces) {
dm++;
if (dm - m->submodels == m->numsubmodels) {
// limit the surfaces
// probably never hit
Sys_Printf ("R_BuildDisplayLists: too many surfaces\n");
m->numsurfaces = j;
break;
}
}
surf = m->surfaces + j;
surf->ec_index = dm - m->submodels;
if (!surf->ec_index && m != r_worldentity.model)
surf->ec_index = -1 - i; // instanced model
tex = surf->texinfo->texture;
CHAIN_SURF_F2B (surf, tex->tex_chain);
}
}
// All vertices from all brush models go into one giant vbo.
vertices = dstring_new ();
vertex_index_base = 0;
// All usable surfaces have been chained to the (base) texture they use.
// Run through the textures, using their chains to build display maps.
// For animated textures, if a surface is on one texture of the group, it
// will be on all.
for (i = 0; i < r_num_texture_chains; i++) {
texture_t *tex;
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
tex = r_texture_chains[i];
for (is = tex->tex_chain; is; is = is->tex_chain) {
msurface_t *surf = is->surface;
if (!tex->elechain) {
ec = add_elechain (tex, surf->ec_index);
el = ec->elements;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
if (surf->ec_index != ec->index) { // next sub-model
ec = add_elechain (tex, surf->ec_index);
el = ec->elements;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
if (vertex_index_base + surf->numedges > 65535) {
// elements index overflow
el->next = get_elements ();
el = el->next;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
// we don't use it now, but pre-initializing the list won't hurt
if (!el->list)
el->list = dstring_new ();
dstring_clear (el->list);
surf->base = el->base;
build_surf_displist (models, surf, vertex_index_base, vertices);
vertex_index_base += surf->numedges;
}
}
clear_texture_chains ();
Sys_MaskPrintf (SYS_GLSL, "R_BuildDisplayLists: %ld verts total\n",
vertices->size / sizeof (bspvert_t));
if (!bsp_vbo)
qfeglGenBuffers (1, &bsp_vbo);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
qfeglBufferData (GL_ARRAY_BUFFER, vertices->size, vertices->str,
GL_STATIC_DRAW);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
dstring_delete (vertices);
}
static void
R_DrawBrushModel (entity_t *e)
{
float dot, radius;
int i;
unsigned k;
model_t *model;
plane_t *plane;
msurface_t *surf;
qboolean rotated;
vec3_t mins, maxs, org;
model = e->model;
if (e->transform[0] != 1 || e->transform[5] != 1 || e->transform[10] != 1) {
rotated = true;
radius = model->radius;
if (R_CullSphere (e->origin, radius))
return;
} else {
rotated = false;
VectorAdd (e->origin, model->mins, mins);
VectorAdd (e->origin, model->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
}
VectorSubtract (r_refdef.vieworg, e->origin, org);
if (rotated) {
vec3_t temp;
VectorCopy (org, temp);
org[0] = DotProduct (temp, e->transform + 0);
org[1] = DotProduct (temp, e->transform + 4);
org[2] = DotProduct (temp, e->transform + 8);
}
// calculate dynamic lighting for bmodel if it's not an instanced model
if (model->firstmodelsurface != 0 && r_dlight_lightmap->int_val) {
vec3_t lightorigin;
for (k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < vr_data.realtime)
|| (!r_dlights[k].radius))
continue;
VectorSubtract (r_dlights[k].origin, e->origin, lightorigin);
R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k,
model->nodes + model->hulls[0].firstclipnode);
}
}
surf = &model->surfaces[model->firstmodelsurface];
for (i = 0; i < model->nummodelsurfaces; i++, surf++) {
// find the node side on which we are
plane = surf->plane;
dot = PlaneDiff (org, plane);
// enqueue the polygon
if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON))
|| (!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
chain_surface (surf, e->transform, e->colormod);
}
}
}
static inline void
visit_leaf (mleaf_t *leaf)
{
// deal with model fragments in this leaf
if (leaf->efrags)
R_StoreEfrags (leaf->efrags);
}
static inline int
get_side (mnode_t *node)
{
// find the node side on which we are
plane_t *plane = node->plane;
if (plane->type < 3)
return (r_origin[plane->type] - plane->dist) < 0;
return (DotProduct (r_origin, plane->normal) - plane->dist) < 0;
}
static inline void
visit_node (mnode_t *node, int side)
{
int c;
msurface_t *surf;
// sneaky hack for side = side ? SURF_PLANEBACK : 0;
side = (~side + 1) & SURF_PLANEBACK;
// draw stuff
if ((c = node->numsurfaces)) {
surf = r_worldentity.model->surfaces + node->firstsurface;
for (; c; c--, surf++) {
if (surf->visframe != r_visframecount)
continue;
// side is either 0 or SURF_PLANEBACK
if (side ^ (surf->flags & SURF_PLANEBACK))
continue; // wrong side
chain_surface (surf, 0, 0);
}
}
}
static inline int
test_node (mnode_t *node)
{
if (node->contents < 0)
return 0;
if (node->visframe != r_visframecount)
return 0;
if (R_CullBox (node->minmaxs, node->minmaxs + 3))
return 0;
return 1;
}
static void
R_VisitWorldNodes (model_t *model)
{
typedef struct {
mnode_t *node;
int side;
} rstack_t;
rstack_t *node_ptr;
rstack_t *node_stack;
mnode_t *node;
mnode_t *front;
int side;
node = model->nodes;
// +2 for paranoia
node_stack = alloca ((model->depth + 2) * sizeof (rstack_t));
node_ptr = node_stack;
while (1) {
while (test_node (node)) {
side = get_side (node);
front = node->children[side];
if (test_node (front)) {
node_ptr->node = node;
node_ptr->side = side;
node_ptr++;
node = front;
continue;
}
if (front->contents < 0 && front->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) front);
visit_node (node, side);
node = node->children[!side];
}
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) node);
if (node_ptr != node_stack) {
node_ptr--;
node = node_ptr->node;
side = node_ptr->side;
visit_node (node, side);
node = node->children[!side];
continue;
}
break;
}
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) node);
}
static void
draw_elechain (elechain_t *ec, int matloc, int vertloc, int tlstloc,
int colloc)
{
mat4_t mat;
elements_t *el;
int count;
float *color;
if (colloc >= 0) {
color = ec->color;
if (!color)
color = default_color;
if (!QuatCompare (color, last_color)) {
QuatCopy (color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, color);
}
}
if (ec->transform) {
Mat4Mult (bsp_vp, ec->transform, mat);
qfeglUniformMatrix4fv (matloc, 1, false, mat);
} else {
qfeglUniformMatrix4fv (matloc, 1, false, bsp_vp);
}
for (el = ec->elements; el; el = el->next) {
if (!el->list->size)
continue;
count = el->list->size / sizeof (GLushort);
qfeglVertexAttribPointer (vertloc, 4, GL_FLOAT,
0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t, vertex));
if (tlstloc >= 0)
qfeglVertexAttribPointer (tlstloc, 4, GL_FLOAT,
0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t,tlst));
qfeglDrawElements (GL_TRIANGLES, count,
GL_UNSIGNED_SHORT, el->list->str);
dstring_clear (el->list);
}
}
static void
bsp_begin (void)
{
quat_t fog;
default_color[3] = 1;
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
qfeglUseProgram (quake_bsp.program);
qfeglEnableVertexAttribArray (quake_bsp.vertex.location);
qfeglEnableVertexAttribArray (quake_bsp.tlst.location);
qfeglDisableVertexAttribArray (quake_bsp.color.location);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
VectorCopy (glsl_Fog_GetColor (), fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_bsp.fog.location, 1, fog);
qfeglUniform1i (quake_bsp.colormap.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfeglUniform1i (quake_bsp.lightmap.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_R_LightmapTexture ());
qfeglUniform1i (quake_bsp.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
bsp_end (void)
{
qfeglDisableVertexAttribArray (quake_bsp.vertex.location);
qfeglDisableVertexAttribArray (quake_bsp.tlst.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);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static void
turb_begin (void)
{
quat_t fog;
default_color[3] = bound (0, r_wateralpha->value, 1);
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
qfeglUseProgram (quake_turb.program);
qfeglEnableVertexAttribArray (quake_turb.vertex.location);
qfeglEnableVertexAttribArray (quake_turb.tlst.location);
qfeglDisableVertexAttribArray (quake_turb.color.location);
qfeglVertexAttrib4fv (quake_turb.color.location, default_color);
VectorCopy (glsl_Fog_GetColor (), fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (quake_turb.fog.location, 1, fog);
qfeglUniform1i (quake_turb.palette.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1f (quake_turb.realtime.location, vr_data.realtime);
qfeglUniform1i (quake_turb.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
turb_end (void)
{
qfeglDisableVertexAttribArray (quake_turb.vertex.location);
qfeglDisableVertexAttribArray (quake_turb.tlst.location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static void
spin (mat4_t mat)
{
quat_t q;
mat4_t m;
float blend;
while (vr_data.realtime - sky_time > 1) {
QuatCopy (sky_rotation[1], sky_rotation[0]);
QuatMult (sky_velocity, sky_rotation[0], sky_rotation[1]);
sky_time += 1;
}
blend = bound (0, (vr_data.realtime - sky_time), 1);
QuatBlend (sky_rotation[0], sky_rotation[1], blend, q);
QuatMult (sky_fix, q, q);
Mat4Identity (mat);
VectorNegate (r_origin, mat + 12);
QuatToMatrix (q, m, 1, 1);
Mat4Mult (m, mat, mat);
}
static void
sky_begin (void)
{
mat4_t mat;
quat_t fog;
default_color[3] = 1;
QuatCopy (default_color, last_color);
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
if (skybox_loaded) {
sky_params.mvp_matrix = &quake_skybox.mvp_matrix;
sky_params.vertex = &quake_skybox.vertex;
sky_params.sky_matrix = &quake_skybox.sky_matrix;
sky_params.fog = &quake_skybox.fog;
qfeglUseProgram (quake_skybox.program);
qfeglEnableVertexAttribArray (quake_skybox.vertex.location);
qfeglUniform1i (quake_skybox.sky.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_CUBE_MAP);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
} else {
sky_params.mvp_matrix = &quake_skyid.mvp_matrix;
sky_params.sky_matrix = &quake_skyid.sky_matrix;
sky_params.vertex = &quake_skyid.vertex;
sky_params.fog = &quake_skyid.fog;
qfeglUseProgram (quake_skyid.program);
qfeglEnableVertexAttribArray (quake_skyid.vertex.location);
qfeglUniform1i (quake_skyid.palette.location, 2);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1f (quake_skyid.realtime.location, vr_data.realtime);
qfeglUniform1i (quake_skyid.trans.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglUniform1i (quake_skyid.solid.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
}
VectorCopy (glsl_Fog_GetColor (), fog);
fog[3] = glsl_Fog_GetDensity () / 64.0;
qfeglUniform4fv (sky_params.fog->location, 1, fog);
spin (mat);
qfeglUniformMatrix4fv (sky_params.sky_matrix->location, 1, false, mat);
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
sky_end (void)
{
qfeglDisableVertexAttribArray (sky_params.vertex->location);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglDisable (GL_TEXTURE_2D);
qfeglDisable (GL_TEXTURE_CUBE_MAP);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglDisable (GL_TEXTURE_2D);
qfeglActiveTexture (GL_TEXTURE0 + 2);
qfeglDisable (GL_TEXTURE_2D);
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
}
static inline void
add_surf_elements (texture_t *tex, instsurf_t *is,
elechain_t **ec, elements_t **el)
{
msurface_t *surf = is->surface;
glslpoly_t *poly = (glslpoly_t *) surf->polys;
if (!tex->elechain) {
(*ec) = add_elechain (tex, surf->ec_index);
(*ec)->transform = is->transform;
(*ec)->color = is->color;
(*el) = (*ec)->elements;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
if (is->transform != (*ec)->transform || is->color != (*ec)->color) {
(*ec) = add_elechain (tex, surf->ec_index);
(*ec)->transform = is->transform;
(*ec)->color = is->color;
(*el) = (*ec)->elements;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
if (surf->base != (*el)->base) {
(*el)->next = get_elements ();
(*el) = (*el)->next;
(*el)->base = surf->base;
if (!(*el)->list)
(*el)->list = dstring_new ();
dstring_clear ((*el)->list);
}
dstring_append ((*el)->list, (char *) poly->indices,
poly->count * sizeof (poly->indices[0]));
}
static void
build_tex_elechain (texture_t *tex)
{
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
for (is = tex->tex_chain; is; is = is->tex_chain) {
add_surf_elements (tex, is, &ec, &el);
}
}
void
glsl_R_DrawWorld (void)
{
entity_t worldent;
int i;
clear_texture_chains (); // do this first for water and skys
memset (&worldent, 0, sizeof (worldent));
worldent.model = r_worldentity.model;
currententity = &worldent;
R_VisitWorldNodes (worldent.model);
if (r_drawentities->int_val) {
entity_t *ent;
for (ent = r_ent_queue; ent; ent = ent->next) {
if (ent->model->type != mod_brush)
continue;
currententity = ent;
R_DrawBrushModel (ent);
}
}
glsl_R_FlushLightmaps ();
bsp_begin ();
qfeglActiveTexture (GL_TEXTURE0 + 0);
for (i = 0; i < r_num_texture_chains; i++) {
texture_t *tex;
elechain_t *ec = 0;
tex = r_texture_chains[i];
build_tex_elechain (tex);
if (tex->elechain)
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next) {
draw_elechain (ec, quake_bsp.mvp_matrix.location,
quake_bsp.vertex.location,
quake_bsp.tlst.location,
quake_bsp.color.location);
}
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
bsp_end ();
}
void
glsl_R_DrawWaterSurfaces ()
{
instsurf_t *is;
msurface_t *surf;
texture_t *tex = 0;
elechain_t *ec = 0;
elements_t *el = 0;
if (!waterchain)
return;
turb_begin ();
for (is = waterchain; is; is = is->tex_chain) {
surf = is->surface;
if (tex != surf->texinfo->texture) {
if (tex) {
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, quake_turb.mvp_matrix.location,
quake_turb.vertex.location,
quake_turb.tlst.location,
quake_turb.color.location);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
tex = surf->texinfo->texture;
}
add_surf_elements (tex, is, &ec, &el);
}
if (tex) {
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, quake_turb.mvp_matrix.location,
quake_turb.vertex.location,
quake_turb.tlst.location,
quake_turb.color.location);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
turb_end ();
waterchain = 0;
waterchain_tail = &waterchain;
}
void
glsl_R_DrawSky (void)
{
instsurf_t *is;
msurface_t *surf;
texture_t *tex = 0;
elechain_t *ec = 0;
elements_t *el = 0;
if (!sky_chain)
return;
sky_begin ();
for (is = sky_chain; is; is = is->tex_chain) {
surf = is->surface;
if (tex != surf->texinfo->texture) {
if (tex) {
if (!skybox_loaded) {
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
}
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, sky_params.mvp_matrix->location,
sky_params.vertex->location, -1, -1);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
tex = surf->texinfo->texture;
}
add_surf_elements (tex, is, &ec, &el);
}
if (tex) {
if (!skybox_loaded) {
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
}
for (ec = tex->elechain; ec; ec = ec->next)
draw_elechain (ec, sky_params.mvp_matrix->location,
sky_params.vertex->location, -1, -1);
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
sky_end ();
sky_chain = 0;
sky_chain_tail = &sky_chain;
}
void
glsl_R_InitBsp (void)
{
int vert;
int frag;
vert = GLSL_CompileShader ("quakebsp.vert", quakebsp_vert,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakebsp.frag", quakebsp_frag,
GL_FRAGMENT_SHADER);
quake_bsp.program = GLSL_LinkProgram ("quakebsp", vert, frag);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.mvp_matrix);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.tlst);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.vertex);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.colormap);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.texture);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.lightmap);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.color);
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.fog);
frag = GLSL_CompileShader ("quaketrb.frag", quaketurb_frag,
GL_FRAGMENT_SHADER);
quake_turb.program = GLSL_LinkProgram ("quaketrb", vert, frag);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.mvp_matrix);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.tlst);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.vertex);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.palette);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.texture);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.realtime);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.color);
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.fog);
vert = GLSL_CompileShader ("quakesky.vert", quakesky_vert,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quakeski.frag", quakeskyid_frag,
GL_FRAGMENT_SHADER);
quake_skyid.program = GLSL_LinkProgram ("quakeskyid", vert, frag);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.mvp_matrix);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.sky_matrix);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.vertex);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.palette);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.solid);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.trans);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.realtime);
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.fog);
frag = GLSL_CompileShader ("quakeskb.frag", quakeskybox_frag,
GL_FRAGMENT_SHADER);
quake_skybox.program = GLSL_LinkProgram ("quakeskybox", vert, frag);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.mvp_matrix);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky_matrix);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.vertex);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky);
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.fog);
}
static inline int
is_pow2 (unsigned x)
{
int count;
for (count = 0; x; x >>= 1)
if (x & 1)
count++;
return count == 1;
}
// NOTE: this expects the destination tex_t to be set up: memory allocated
// and dimentions/format etc already set. the size of the rect to be copied
// is taken from dst. Also, dst->format and src->format must be the same, and
// either 3 or 4, or bad things will happen. Also, no clipping is done, so if
// x < 0 or y < 0 or x + dst->width > src->width
// or y + dst->height > src->height, bad things will happen.
static void
copy_sub_tex (tex_t *src, int x, int y, tex_t *dst)
{
int dstbytes;
int srcbytes;
int i;
srcbytes = src->width * src->format;
dstbytes = dst->width * dst->format;
x *= src->format;
for (i = 0; i < dst->height; i++)
memcpy (dst->data + i * dstbytes, src->data + (i + y) * srcbytes + x,
dstbytes);
}
void
glsl_R_LoadSkys (const char *sky)
{
const char *name;
int i;
tex_t *tex;
// NOTE: quake's world and GL's world are rotated relative to each other
// quake has x right, y in, z up. gl has x right, y up, z out
// quake order: +x -x +z -z +y -y
// gl order: +x -x +y -y +z -z
// fizquake orger: -y +y +z -z +x -x
// to get from quake order to fitzquake order, all that's needed is
// a -90 degree rotation on the (quake) z-axis. This is taken care of in
// the sky_matrix setup code.
// However, from the player's perspective, skymaps have lf and rt
// swapped, but everythink makes sense if looking at the cube from outside
// along the positive y axis, with the front of the cube being the nearest
// face. This matches nicely with Blender's default cube in front (num-1)
// view.
static const char *sky_suffix[] = { "ft", "bk", "up", "dn", "rt", "lf"};
static int sky_coords[][2] = {
{2, 0}, // front
{0, 0}, // back
{1, 1}, // up
{0, 1}, // down
{2, 1}, // left
{1, 0}, // right
};
if (!sky || !*sky)
sky = r_skyname->string;
if (!*sky || !strcasecmp (sky, "none")) {
skybox_loaded = false;
return;
}
if (!skybox_tex)
qfeglGenTextures (1, &skybox_tex);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
//blender envmap
// bk rt ft
// dn up lt
tex = LoadImage (name = va ("env/%s_map", sky));
if (tex && tex->format >= 3 && tex->height * 3 == tex->width * 2
&& is_pow2 (tex->height)) {
tex_t *sub;
int size = tex->height / 2;
skybox_loaded = true;
sub = malloc (field_offset (tex_t, data[size * size * tex->format]));
sub->width = size;
sub->height = size;
sub->format = tex->format;
sub->palette = tex->palette;
for (i = 0; i < 6; i++) {
int x, y;
x = sky_coords[i][0] * size;
y = sky_coords[i][1] * size;
copy_sub_tex (tex, x, y, sub);
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
sub->width, sub->height, 0,
sub->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, sub->data);
}
free (sub);
} else {
skybox_loaded = true;
for (i = 0; i < 6; i++) {
tex = LoadImage (name = va ("env/%s%s", sky, sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
// also look in gfx/env, where Darkplaces looks for skies
tex = LoadImage (name = va ("gfx/env/%s%s", sky,
sky_suffix[i]));
if (!tex || tex->format < 3) { // FIXME pcx support
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
skybox_loaded = false;
continue;
}
}
Sys_MaskPrintf (SYS_GLSL, "Loaded %s\n", name);
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
tex->width, tex->height, 0,
tex->format == 3 ? GL_RGB : GL_RGBA,
GL_UNSIGNED_BYTE, tex->data);
}
}
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);
qfeglGenerateMipmap (GL_TEXTURE_CUBE_MAP);
}