quakeforge/libs/video/renderer/glsl/glsl_alias.c
Bill Currie 091b714e4c Implement dynamic lighting.
This uses the same calculations as the software renderer. However, as the
lightmap calculations are not done yet, if there is no dlight in the
vicinity, there will be no light. demo1 is pretty cool to watch :)
2012-01-03 20:36:07 +09:00

320 lines
8.8 KiB
C

/*
glsl_alias.c
GLSL Alias model rendering
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/1
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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/render.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_alias.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_local.h"
static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
#include "anorms.h"
};
static const char quakemdl_vert[] =
#include "quakemdl.vc"
;
static const char quakemdl_frag[] =
#include "quakemdl.fc"
;
static struct {
int program;
shaderparam_t normals;
shaderparam_t mvp_matrix;
shaderparam_t norm_matrix;
shaderparam_t skin_size;
shaderparam_t color;
shaderparam_t stn;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t colormap;
shaderparam_t skin;
shaderparam_t ambient;
shaderparam_t shadelight;
shaderparam_t lightvec;
} quake_mdl = {
0,
{"normals", 1},
{"mvp_mat", 1},
{"norm_mat", 1},
{"skin_size", 1},
{"vcolor", 0},
{"stn", 0},
{"vertex", 0},
{"palette", 1},
{"colormap", 1},
{"skin", 1},
{"ambient", 1},
{"shadelight", 1},
{"lightvec", 1},
};
static int vnorms_tex;
static mat4_t alias_vp;
static void
build_normals_texture (void)
{
vec3_t temp;
static const vec3_t one = { 1, 1, 1};
unsigned short norm[3];
int i, j;
byte *data;
data = malloc (NUMVERTEXNORMALS * 3 * 2);
for (i = 0; i < NUMVERTEXNORMALS; i++) {
VectorAdd (vertex_normals[i], one, temp); // temp is 0.0 .. 2.0
VectorScale (temp, 32767.5, norm); // norm is 0 .. 65535
for (j = 0; j < 3; j++) {
data[i * 6 + 0 + j] = norm[j] >> 8;
data[i * 6 + 3 + j] = norm[j] & 0xff;
}
}
vnorms_tex = GL_LoadRGBTexture ("vertex_normals", 2, NUMVERTEXNORMALS,
data);
free (data);
}
VISIBLE void
R_InitAlias (void)
{
int vert;
int frag;
build_normals_texture ();
vert = GL_CompileShader ("quakemdl.vert", quakemdl_vert, GL_VERTEX_SHADER);
frag = GL_CompileShader ("quakemdl.frag", quakemdl_frag,
GL_FRAGMENT_SHADER);
quake_mdl.program = GL_LinkProgram ("quakemdl", vert, frag);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normals);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.color);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stn);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertex);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.palette);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
}
static void
calc_lighting (entity_t *ent, float *ambient, float *shadelight,
vec3_t lightvec)
{
unsigned i;
float add;
vec3_t dist;
VectorSet ( -1, 0, 0, lightvec); //FIXME
*ambient = max (R_LightPoint (ent->origin), max (ent->model->min_light,
ent->min_light) * 128);
*shadelight = *ambient;
for (i = 0; i < r_maxdlights; i++) {
if (r_dlights[i].die >= r_realtime) {
VectorSubtract (ent->origin, r_dlights[i].origin, dist);
add = r_dlights[i].radius - VectorLength (dist);
if (add > 0)
*ambient += add;
}
}
if (*ambient >= 128)
*ambient = 128;
if (*shadelight > 192 - *ambient)
*shadelight = 192 - *ambient;
}
//#define TETRAHEDRON
void
R_DrawAlias (void)
{
#ifdef TETRAHEDRON
static aliasvrt_t debug_verts[] = {
{{0,0,0},{0,0,0}},
{{255,255,0},{0,300,0}},
{{0,255,255},{300,300,0}},
{{255,0,255},{300,0,0}},
};
static GLushort debug_indices[] = {
0, 1, 2,
0, 3, 1,
1, 3, 2,
0, 2, 3,
};
#endif
static quat_t color = { 1, 1, 1, 1};
static vec3_t lightvec;
float ambient;
float shadelight;
float skin_size[2];
entity_t *ent = currententity;
model_t *model = ent->model;
aliashdr_t *hdr;
vec_t norm_mat[9];
mat4_t mvp_mat;
maliasskindesc_t *skin;
aliasvrt_t *pose = 0; // VBO's are null based
maliasframedesc_t *frame;
hdr = Cache_Get (&model->cache);
calc_lighting (ent, &ambient, &shadelight, lightvec);
// we need only the rotation for normals.
VectorCopy (ent->transform + 0, norm_mat + 0);
VectorCopy (ent->transform + 4, norm_mat + 3);
VectorCopy (ent->transform + 8, norm_mat + 6);
// ent model scaling and offset
Mat4Zero (mvp_mat);
mvp_mat[0] = hdr->mdl.scale[0];
mvp_mat[5] = hdr->mdl.scale[1];
mvp_mat[10] = hdr->mdl.scale[2];
mvp_mat[15] = 1;
VectorCopy (hdr->mdl.scale_origin, mvp_mat + 12);
Mat4Mult (ent->transform, mvp_mat, mvp_mat);
Mat4Mult (alias_vp, mvp_mat, mvp_mat);
skin = R_AliasGetSkindesc (ent->skinnum, hdr);
frame = R_AliasGetFramedesc (ent->frame, hdr);
pose += frame->firstpose * hdr->poseverts;
skin_size[0] = hdr->mdl.skinwidth;
skin_size[1] = hdr->mdl.skinheight;
qfglBindTexture (GL_TEXTURE_2D, skin->texnum);
#ifndef TETRAHEDRON
qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
#endif
qfglVertexAttrib4fv (quake_mdl.color.location, color);
qfglUniform1f (quake_mdl.ambient.location, ambient);
qfglUniform1f (quake_mdl.shadelight.location, shadelight);
qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
qfglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat);
qfglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
#ifndef TETRAHEDRON
qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_UNSIGNED_BYTE,
0, sizeof (aliasvrt_t),
(byte *) pose + field_offset (aliasvrt_t, vertex));
qfglVertexAttribPointer (quake_mdl.stn.location, 3, GL_SHORT,
0, sizeof (aliasvrt_t),
(byte *) pose + field_offset (aliasvrt_t, stn));
qfglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris, GL_UNSIGNED_SHORT, 0);
#else
qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_UNSIGNED_BYTE,
0, sizeof (aliasvrt_t),
&debug_verts[0].vertex);
qfglVertexAttribPointer (quake_mdl.stn.location, 3, GL_SHORT,
0, sizeof (aliasvrt_t),
&debug_verts[0].stn);
qfglDrawElements (GL_TRIANGLES,
sizeof (debug_indices) / sizeof (debug_indices[0]),
GL_UNSIGNED_SHORT, debug_indices);
#endif
}
// All alias models are drawn in a batch, so avoid thrashing the gl state
void
R_AliasBegin (void)
{
// pre-multiply the view and projection matricies
Mat4Mult (glsl_projection, glsl_view, alias_vp);
qfglUseProgram (quake_mdl.program);
qfglEnableVertexAttribArray (quake_mdl.vertex.location);
qfglEnableVertexAttribArray (quake_mdl.stn.location);
qfglDisableVertexAttribArray (quake_mdl.color.location);
qfglUniform1i (quake_mdl.normals.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, vnorms_tex);
qfglUniform1i (quake_mdl.colormap.location, 2);
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfglUniform1i (quake_mdl.palette.location, 3);
qfglActiveTexture (GL_TEXTURE0 + 3);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglUniform1i (quake_mdl.skin.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
}
void
R_AliasEnd (void)
{
qfglBindBuffer (GL_ARRAY_BUFFER, 0);
qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
qfglDisableVertexAttribArray (quake_mdl.vertex.location);
qfglDisableVertexAttribArray (quake_mdl.stn.location);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 3);
qfglDisable (GL_TEXTURE_2D);
}