mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
286344c7b6
The code dealing with state is a bit of a mess, but everything is working nicely. Get around 400fps when all 6 faces need to be rendered (no surprise: it should be about 1/6 of that for normal rendering). The messy state handling code did not come as a surprise as I suspected there were various mistakes in my scene rendering "recipe", and fisheye highlighted them nicely (I'm sure getting this stuff working in Vulkan will highlight even more issues).
121 lines
2.9 KiB
C
121 lines
2.9 KiB
C
/*
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glsl_fisheye.c
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GLSL screen fisheye
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/25
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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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#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/cvar.h"
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#include "QF/render.h"
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#include "QF/sys.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_vid.h"
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#include "QF/GLSL/qf_fisheye.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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static const char *fisheye_vert_effects[] =
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{
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"QuakeForge.Vertex.fstri",
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0
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};
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static const char *fisheye_frag_effects[] =
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{
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.screen.fisheye",
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0
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};
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static struct {
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int program;
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GLuint vao;
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shaderparam_t screenTex;
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shaderparam_t fov;
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shaderparam_t aspect;
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} fisheye = {
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.screenTex = {"screenTex", 1},
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.fov = {"fov", 1},
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.aspect = {"aspect", 1},
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};
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void
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glsl_InitFisheye (void)
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{
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shader_t *vert_shader, *frag_shader;
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int vert;
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int frag;
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vert_shader = GLSL_BuildShader (fisheye_vert_effects);
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frag_shader = GLSL_BuildShader (fisheye_frag_effects);
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vert = GLSL_CompileShader ("scrfisheye.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("scrfisheye.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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fisheye.program = GLSL_LinkProgram ("scrfisheye", vert, frag);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.screenTex);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.fov);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.aspect);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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qfeglCreateVertexArrays (1, &fisheye.vao);
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}
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void
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glsl_FisheyeScreen (framebuffer_t *fb)
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{
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qfeglUseProgram (fisheye.program);
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qfeglUniform1f (fisheye.fov.location, scr_ffov->value * M_PI / 360);
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qfeglUniform1f (fisheye.aspect.location,
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(float) r_refdef.vrect.height / r_refdef.vrect.width);
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gl_framebuffer_t *buffer = fb->buffer;
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_CUBE_MAP, buffer->color);
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qfeglBindVertexArray (fisheye.vao);
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qfeglDrawArrays (GL_TRIANGLES, 0, 3);
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qfeglBindVertexArray (0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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}
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