mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 21:21:14 +00:00
This gets things *compiling* again, though it's still non-functional and definitely wrong (don't want trail in renderer_t), but I need to think about the design for getting trails as components. Also need to think about integrating trails into the client effects system so trails can be shared between renderers.
451 lines
12 KiB
C
451 lines
12 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/alloc.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);
|
|
printf ("alloc_arrays: %d\n", ps->maxparticles);
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
glsl_particles_f (void *data, const cvar_t *cvar)
|
|
{
|
|
alloc_arrays (&r_psystem);//FIXME
|
|
}
|
|
|
|
void
|
|
glsl_R_ShutdownParticles (void)
|
|
{
|
|
free (particleVertexArray);
|
|
free (pVAindices);
|
|
}
|
|
|
|
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;
|
|
#if 0
|
|
R_LoadParticles ();
|
|
#endif
|
|
Cvar_AddListener (Cvar_FindVar ("r_particles"), glsl_particles_f, 0);
|
|
Cvar_AddListener (Cvar_FindVar ("r_particles_max"), glsl_particles_f, 0);
|
|
|
|
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,
|
|
(vec_t*)&vp_mat[0]);//FIXME
|
|
|
|
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;
|
|
|
|
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,
|
|
(vec_t*)&vp_mat[0]);//FIXME
|
|
|
|
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;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
psystem_t * __attribute__((const))//FIXME
|
|
glsl_ParticleSystem (void)
|
|
{
|
|
return &r_psystem;
|
|
}
|