quakeforge/libs/video/renderer/glsl/glsl_draw.c
Bill Currie 3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00

789 lines
18 KiB
C

/*
glsl_draw.c
2D drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
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 "QF/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/hash.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_vid.h"
#include "r_internal.h"
typedef struct {
subpic_t *subpic;
} glpic_t;
typedef struct cachepic_s {
struct cachepic_s *next;
char *name;
qpic_t *pic;
} cachepic_t;
typedef struct {
float xyst[4];
float color[4];
} drawvert_t;
static const char *twod_vert_effects[] =
{
"QuakeForge.Vertex.2d",
0
};
static const char *twod_frag_effects[] =
{
"QuakeForge.Fragment.palette",
"QuakeForge.Fragment.2d",
0
};
static float proj_matrix[16];
static struct {
int program;
shaderparam_t texture;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
shaderparam_t color;
} quake_2d = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
{"vcolor", 0},
};
static scrap_t *draw_scrap; // hold all 2d images
static byte white_block[8 * 8];
static dstring_t *draw_queue;
static qpic_t *conchars;
static int conback_texture;
static qpic_t *crosshair_pic;
static qpic_t *white_pic;
static qpic_t *backtile_pic;
static hashtab_t *pic_cache;
static cvar_t *glsl_conback_texnum;
static qpic_t *
make_glpic (const char *name, qpic_t *p)
{
qpic_t *pic = 0;
glpic_t *gl;
if (p) {
// FIXME is alignment ok?
pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
pic->width = p->width;
pic->height = p->height;
gl = (glpic_t *) pic->data;
gl->subpic = GLSL_ScrapSubpic (draw_scrap, pic->width, pic->height);
GLSL_SubpicUpdate (gl->subpic, p->data, 1);
}
return pic;
}
static void
pic_free (qpic_t *pic)
{
glpic_t *gl = (glpic_t *) pic->data;
GLSL_SubpicDelete (gl->subpic);
free (pic);
}
//FIXME nicer allocator
static cachepic_t *
new_cachepic (const char *name, qpic_t *pic)
{
cachepic_t *cp;
cp = malloc (sizeof (cachepic_t));
cp->name = strdup (name);
cp->pic = pic;
return cp;
}
static const char *
cachepic_getkey (const void *_cp, void *unused)
{
return ((cachepic_t *) _cp)->name;
}
static void
cachepic_free (void *_cp, void *unused)
{
cachepic_t *cp = (cachepic_t *) _cp;
pic_free (cp->pic);
free (cp->name);
free (cp);
}
static qpic_t *
pic_data (const char *name, int w, int h, const byte *data)
{
qpic_t *pic;
qpic_t *glpic;
pic = malloc (field_offset (qpic_t, data[w * h]));
pic->width = w;
pic->height = h;
memcpy (pic->data, data, pic->width * pic->height);
glpic = make_glpic (name, pic);
free (pic);
return glpic;
}
static void
make_quad (qpic_t *pic, float x, float y, int w, int h,
int srcx, int srcy, int srcw, int srch, drawvert_t verts[6],
float *color)
{
glpic_t *gl;
subpic_t *sp;
float sl, sh, tl, th;
gl = (glpic_t *) pic->data;
sp = gl->subpic;
srcx += sp->rect->x;
srcy += sp->rect->y;
sl = (srcx) * sp->size;
sh = sl + (srcw) * sp->size;
tl = (srcy) * sp->size;
th = tl + (srch) * sp->size;
verts[0].xyst[0] = x;
verts[0].xyst[1] = y;
verts[0].xyst[2] = sl;
verts[0].xyst[3] = tl;
verts[1].xyst[0] = x + w;
verts[1].xyst[1] = y;
verts[1].xyst[2] = sh;
verts[1].xyst[3] = tl;
verts[2].xyst[0] = x + w;
verts[2].xyst[1] = y + h;
verts[2].xyst[2] = sh;
verts[2].xyst[3] = th;
verts[3].xyst[0] = x;
verts[3].xyst[1] = y;
verts[3].xyst[2] = sl;
verts[3].xyst[3] = tl;
verts[4].xyst[0] = x + w;
verts[4].xyst[1] = y + h;
verts[4].xyst[2] = sh;
verts[4].xyst[3] = th;
verts[5].xyst[0] = x;
verts[5].xyst[1] = y + h;
verts[5].xyst[2] = sl;
verts[5].xyst[3] = th;
QuatCopy (color, verts[0].color);
QuatCopy (color, verts[1].color);
QuatCopy (color, verts[2].color);
QuatCopy (color, verts[3].color);
QuatCopy (color, verts[4].color);
QuatCopy (color, verts[5].color);
}
static void
draw_pic (float x, float y, int w, int h, qpic_t *pic,
int srcx, int srcy, int srcw, int srch,
float *color)
{
drawvert_t verts[6];
void *v;
int size = sizeof (verts);
make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color);
draw_queue->size += size;
dstring_adjust (draw_queue);
v = draw_queue->str + draw_queue->size - size;
memcpy (v, verts, size);
}
qpic_t *
glsl_Draw_MakePic (int width, int height, const byte *data)
{
return pic_data (0, width, height, data);
}
void
glsl_Draw_DestroyPic (qpic_t *pic)
{
pic_free (pic);
}
qpic_t *
glsl_Draw_PicFromWad (const char *name)
{
return make_glpic (name, W_GetLumpName (name));
}
qpic_t *
glsl_Draw_CachePic (const char *path, qboolean alpha)
{
qpic_t *p, *pic;
cachepic_t *cpic;
if ((cpic = Hash_Find (pic_cache, path)))
return cpic->pic;
if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp")
|| !(p = (qpic_t *) QFS_LoadFile (QFS_FOpenFile (path), 0))) {
//FIXME load a null texture
Sys_Error ("Draw_CachePic: failed to load %s", path);
}
pic = make_glpic (path, p);
free (p);
cpic = new_cachepic (path, pic);
Hash_Add (pic_cache, cpic);
return pic;
}
void
glsl_Draw_UncachePic (const char *path)
{
Hash_Free (pic_cache, Hash_Del (pic_cache, path));
}
void
glsl_Draw_TextBox (int x, int y, int width, int lines, byte alpha)
{
static quat_t color = { 1, 1, 1, 0 };
qpic_t *p;
int cx, cy, n;
#define draw(px,py,pp) \
draw_pic (px, py, pp->width, pp->height, pp, \
0, 0, pp->width, pp->height, color)
color[3] = alpha / 255.0;
// draw left side
cx = x;
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tl.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_ml.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_bl.lmp", true);
draw (cx, cy + 8, p);
// draw middle
cx += 8;
while (width > 0) {
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tm.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_mm.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
if (n == 1)
p = glsl_Draw_CachePic ("gfx/box_mm2.lmp", true);
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_bm.lmp", true);
draw (cx, cy + 8, p);
width -= 2;
cx += 16;
}
// draw right side
cy = y;
p = glsl_Draw_CachePic ("gfx/box_tr.lmp", true);
draw (cx, cy, p);
p = glsl_Draw_CachePic ("gfx/box_mr.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
draw (cx, cy, p);
}
p = glsl_Draw_CachePic ("gfx/box_br.lmp", true);
draw (cx, cy + 8, p);
#undef draw
}
static void
Draw_ClearCache (int phase)
{
if (phase)
return;
Hash_FlushTable (pic_cache);
}
void
glsl_Draw_Init (void)
{
shader_t *vert_shader, *frag_shader;
int i;
int frag, vert;
qpic_t *pic;
//FIXME glpic_t *gl;
pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0);
QFS_GamedirCallback (Draw_ClearCache);
//FIXME temporary work around for the timing of cvar creation and palette
//loading
crosshaircolor->callback (crosshaircolor);
draw_queue = dstring_new ();
vert_shader = GLSL_BuildShader (twod_vert_effects);
frag_shader = GLSL_BuildShader (twod_frag_effects);
vert = GLSL_CompileShader ("quakeico.vert", vert_shader,
GL_VERTEX_SHADER);
frag = GLSL_CompileShader ("quake2d.frag", frag_shader,
GL_FRAGMENT_SHADER);
quake_2d.program = GLSL_LinkProgram ("quake2d", vert, frag);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.texture);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.palette);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.matrix);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.vertex);
GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.color);
GLSL_FreeShader (vert_shader);
GLSL_FreeShader (frag_shader);
draw_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 0);
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
conchars = pic_data ("conchars", 128, 128, draw_chars);
pic = (qpic_t *) QFS_LoadFile (QFS_FOpenFile ("gfx/conback.lmp"), 0);
if (pic) {
SwapPic (pic);
conback_texture = GLSL_LoadQuakeTexture ("conback",
pic->width, pic->height,
pic->data);
free (pic);
}
pic = Draw_CrosshairPic ();
crosshair_pic = make_glpic ("crosshair", pic);
free (pic);
memset (white_block, 0xfe, sizeof (white_block));
white_pic = pic_data ("white_block", 8, 8, white_block);
backtile_pic = glsl_Draw_PicFromWad ("backtile");
//FIXME gl = (glpic_t *) backtile_pic->data;
//FIXME qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glsl_conback_texnum = Cvar_Get ("glsl_conback_texnum", "0", CVAR_NONE,
NULL, "bind conback to this texture for "
"debugging");
}
static inline void
queue_character (int x, int y, byte chr)
{
quat_t color = {1, 1, 1, 1};
int cx, cy;
cx = chr % 16;
cy = chr / 16;
draw_pic (x, y, 8, 8, conchars, cx * 8, cy * 8, 8, 8, color);
}
static void
flush_2d (void)
{
GLSL_ScrapFlush (draw_scrap);
qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
0, 32, draw_queue->str);
qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
0, 32, draw_queue->str + 16);
qfeglDrawArrays (GL_TRIANGLES, 0, draw_queue->size / 32);
draw_queue->size = 0;
}
void
glsl_Draw_Character (int x, int y, unsigned int chr)
{
chr &= 255;
if (chr == 32)
return; // space
if (y <= -8)
return; // totally off screen
queue_character (x, y, chr);
}
void
glsl_Draw_String (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
glsl_Draw_nString (int x, int y, const char *str, int count)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (count-- && *str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
glsl_Draw_AltString (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
queue_character (x, y, chr);
}
x += 8;
}
}
static void
draw_crosshair_plus (int ch, int x, int y)
{
glsl_Draw_Character (x - 4, y - 4, '+');
}
static void
draw_crosshair_pic (int ch, int x, int y)
{
static const int pos[CROSSHAIR_COUNT][4] = {
{0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{CROSSHAIR_WIDTH, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{0, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
{CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT},
};
const int *p = pos[ch - 1];
draw_pic (x - CROSSHAIR_WIDTH + 1, y - CROSSHAIR_HEIGHT + 1,
CROSSHAIR_WIDTH * 2, CROSSHAIR_HEIGHT * 2, crosshair_pic,
p[0], p[1], p[2], p[3], crosshair_color);
}
static void (*crosshair_func[]) (int ch, int x, int y) = {
draw_crosshair_plus,
draw_crosshair_pic,
draw_crosshair_pic,
draw_crosshair_pic,
draw_crosshair_pic,
};
void
glsl_Draw_CrosshairAt (int ch, int x, int y)
{
unsigned c = ch - 1;
if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
crosshair_func[c] (c, x, y);
}
void
glsl_Draw_Crosshair (void)
{
int x, y;
x = vid.conwidth / 2 + cl_crossx->int_val;
y = vid.conheight / 2 + cl_crossy->int_val;
glsl_Draw_CrosshairAt (crosshair->int_val, x, y);
}
void
glsl_Draw_Pic (int x, int y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
void
glsl_Draw_Picf (float x, float y, qpic_t *pic)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, pic->width, pic->height, pic,
0, 0, pic->width, pic->height, color);
}
void
glsl_Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
static quat_t color = { 1, 1, 1, 1};
draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color);
}
void
glsl_Draw_ConsoleBackground (int lines, byte alpha)
{
float ofs = (vid.conheight - lines) / (float) vid.conheight;
quat_t color = {1, 1, 1, bound (0, alpha, 255) / 255.0};
drawvert_t verts[] = {
{{ 0, 0, 0, ofs}},
{{vid.conwidth, 0, 1, ofs}},
{{vid.conwidth, lines, 1, 1}},
{{ 0, 0, 0, ofs}},
{{vid.conwidth, lines, 1, 1}},
{{ 0, lines, 0, 1}},
};
GLSL_FlushText (); // Flush text that should be rendered before the console
QuatCopy (color, verts[0].color);
QuatCopy (color, verts[1].color);
QuatCopy (color, verts[2].color);
QuatCopy (color, verts[3].color);
QuatCopy (color, verts[4].color);
QuatCopy (color, verts[5].color);
if (glsl_conback_texnum->int_val)
qfeglBindTexture (GL_TEXTURE_2D, glsl_conback_texnum->int_val);
else
qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
0, sizeof (drawvert_t), &verts[0].xyst);
qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
0, sizeof (drawvert_t), &verts[0].color);
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
}
void
glsl_Draw_TileClear (int x, int y, int w, int h)
{
static quat_t color = { 1, 1, 1, 1 };
vrect_t *tile_rect = VRect_New (x, y, w, h);
vrect_t *sub = VRect_New (0, 0, 0, 0); // filled in later;
glpic_t *gl = (glpic_t *) backtile_pic->data;
subpic_t *sp = gl->subpic;
int sub_sx, sub_sy, sub_ex, sub_ey;
int i, j;
sub_sx = x / sp->width;
sub_sy = y / sp->height;
sub_ex = (x + w + sp->width - 1) / sp->width;
sub_ey = (y + h + sp->height - 1) / sp->height;
for (j = sub_sy; j < sub_ey; j++) {
for (i = sub_sx; i < sub_ex; i++) {
vrect_t *t = sub;
sub->x = i * sp->width;
sub->y = j * sp->height;
sub->width = sp->width;
sub->height = sp->height;
sub = VRect_Intersect (sub, tile_rect);
VRect_Delete (t);
draw_pic (sub->x, sub->y, sub->width, sub->height, backtile_pic,
sub->x % sp->width, sub->y % sp->height,
sub->width, sub->height, color);
}
}
VRect_Delete (sub);
VRect_Delete (tile_rect);
flush_2d ();
}
void
glsl_Draw_Fill (int x, int y, int w, int h, int c)
{
quat_t color;
VectorScale (vid.palette + c * 3, 1.0f/255.0f, color);
color[3] = 1.0;
draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color);
}
static inline void
draw_blendscreen (quat_t color)
{
draw_pic (0, 0, vid.conwidth, vid.conheight, white_pic, 0, 0, 8, 8, color);
}
void
glsl_Draw_FadeScreen (void)
{
static quat_t color = { 0, 0, 0, 0.7 };
GLSL_FlushText (); // Flush text that should be rendered before the menu
draw_blendscreen (color);
}
static void
ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = 2 / (xmax - xmin);
proj[4] = 0;
proj[8] = 0;
proj[12] = -(xmax + xmin) / (xmax - xmin);
proj[1] = 0;
proj[5] = 2 / (ymax - ymin);
proj[9] = 0;
proj[13] = -(ymax + ymin) / (ymax - ymin);
proj[2] = 0;
proj[6] = 0;
proj[10] = -2 / (zfar - znear);
proj[14] = -(zfar + znear) / (zfar - znear);
proj[3] = 0;
proj[7] = 0;
proj[11] = 0;
proj[15] = 1;
}
static void
set_2d (int width, int height)
{
qfeglViewport (0, 0, vid.width, vid.height);
qfeglDisable (GL_DEPTH_TEST);
qfeglDisable (GL_CULL_FACE);
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
qfeglUseProgram (quake_2d.program);
qfeglEnableVertexAttribArray (quake_2d.vertex.location);
qfeglEnableVertexAttribArray (quake_2d.color.location);
qfeglUniformMatrix4fv (quake_2d.matrix.location, 1, false, proj_matrix);
qfeglUniform1i (quake_2d.palette.location, 1);
qfeglActiveTexture (GL_TEXTURE0 + 1);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfeglUniform1i (quake_2d.texture.location, 0);
qfeglActiveTexture (GL_TEXTURE0 + 0);
qfeglEnable (GL_TEXTURE_2D);
qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
}
void
GLSL_Set2D (void)
{
set_2d (vid.width, vid.height);
}
void
GLSL_Set2DScaled (void)
{
set_2d (vid.conwidth, vid.conheight);
}
void
GLSL_End2D (void)
{
qfeglDisableVertexAttribArray (quake_2d.vertex.location);
qfeglDisableVertexAttribArray (quake_2d.color.location);
}
void
GLSL_DrawReset (void)
{
draw_queue->size = 0;
}
void
GLSL_FlushText (void)
{
if (draw_queue->size)
flush_2d ();
}
void
glsl_Draw_BlendScreen (quat_t color)
{
if (!color[3])
return;
draw_blendscreen (color);
}