quakeforge/libs/video/renderer/vid_render_glsl.c
Bill Currie e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00

511 lines
12 KiB
C

/*
vid_render_glsl.c
GLSL version of the renderer
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/plugin/general.h"
#include "QF/plugin/vid_render.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_fisheye.h"
#include "QF/GLSL/qf_main.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_vid.h"
#include "QF/GLSL/qf_warp.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_internal.h"
#include "vid_gl.h"
gl_ctx_t *glsl_ctx;
static void
glsl_vid_render_choose_visual (void *data)
{
glsl_ctx->choose_visual (glsl_ctx);
}
static void
glsl_vid_render_create_context (void *data)
{
glsl_ctx->create_context (glsl_ctx, 1);
}
static vid_model_funcs_t model_funcs = {
sizeof (glsltex_t),
glsl_Mod_LoadLighting,
0,//Mod_SubdivideSurface,
glsl_Mod_ProcessTexture,
Mod_LoadIQM,
Mod_LoadAliasModel,
Mod_LoadSpriteModel,
glsl_Mod_MakeAliasModelDisplayLists,
glsl_Mod_LoadAllSkins,
glsl_Mod_FinalizeAliasModel,
glsl_Mod_LoadExternalSkins,
glsl_Mod_IQMFinish,
0,
glsl_Mod_SpriteLoadFrames,
Skin_SetColormap,
Skin_SetSkin,
glsl_Skin_SetupSkin,
Skin_SetTranslation,
glsl_Skin_ProcessTranslation,
glsl_Skin_InitTranslations,
};
static void
glsl_vid_render_init (void)
{
if (!vr_data.vid->vid_internal->sw_context) {
Sys_Error ("Sorry, OpenGL (GLSL) not supported by this program.");
}
glsl_ctx = vr_data.vid->vid_internal->gl_context ();
glsl_ctx->init_gl = GLSL_Init_Common;
glsl_ctx->load_gl ();
vr_data.vid->vid_internal->data = glsl_ctx;
vr_data.vid->vid_internal->set_palette = GLSL_SetPalette;
vr_data.vid->vid_internal->choose_visual = glsl_vid_render_choose_visual;
vr_data.vid->vid_internal->create_context = glsl_vid_render_create_context;
vr_funcs = &glsl_vid_render_funcs;
m_funcs = &model_funcs;
}
static void
glsl_vid_render_shutdown (void)
{
}
static unsigned int GLErr_InvalidEnum;
static unsigned int GLErr_InvalidValue;
static unsigned int GLErr_InvalidOperation;
static unsigned int GLErr_OutOfMemory;
static unsigned int GLErr_Unknown;
static unsigned int
R_TestErrors (unsigned int numerous)
{
switch (qfeglGetError ()) {
case GL_NO_ERROR:
return numerous;
break;
case GL_INVALID_ENUM:
GLErr_InvalidEnum++;
R_TestErrors (numerous++);
break;
case GL_INVALID_VALUE:
GLErr_InvalidValue++;
R_TestErrors (numerous++);
break;
case GL_INVALID_OPERATION:
GLErr_InvalidOperation++;
R_TestErrors (numerous++);
break;
case GL_OUT_OF_MEMORY:
GLErr_OutOfMemory++;
R_TestErrors (numerous++);
break;
default:
GLErr_Unknown++;
R_TestErrors (numerous++);
break;
}
return numerous;
}
static void
R_DisplayErrors (void)
{
if (GLErr_InvalidEnum)
printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
if (GLErr_InvalidValue)
printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
if (GLErr_InvalidOperation)
printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
if (GLErr_OutOfMemory)
printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
if (GLErr_Unknown)
printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
}
static void
R_ClearErrors (void)
{
GLErr_InvalidEnum = 0;
GLErr_InvalidValue = 0;
GLErr_InvalidOperation = 0;
GLErr_OutOfMemory = 0;
GLErr_Unknown = 0;
}
static void
glsl_begin_frame (void)
{
if (R_TestErrors (0))
R_DisplayErrors ();
R_ClearErrors ();
if (glsl_ctx->begun) {
glsl_ctx->begun = 0;
glsl_ctx->end_rendering ();
}
//FIXME forces the status bar to redraw. needed because it does not fully
//update in sw modes but must in glsl mode
vr_data.scr_copyeverything = 1;
qfeglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glsl_ctx->begun = 1;
GLSL_Set2D ();
GLSL_DrawReset ();
if (r_refdef.vrect.x > 0) {
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int vh = vid.height - vr_data.lineadj;
// left
glsl_Draw_TileClear (0, 0, r_refdef.vrect.x, vh);
// right
glsl_Draw_TileClear (rx, 0, vid.width - rx, vh);
}
if (r_refdef.vrect.y > 0) {
int lx = r_refdef.vrect.x;
int ty = r_refdef.vrect.y;
int rx = r_refdef.vrect.x + r_refdef.vrect.width;
int by = r_refdef.vrect.y + r_refdef.vrect.height;
int vh = vid.height - vr_data.lineadj;
// top
glsl_Draw_TileClear (lx, 0, rx, ty);
// bottom
glsl_Draw_TileClear (lx, by, r_refdef.vrect.width, vh - by);
}
}
static void
glsl_render_view (void)
{
qfeglClear (GL_DEPTH_BUFFER_BIT);
glsl_R_RenderView ();
}
static void
glsl_draw_transparent (void)
{
glsl_R_DrawWaterSurfaces ();
}
static void glsl_bind_framebuffer (framebuffer_t *fb);
static void
glsl_post_process (framebuffer_t *src)
{
if (scr_fisheye->int_val) {
glsl_FisheyeScreen (src);
} else if (r_dowarp) {
glsl_WarpScreen (src);
}
}
static void
glsl_set_2d (int scaled)
{
if (scaled) {
GLSL_Set2DScaled ();
} else {
GLSL_Set2D ();
}
}
static void
glsl_end_frame (void)
{
GLSL_FlushText ();
GLSL_End2D ();
qfeglFlush ();
}
static framebuffer_t *
glsl_create_cube_map (int side)
{
GLuint tex[2];
qfeglGenTextures (2, tex);
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, tex[0]);
for (int i = 0; i < 6; i++) {
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
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);
qfeglBindTexture (GL_TEXTURE_2D, tex[1]);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
size_t size = sizeof (framebuffer_t) * 6;
size += sizeof (gl_framebuffer_t) * 6;
framebuffer_t *cube = malloc (size);
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
for (int i = 0; i < 6; i++) {
cube[i].width = side;
cube[i].height = side;
__auto_type buffer = buffer_base + i;
cube[i].buffer = buffer;
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglGenFramebuffers (1, &buffer->handle);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
}
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return cube;
}
static framebuffer_t *
glsl_create_frame_buffer (int width, int height)
{
size_t size = sizeof (framebuffer_t) + sizeof (gl_framebuffer_t);
framebuffer_t *fb = malloc (size);
fb->width = width;
fb->height = height;
__auto_type buffer = (gl_framebuffer_t *) &fb[1];
fb->buffer = buffer;
qfeglGenFramebuffers (1, &buffer->handle);
GLuint tex[2];
qfeglGenTextures (2, tex);
buffer->color = tex[0];
buffer->depth = tex[1];
qfeglBindTexture (GL_TEXTURE_2D, buffer->color);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindTexture (GL_TEXTURE_2D, buffer->depth);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, buffer->color, 0);
qfeglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, buffer->depth, 0);
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
return fb;
}
static void
glsl_bind_framebuffer (framebuffer_t *framebuffer)
{
unsigned width = vr_data.vid->width;
unsigned height = vr_data.vid->height;
if (!framebuffer) {
qfeglBindFramebuffer (GL_FRAMEBUFFER, 0);
} else {
gl_framebuffer_t *buffer = framebuffer->buffer;
qfeglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
width = framebuffer->width;
height = framebuffer->height;
}
vrect_t r = { 0, 0, width, height };
R_SetVrect (&r, &r_refdef.vrect, 0);
}
static void
glsl_set_viewport (const vrect_t *view)
{
int x = view->x;
int y = vid.height - (view->y + view->height); //FIXME vid.height
int w = view->width;
int h = view->height;
qfeglViewport (x, y, w, h);
}
static void
glsl_set_fov (float x, float y)
{
float neard, fard;
mat4f_t proj;
neard = r_nearclip->value;
fard = r_farclip->value;
// NOTE columns!
proj[0] = (vec4f_t) { 1/x, 0, 0, 0 };
proj[1] = (vec4f_t) { 0, 1/y, 0, 0 };
proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
// convert 0..1 depth buffer range to -1..1
static mat4f_t depth_range = {
{ 1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 2, 0},
{ 0, 0,-1, 1},
};
mmulf (glsl_ctx->projection, depth_range, proj);
}
static void
glsl_capture_screen (capfunc_t callback, void *data)
{
int count = vid.width * vid.height;
tex_t *tex = malloc (sizeof (tex_t) + count * 3);
if (tex) {
tex->data = (byte *) (tex + 1);
tex->width = vid.width;
tex->height = vid.height;
tex->format = tex_rgb;
tex->palette = 0;
tex->flagbits = 0;
tex->loaded = 1;
tex->flipped = 1;
qfeglReadPixels (0, 0, tex->width, tex->height, GL_RGB,
GL_UNSIGNED_BYTE, tex->data);
}
callback (tex, data);
}
vid_render_funcs_t glsl_vid_render_funcs = {
glsl_vid_render_init,
glsl_Draw_Character,
glsl_Draw_String,
glsl_Draw_nString,
glsl_Draw_AltString,
glsl_Draw_ConsoleBackground,
glsl_Draw_Crosshair,
glsl_Draw_CrosshairAt,
glsl_Draw_TileClear,
glsl_Draw_Fill,
glsl_Draw_TextBox,
glsl_Draw_FadeScreen,
glsl_Draw_BlendScreen,
glsl_Draw_CachePic,
glsl_Draw_UncachePic,
glsl_Draw_MakePic,
glsl_Draw_DestroyPic,
glsl_Draw_PicFromWad,
glsl_Draw_Pic,
glsl_Draw_Picf,
glsl_Draw_SubPic,
glsl_ParticleSystem,
glsl_R_Init,
glsl_R_ClearState,
glsl_R_LoadSkys,
glsl_R_NewMap,
glsl_R_LineGraph,
glsl_begin_frame,
glsl_render_view,
glsl_R_RenderEntities,
glsl_R_DrawParticles,
glsl_draw_transparent,
glsl_post_process,
glsl_set_2d,
glsl_end_frame,
glsl_create_cube_map,
glsl_create_frame_buffer,
glsl_bind_framebuffer,
glsl_set_viewport,
glsl_set_fov,
glsl_capture_screen,
&model_funcs
};
static general_funcs_t plugin_info_general_funcs = {
.shutdown = glsl_vid_render_shutdown,
};
static general_data_t plugin_info_general_data;
static plugin_funcs_t plugin_info_funcs = {
.general = &plugin_info_general_funcs,
.vid_render = &glsl_vid_render_funcs,
};
static plugin_data_t plugin_info_data = {
.general = &plugin_info_general_data,
.vid_render = &vid_render_data,
};
static plugin_t plugin_info = {
qfp_vid_render,
0,
QFPLUGIN_VERSION,
"0.1",
"GLSL Renderer",
"Copyright (C) 1996-1997 Id Software, Inc.\n"
"Copyright (C) 1999-2012 contributors of the QuakeForge project\n"
"Please see the file \"AUTHORS\" for a list of contributors",
&plugin_info_funcs,
&plugin_info_data,
};
PLUGIN_INFO(vid_render, glsl)
{
return &plugin_info;
}