mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
f58c2fef5a
After messing with SIMD stuff for a little, I think I now understand why the industry went with xyzw instead of the mathematical wxyz. Anyway, this will make for less pain in the future (assuming I got everything).
1456 lines
38 KiB
C
1456 lines
38 KiB
C
/*
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glsl_bsp.c
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GLSL bsps
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/7
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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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#define NH_DEFINE
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#include "namehack.h"
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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 "qfalloca.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vrect.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_bsp.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_internal.h"
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typedef struct {
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GLushort count;
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GLushort indices[1];
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} glslpoly_t;
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#define ALLOC_CHUNK 64
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static instsurf_t *waterchain = NULL;
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static instsurf_t **waterchain_tail = &waterchain;
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static instsurf_t *sky_chain;
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static instsurf_t **sky_chain_tail = &sky_chain;
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static texture_t **r_texture_chains;
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static int r_num_texture_chains;
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static int max_texture_chains;
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// for world and non-instance models
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static instsurf_t *static_instsurfs;
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static instsurf_t **static_instsurfs_tail = &static_instsurfs;
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static instsurf_t *free_static_instsurfs;
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// for instance models
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static elechain_t *elechains;
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static elechain_t **elechains_tail = &elechains;
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static elechain_t *free_elechains;
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static elements_t *elementss;
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static elements_t **elementss_tail = &elementss;
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static elements_t *free_elementss;
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static instsurf_t *instsurfs;
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static instsurf_t **instsurfs_tail = &instsurfs;
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static instsurf_t *free_instsurfs;
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static GLuint bsp_vbo;
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static mat4_t bsp_vp;
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static GLuint skybox_tex;
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static qboolean skybox_loaded;
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static quat_t sky_rotation[2];
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static quat_t sky_velocity;
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static quat_t sky_fix;
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static double sky_time;
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static quat_t default_color = { 1, 1, 1, 1 };
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static quat_t last_color;
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static const char *bsp_vert_effects[] =
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{
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"QuakeForge.Vertex.bsp",
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0
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};
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static const char *bsp_lit_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.env.warp.nop",
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"QuakeForge.Fragment.colormap",
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"QuakeForge.Fragment.bsp.lit",
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0
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};
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static const char *bsp_turb_effects[] =
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{
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.palette",
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"QuakeForge.env.warp.turb",
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"QuakeForge.Fragment.bsp.unlit",
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0
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};
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static const char *bsp_sky_cube_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.env.sky.cube",
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"QuakeForge.Fragment.bsp.sky",
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0
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};
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static const char *bsp_sky_id_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.palette",
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"QuakeForge.env.sky.id",
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"QuakeForge.Fragment.bsp.sky",
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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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shaderparam_t mvp_matrix;
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shaderparam_t tlst;
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shaderparam_t vertex;
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shaderparam_t colormap;
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shaderparam_t texture;
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shaderparam_t lightmap;
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shaderparam_t color;
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shaderparam_t fog;
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} quake_bsp = {
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0,
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{"mvp_mat", 1},
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{"tlst", 0},
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{"vertex", 0},
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{"colormap", 1},
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{"texture", 1},
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{"lightmap", 1},
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{"vcolor", 0},
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{"fog", 1},
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t tlst;
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shaderparam_t vertex;
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shaderparam_t palette;
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shaderparam_t texture;
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shaderparam_t time;
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shaderparam_t color;
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shaderparam_t fog;
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} quake_turb = {
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0,
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{"mvp_mat", 1},
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{"tlst", 0},
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{"vertex", 0},
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{"palette", 1},
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{"texture", 1},
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{"time", 1},
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{"vcolor", 0},
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{"fog", 1},
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t sky_matrix;
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shaderparam_t vertex;
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shaderparam_t palette;
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shaderparam_t solid;
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shaderparam_t trans;
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shaderparam_t time;
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shaderparam_t fog;
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} quake_skyid = {
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0,
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{"mvp_mat", 1},
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{"sky_mat", 1},
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{"vertex", 0},
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{"palette", 1},
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{"solid", 1},
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{"trans", 1},
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{"time", 1},
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{"fog", 1},
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};
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static struct {
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int program;
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shaderparam_t mvp_matrix;
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shaderparam_t sky_matrix;
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shaderparam_t vertex;
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shaderparam_t sky;
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shaderparam_t fog;
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} quake_skybox = {
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0,
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{"mvp_mat", 1},
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{"sky_mat", 1},
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{"vertex", 0},
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{"sky", 1},
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{"fog", 1},
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};
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static struct {
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shaderparam_t *mvp_matrix;
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shaderparam_t *sky_matrix;
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shaderparam_t *vertex;
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shaderparam_t *fog;
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} sky_params;
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#define CHAIN_SURF_F2B(surf,chain) \
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do { \
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instsurf_t *inst = (surf)->instsurf; \
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if (__builtin_expect(!inst, 1)) \
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(surf)->tinst = inst = get_instsurf (); \
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inst->surface = (surf); \
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*(chain##_tail) = inst; \
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(chain##_tail) = &inst->tex_chain; \
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*(chain##_tail) = 0; \
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} while (0)
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#define CHAIN_SURF_B2F(surf,chain) \
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do { \
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instsurf_t *inst = (surf)->instsurf; \
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if (__builtin_expect(!inst, 1)) \
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(surf)->tinst = inst = get_instsurf (); \
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inst->surface = (surf); \
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inst->tex_chain = (chain); \
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(chain) = inst; \
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} while (0)
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#define GET_RELEASE(type,name) \
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static inline type * \
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get_##name (void) \
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{ \
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type *ele; \
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if (!free_##name##s) { \
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int i; \
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free_##name##s = calloc (ALLOC_CHUNK, sizeof (type)); \
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for (i = 0; i < ALLOC_CHUNK - 1; i++) \
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free_##name##s[i]._next = &free_##name##s[i + 1]; \
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} \
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ele = free_##name##s; \
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free_##name##s = ele->_next; \
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ele->_next = 0; \
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*name##s_tail = ele; \
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name##s_tail = &ele->_next; \
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return ele; \
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} \
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static inline void \
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release_##name##s (void) \
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{ \
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if (name##s) { \
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*name##s_tail = free_##name##s; \
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free_##name##s = name##s; \
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name##s = 0; \
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name##s_tail = &name##s; \
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} \
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}
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GET_RELEASE (elechain_t, elechain)
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GET_RELEASE (elements_t, elements)
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GET_RELEASE (instsurf_t, static_instsurf)
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GET_RELEASE (instsurf_t, instsurf)
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void
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glsl_R_AddTexture (texture_t *tex)
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{
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int i;
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if (r_num_texture_chains == max_texture_chains) {
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max_texture_chains += 64;
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r_texture_chains = realloc (r_texture_chains,
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max_texture_chains * sizeof (texture_t *));
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for (i = r_num_texture_chains; i < max_texture_chains; i++)
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r_texture_chains[i] = 0;
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}
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r_texture_chains[r_num_texture_chains++] = tex;
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tex->tex_chain = 0;
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tex->tex_chain_tail = &tex->tex_chain;
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tex->elechain = 0;
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tex->elechain_tail = &tex->elechain;
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}
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void
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glsl_R_InitSurfaceChains (model_t *model)
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{
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int i;
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release_static_instsurfs ();
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release_instsurfs ();
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for (i = 0; i < model->nummodelsurfaces; i++) {
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model->surfaces[i].instsurf = get_static_instsurf ();
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model->surfaces[i].instsurf->surface = &model->surfaces[i];
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}
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}
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static inline void
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clear_tex_chain (texture_t *tex)
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{
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tex->tex_chain = 0;
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tex->tex_chain_tail = &tex->tex_chain;
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tex->elechain = 0;
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tex->elechain_tail = &tex->elechain;
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}
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static void
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clear_texture_chains (void)
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{
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int i;
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for (i = 0; i < r_num_texture_chains; i++) {
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if (!r_texture_chains[i])
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continue;
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clear_tex_chain (r_texture_chains[i]);
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}
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clear_tex_chain (r_notexture_mip);
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release_elechains ();
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release_elementss ();
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release_instsurfs ();
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}
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void
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glsl_R_ClearElements (void)
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{
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release_elechains ();
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release_elementss ();
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}
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static void
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update_lightmap (msurface_t *surf)
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{
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int maps;
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
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if (d_lightstylevalue[surf->styles[maps]] != surf->cached_light[maps])
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goto dynamic;
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if ((surf->dlightframe == r_framecount) || surf->cached_dlight) {
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dynamic:
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if (r_dynamic->int_val)
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glsl_R_BuildLightMap (surf);
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}
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}
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static inline void
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chain_surface (msurface_t *surf, vec_t *transform, float *color)
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{
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instsurf_t *is;
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if (surf->flags & SURF_DRAWSKY) {
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CHAIN_SURF_F2B (surf, sky_chain);
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} else if ((surf->flags & SURF_DRAWTURB) || (color && color[3] < 1.0)) {
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CHAIN_SURF_B2F (surf, waterchain);
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} else {
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texture_t *tex;
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if (!surf->texinfo->texture->anim_total)
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tex = surf->texinfo->texture;
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else
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tex = R_TextureAnimation (surf);
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CHAIN_SURF_F2B (surf, tex->tex_chain);
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update_lightmap (surf);
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}
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if (!(is = surf->instsurf))
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is = surf->tinst;
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is->transform = transform;
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is->color = color;
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}
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static void
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register_textures (model_t *model)
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{
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int i;
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texture_t *tex;
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for (i = 0; i < model->numtextures; i++) {
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tex = model->textures[i];
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if (!tex)
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continue;
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glsl_R_AddTexture (tex);
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}
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}
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void
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glsl_R_ClearTextures (void)
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{
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r_num_texture_chains = 0;
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}
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void
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glsl_R_RegisterTextures (model_t **models, int num_models)
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{
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int i;
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model_t *m;
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glsl_R_ClearTextures ();
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glsl_R_InitSurfaceChains (r_worldentity.model);
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glsl_R_AddTexture (r_notexture_mip);
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register_textures (r_worldentity.model);
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for (i = 0; i < num_models; i++) {
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m = models[i];
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if (!m)
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continue;
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// sub-models are done as part of the main model
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if (*m->name == '*')
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continue;
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// world has already been done, not interested in non-brush models
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if (m == r_worldentity.model || m->type != mod_brush)
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continue;
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m->numsubmodels = 1; // no support for submodels in non-world model
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register_textures (m);
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}
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}
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static elechain_t *
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add_elechain (texture_t *tex, int ec_index)
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{
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elechain_t *ec;
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ec = get_elechain ();
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ec->elements = get_elements ();
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ec->index = ec_index;
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ec->transform = 0;
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ec->color = 0;
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*tex->elechain_tail = ec;
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tex->elechain_tail = &ec->next;
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return ec;
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}
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static void
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build_surf_displist (model_t **models, msurface_t *fa, int base,
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dstring_t *vert_list)
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{
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int numverts;
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int numtris;
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int numindices;
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int i;
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vec_t *vec;
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mvertex_t *vertices;
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medge_t *edges;
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int *surfedges;
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int index;
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bspvert_t *verts;
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glslpoly_t *poly;
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GLushort *ind;
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float s, t;
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if (fa->ec_index < 0) {
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vertices = models[-fa->ec_index - 1]->vertexes;
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edges = models[-fa->ec_index - 1]->edges;
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surfedges = models[-fa->ec_index - 1]->surfedges;
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} else {
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vertices = r_worldentity.model->vertexes;
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edges = r_worldentity.model->edges;
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surfedges = r_worldentity.model->surfedges;
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}
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numverts = fa->numedges;
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numtris = numverts - 2;
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numindices = numtris * 3;
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verts = alloca (numverts * sizeof (bspvert_t));
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poly = malloc (field_offset (glslpoly_t, indices[numindices]));
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poly->count = numindices;
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for (i = 0, ind = poly->indices; i < numtris; i++) {
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*ind++ = base;
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*ind++ = base + i + 1;
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*ind++ = base + i + 2;
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}
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fa->polys = (glpoly_t *) poly;
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for (i = 0; i < numverts; i++) {
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index = surfedges[fa->firstedge + i];
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if (index > 0)
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vec = vertices[edges[index].v[0]].position;
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else
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vec = vertices[edges[-index].v[1]].position;
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s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
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t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
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VectorCopy (vec, verts[i].vertex);
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verts[i].vertex[3] = 1;
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verts[i].tlst[0] = s / fa->texinfo->texture->width;
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verts[i].tlst[1] = t / fa->texinfo->texture->height;
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|
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//lightmap texture coordinates
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if (!fa->lightpic) {
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// sky and water textures don't have lightmaps
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verts[i].tlst[2] = 0;
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verts[i].tlst[3] = 0;
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continue;
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}
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s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
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t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
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s -= fa->texturemins[0];
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t -= fa->texturemins[1];
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s += fa->lightpic->rect->x * 16 + 8;
|
|
t += fa->lightpic->rect->y * 16 + 8;
|
|
s /= 16;
|
|
t /= 16;
|
|
verts[i].tlst[2] = s * fa->lightpic->size;
|
|
verts[i].tlst[3] = t * fa->lightpic->size;
|
|
}
|
|
dstring_append (vert_list, (char *) verts, numverts * sizeof (bspvert_t));
|
|
}
|
|
|
|
void
|
|
glsl_R_BuildDisplayLists (model_t **models, int num_models)
|
|
{
|
|
int i, j;
|
|
int vertex_index_base;
|
|
model_t *m;
|
|
dmodel_t *dm;
|
|
msurface_t *surf;
|
|
dstring_t *vertices;
|
|
|
|
QuatSet (0, 0, sqrt(0.5), sqrt(0.5), sky_fix); // proper skies
|
|
QuatSet (0, 0, 0, 1, sky_rotation[0]);
|
|
QuatCopy (sky_rotation[0], sky_rotation[1]);
|
|
QuatSet (0, 0, 0, 0, sky_velocity);
|
|
QuatExp (sky_velocity, sky_velocity);
|
|
sky_time = vr_data.realtime;
|
|
|
|
// now run through all surfaces, chaining them to their textures, thus
|
|
// effectively sorting the surfaces by texture (without worrying about
|
|
// surface order on the same texture chain).
|
|
for (i = 0; i < num_models; i++) {
|
|
m = models[i];
|
|
if (!m)
|
|
continue;
|
|
// sub-models are done as part of the main model
|
|
if (*m->name == '*')
|
|
continue;
|
|
// non-bsp models don't have surfaces.
|
|
dm = m->submodels;
|
|
for (j = 0; j < m->numsurfaces; j++) {
|
|
texture_t *tex;
|
|
if (j == dm->firstface + dm->numfaces) {
|
|
dm++;
|
|
if (dm - m->submodels == m->numsubmodels) {
|
|
// limit the surfaces
|
|
// probably never hit
|
|
Sys_Printf ("R_BuildDisplayLists: too many surfaces\n");
|
|
m->numsurfaces = j;
|
|
break;
|
|
}
|
|
}
|
|
surf = m->surfaces + j;
|
|
surf->ec_index = dm - m->submodels;
|
|
if (!surf->ec_index && m != r_worldentity.model)
|
|
surf->ec_index = -1 - i; // instanced model
|
|
tex = surf->texinfo->texture;
|
|
CHAIN_SURF_F2B (surf, tex->tex_chain);
|
|
}
|
|
}
|
|
// All vertices from all brush models go into one giant vbo.
|
|
vertices = dstring_new ();
|
|
vertex_index_base = 0;
|
|
// All usable surfaces have been chained to the (base) texture they use.
|
|
// Run through the textures, using their chains to build display maps.
|
|
// For animated textures, if a surface is on one texture of the group, it
|
|
// will be on all.
|
|
for (i = 0; i < r_num_texture_chains; i++) {
|
|
texture_t *tex;
|
|
instsurf_t *is;
|
|
elechain_t *ec = 0;
|
|
elements_t *el = 0;
|
|
|
|
tex = r_texture_chains[i];
|
|
|
|
for (is = tex->tex_chain; is; is = is->tex_chain) {
|
|
msurface_t *surf = is->surface;
|
|
if (!tex->elechain) {
|
|
ec = add_elechain (tex, surf->ec_index);
|
|
el = ec->elements;
|
|
el->base = (byte *) (intptr_t) vertices->size;
|
|
vertex_index_base = 0;
|
|
}
|
|
if (surf->ec_index != ec->index) { // next sub-model
|
|
ec = add_elechain (tex, surf->ec_index);
|
|
el = ec->elements;
|
|
el->base = (byte *) (intptr_t) vertices->size;
|
|
vertex_index_base = 0;
|
|
}
|
|
if (vertex_index_base + surf->numedges > 65535) {
|
|
// elements index overflow
|
|
el->next = get_elements ();
|
|
el = el->next;
|
|
el->base = (byte *) (intptr_t) vertices->size;
|
|
vertex_index_base = 0;
|
|
}
|
|
// we don't use it now, but pre-initializing the list won't hurt
|
|
if (!el->list)
|
|
el->list = dstring_new ();
|
|
dstring_clear (el->list);
|
|
|
|
surf->base = el->base;
|
|
build_surf_displist (models, surf, vertex_index_base, vertices);
|
|
vertex_index_base += surf->numedges;
|
|
}
|
|
}
|
|
clear_texture_chains ();
|
|
Sys_MaskPrintf (SYS_GLSL, "R_BuildDisplayLists: %ld verts total\n",
|
|
(long) (vertices->size / sizeof (bspvert_t)));
|
|
if (!bsp_vbo)
|
|
qfeglGenBuffers (1, &bsp_vbo);
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
|
|
qfeglBufferData (GL_ARRAY_BUFFER, vertices->size, vertices->str,
|
|
GL_STATIC_DRAW);
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
dstring_delete (vertices);
|
|
}
|
|
|
|
static void
|
|
R_DrawBrushModel (entity_t *e)
|
|
{
|
|
float dot, radius;
|
|
int i;
|
|
unsigned k;
|
|
model_t *model;
|
|
plane_t *plane;
|
|
msurface_t *surf;
|
|
qboolean rotated;
|
|
vec3_t mins, maxs, org;
|
|
|
|
model = e->model;
|
|
if (e->transform[0] != 1 || e->transform[5] != 1 || e->transform[10] != 1) {
|
|
rotated = true;
|
|
radius = model->radius;
|
|
if (R_CullSphere (e->origin, radius))
|
|
return;
|
|
} else {
|
|
rotated = false;
|
|
VectorAdd (e->origin, model->mins, mins);
|
|
VectorAdd (e->origin, model->maxs, maxs);
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
}
|
|
|
|
VectorSubtract (r_refdef.vieworg, e->origin, org);
|
|
if (rotated) {
|
|
vec3_t temp;
|
|
|
|
VectorCopy (org, temp);
|
|
org[0] = DotProduct (temp, e->transform + 0);
|
|
org[1] = DotProduct (temp, e->transform + 4);
|
|
org[2] = DotProduct (temp, e->transform + 8);
|
|
}
|
|
|
|
// calculate dynamic lighting for bmodel if it's not an instanced model
|
|
if (model->firstmodelsurface != 0 && r_dlight_lightmap->int_val) {
|
|
vec3_t lightorigin;
|
|
|
|
for (k = 0; k < r_maxdlights; k++) {
|
|
if ((r_dlights[k].die < vr_data.realtime)
|
|
|| (!r_dlights[k].radius))
|
|
continue;
|
|
|
|
VectorSubtract (r_dlights[k].origin, e->origin, lightorigin);
|
|
R_RecursiveMarkLights (lightorigin, &r_dlights[k], k,
|
|
model->nodes + model->hulls[0].firstclipnode);
|
|
}
|
|
}
|
|
|
|
surf = &model->surfaces[model->firstmodelsurface];
|
|
|
|
for (i = 0; i < model->nummodelsurfaces; i++, surf++) {
|
|
// find the node side on which we are
|
|
plane = surf->plane;
|
|
|
|
dot = PlaneDiff (org, plane);
|
|
|
|
// enqueue the polygon
|
|
if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON))
|
|
|| (!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
|
|
chain_surface (surf, e->transform, e->colormod);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void
|
|
visit_leaf (mleaf_t *leaf)
|
|
{
|
|
// deal with model fragments in this leaf
|
|
if (leaf->efrags)
|
|
R_StoreEfrags (leaf->efrags);
|
|
}
|
|
|
|
static inline int
|
|
get_side (mnode_t *node)
|
|
{
|
|
// find the node side on which we are
|
|
plane_t *plane = node->plane;
|
|
|
|
if (plane->type < 3)
|
|
return (r_origin[plane->type] - plane->dist) < 0;
|
|
return (DotProduct (r_origin, plane->normal) - plane->dist) < 0;
|
|
}
|
|
|
|
static inline void
|
|
visit_node (mnode_t *node, int side)
|
|
{
|
|
int c;
|
|
msurface_t *surf;
|
|
|
|
// sneaky hack for side = side ? SURF_PLANEBACK : 0;
|
|
side = (~side + 1) & SURF_PLANEBACK;
|
|
// draw stuff
|
|
if ((c = node->numsurfaces)) {
|
|
surf = r_worldentity.model->surfaces + node->firstsurface;
|
|
for (; c; c--, surf++) {
|
|
if (surf->visframe != r_visframecount)
|
|
continue;
|
|
|
|
// side is either 0 or SURF_PLANEBACK
|
|
if (side ^ (surf->flags & SURF_PLANEBACK))
|
|
continue; // wrong side
|
|
|
|
chain_surface (surf, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline int
|
|
test_node (mnode_t *node)
|
|
{
|
|
if (node->contents < 0)
|
|
return 0;
|
|
if (node->visframe != r_visframecount)
|
|
return 0;
|
|
if (R_CullBox (node->minmaxs, node->minmaxs + 3))
|
|
return 0;
|
|
return 1;
|
|
}
|
|
|
|
static void
|
|
R_VisitWorldNodes (model_t *model)
|
|
{
|
|
typedef struct {
|
|
mnode_t *node;
|
|
int side;
|
|
} rstack_t;
|
|
rstack_t *node_ptr;
|
|
rstack_t *node_stack;
|
|
mnode_t *node;
|
|
mnode_t *front;
|
|
int side;
|
|
|
|
node = model->nodes;
|
|
// +2 for paranoia
|
|
node_stack = alloca ((model->depth + 2) * sizeof (rstack_t));
|
|
node_ptr = node_stack;
|
|
|
|
while (1) {
|
|
while (test_node (node)) {
|
|
side = get_side (node);
|
|
front = node->children[side];
|
|
if (test_node (front)) {
|
|
node_ptr->node = node;
|
|
node_ptr->side = side;
|
|
node_ptr++;
|
|
node = front;
|
|
continue;
|
|
}
|
|
if (front->contents < 0 && front->contents != CONTENTS_SOLID)
|
|
visit_leaf ((mleaf_t *) front);
|
|
visit_node (node, side);
|
|
node = node->children[!side];
|
|
}
|
|
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
|
|
visit_leaf ((mleaf_t *) node);
|
|
if (node_ptr != node_stack) {
|
|
node_ptr--;
|
|
node = node_ptr->node;
|
|
side = node_ptr->side;
|
|
visit_node (node, side);
|
|
node = node->children[!side];
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
|
|
visit_leaf ((mleaf_t *) node);
|
|
}
|
|
|
|
static void
|
|
draw_elechain (elechain_t *ec, int matloc, int vertloc, int tlstloc,
|
|
int colloc)
|
|
{
|
|
mat4_t mat;
|
|
elements_t *el;
|
|
int count;
|
|
float *color;
|
|
|
|
if (colloc >= 0) {
|
|
color = ec->color;
|
|
if (!color)
|
|
color = default_color;
|
|
if (!QuatCompare (color, last_color)) {
|
|
QuatCopy (color, last_color);
|
|
qfeglVertexAttrib4fv (quake_bsp.color.location, color);
|
|
}
|
|
}
|
|
if (ec->transform) {
|
|
Mat4Mult (bsp_vp, ec->transform, mat);
|
|
qfeglUniformMatrix4fv (matloc, 1, false, mat);
|
|
} else {
|
|
qfeglUniformMatrix4fv (matloc, 1, false, bsp_vp);
|
|
}
|
|
for (el = ec->elements; el; el = el->next) {
|
|
if (!el->list->size)
|
|
continue;
|
|
count = el->list->size / sizeof (GLushort);
|
|
qfeglVertexAttribPointer (vertloc, 4, GL_FLOAT,
|
|
0, sizeof (bspvert_t),
|
|
el->base + field_offset (bspvert_t, vertex));
|
|
if (tlstloc >= 0)
|
|
qfeglVertexAttribPointer (tlstloc, 4, GL_FLOAT,
|
|
0, sizeof (bspvert_t),
|
|
el->base + field_offset (bspvert_t,tlst));
|
|
qfeglDrawElements (GL_TRIANGLES, count,
|
|
GL_UNSIGNED_SHORT, el->list->str);
|
|
dstring_clear (el->list);
|
|
}
|
|
}
|
|
|
|
static void
|
|
bsp_begin (void)
|
|
{
|
|
quat_t fog;
|
|
|
|
default_color[3] = 1;
|
|
QuatCopy (default_color, last_color);
|
|
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
|
|
|
|
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
|
|
|
|
qfeglUseProgram (quake_bsp.program);
|
|
qfeglEnableVertexAttribArray (quake_bsp.vertex.location);
|
|
qfeglEnableVertexAttribArray (quake_bsp.tlst.location);
|
|
qfeglDisableVertexAttribArray (quake_bsp.color.location);
|
|
|
|
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
|
|
|
|
VectorCopy (glsl_Fog_GetColor (), fog);
|
|
fog[3] = glsl_Fog_GetDensity () / 64.0;
|
|
qfeglUniform4fv (quake_bsp.fog.location, 1, fog);
|
|
|
|
qfeglUniform1i (quake_bsp.colormap.location, 2);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_colormap);
|
|
|
|
qfeglUniform1i (quake_bsp.lightmap.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_R_LightmapTexture ());
|
|
|
|
qfeglUniform1i (quake_bsp.texture.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
|
|
}
|
|
|
|
static void
|
|
bsp_end (void)
|
|
{
|
|
qfeglDisableVertexAttribArray (quake_bsp.vertex.location);
|
|
qfeglDisableVertexAttribArray (quake_bsp.tlst.location);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static void
|
|
turb_begin (void)
|
|
{
|
|
quat_t fog;
|
|
|
|
default_color[3] = bound (0, r_wateralpha->value, 1);
|
|
QuatCopy (default_color, last_color);
|
|
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
|
|
|
|
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
|
|
|
|
qfeglUseProgram (quake_turb.program);
|
|
qfeglEnableVertexAttribArray (quake_turb.vertex.location);
|
|
qfeglEnableVertexAttribArray (quake_turb.tlst.location);
|
|
qfeglDisableVertexAttribArray (quake_turb.color.location);
|
|
|
|
qfeglVertexAttrib4fv (quake_turb.color.location, default_color);
|
|
|
|
VectorCopy (glsl_Fog_GetColor (), fog);
|
|
fog[3] = glsl_Fog_GetDensity () / 64.0;
|
|
qfeglUniform4fv (quake_turb.fog.location, 1, fog);
|
|
|
|
qfeglUniform1i (quake_turb.palette.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
|
|
|
qfeglUniform1f (quake_turb.time.location, vr_data.realtime);
|
|
|
|
qfeglUniform1i (quake_turb.texture.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
|
|
}
|
|
|
|
static void
|
|
turb_end (void)
|
|
{
|
|
qfeglDisableVertexAttribArray (quake_turb.vertex.location);
|
|
qfeglDisableVertexAttribArray (quake_turb.tlst.location);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static void
|
|
spin (mat4_t mat)
|
|
{
|
|
quat_t q;
|
|
mat4_t m;
|
|
float blend;
|
|
|
|
while (vr_data.realtime - sky_time > 1) {
|
|
QuatCopy (sky_rotation[1], sky_rotation[0]);
|
|
QuatMult (sky_velocity, sky_rotation[0], sky_rotation[1]);
|
|
sky_time += 1;
|
|
}
|
|
blend = bound (0, (vr_data.realtime - sky_time), 1);
|
|
|
|
QuatBlend (sky_rotation[0], sky_rotation[1], blend, q);
|
|
QuatMult (sky_fix, q, q);
|
|
Mat4Identity (mat);
|
|
VectorNegate (r_origin, mat + 12);
|
|
QuatToMatrix (q, m, 1, 1);
|
|
Mat4Mult (m, mat, mat);
|
|
}
|
|
|
|
static void
|
|
sky_begin (void)
|
|
{
|
|
mat4_t mat;
|
|
quat_t fog;
|
|
|
|
default_color[3] = 1;
|
|
QuatCopy (default_color, last_color);
|
|
qfeglVertexAttrib4fv (quake_bsp.color.location, default_color);
|
|
|
|
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
|
|
|
|
if (skybox_loaded) {
|
|
sky_params.mvp_matrix = &quake_skybox.mvp_matrix;
|
|
sky_params.vertex = &quake_skybox.vertex;
|
|
sky_params.sky_matrix = &quake_skybox.sky_matrix;
|
|
sky_params.fog = &quake_skybox.fog;
|
|
|
|
qfeglUseProgram (quake_skybox.program);
|
|
qfeglEnableVertexAttribArray (quake_skybox.vertex.location);
|
|
|
|
qfeglUniform1i (quake_skybox.sky.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_CUBE_MAP);
|
|
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
|
|
} else {
|
|
sky_params.mvp_matrix = &quake_skyid.mvp_matrix;
|
|
sky_params.sky_matrix = &quake_skyid.sky_matrix;
|
|
sky_params.vertex = &quake_skyid.vertex;
|
|
sky_params.fog = &quake_skyid.fog;
|
|
|
|
qfeglUseProgram (quake_skyid.program);
|
|
qfeglEnableVertexAttribArray (quake_skyid.vertex.location);
|
|
|
|
qfeglUniform1i (quake_skyid.palette.location, 2);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
|
|
|
qfeglUniform1f (quake_skyid.time.location, vr_data.realtime);
|
|
|
|
qfeglUniform1i (quake_skyid.trans.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
|
|
qfeglUniform1i (quake_skyid.solid.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
}
|
|
|
|
VectorCopy (glsl_Fog_GetColor (), fog);
|
|
fog[3] = glsl_Fog_GetDensity () / 64.0;
|
|
qfeglUniform4fv (sky_params.fog->location, 1, fog);
|
|
|
|
spin (mat);
|
|
qfeglUniformMatrix4fv (sky_params.sky_matrix->location, 1, false, mat);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
|
|
}
|
|
|
|
static void
|
|
sky_end (void)
|
|
{
|
|
qfeglDisableVertexAttribArray (sky_params.vertex->location);
|
|
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
qfeglDisable (GL_TEXTURE_CUBE_MAP);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 2);
|
|
qfeglDisable (GL_TEXTURE_2D);
|
|
|
|
qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static inline void
|
|
add_surf_elements (texture_t *tex, instsurf_t *is,
|
|
elechain_t **ec, elements_t **el)
|
|
{
|
|
msurface_t *surf = is->surface;
|
|
glslpoly_t *poly = (glslpoly_t *) surf->polys;
|
|
|
|
if (!tex->elechain) {
|
|
(*ec) = add_elechain (tex, surf->ec_index);
|
|
(*ec)->transform = is->transform;
|
|
(*ec)->color = is->color;
|
|
(*el) = (*ec)->elements;
|
|
(*el)->base = surf->base;
|
|
if (!(*el)->list)
|
|
(*el)->list = dstring_new ();
|
|
dstring_clear ((*el)->list);
|
|
}
|
|
if (is->transform != (*ec)->transform || is->color != (*ec)->color) {
|
|
(*ec) = add_elechain (tex, surf->ec_index);
|
|
(*ec)->transform = is->transform;
|
|
(*ec)->color = is->color;
|
|
(*el) = (*ec)->elements;
|
|
(*el)->base = surf->base;
|
|
if (!(*el)->list)
|
|
(*el)->list = dstring_new ();
|
|
dstring_clear ((*el)->list);
|
|
}
|
|
if (surf->base != (*el)->base) {
|
|
(*el)->next = get_elements ();
|
|
(*el) = (*el)->next;
|
|
(*el)->base = surf->base;
|
|
if (!(*el)->list)
|
|
(*el)->list = dstring_new ();
|
|
dstring_clear ((*el)->list);
|
|
}
|
|
dstring_append ((*el)->list, (char *) poly->indices,
|
|
poly->count * sizeof (poly->indices[0]));
|
|
}
|
|
|
|
static void
|
|
build_tex_elechain (texture_t *tex)
|
|
{
|
|
instsurf_t *is;
|
|
elechain_t *ec = 0;
|
|
elements_t *el = 0;
|
|
|
|
for (is = tex->tex_chain; is; is = is->tex_chain) {
|
|
add_surf_elements (tex, is, &ec, &el);
|
|
}
|
|
}
|
|
|
|
void
|
|
glsl_R_DrawWorld (void)
|
|
{
|
|
entity_t worldent;
|
|
int i;
|
|
|
|
clear_texture_chains (); // do this first for water and skys
|
|
|
|
memset (&worldent, 0, sizeof (worldent));
|
|
worldent.model = r_worldentity.model;
|
|
|
|
currententity = &worldent;
|
|
|
|
R_VisitWorldNodes (worldent.model);
|
|
if (r_drawentities->int_val) {
|
|
entity_t *ent;
|
|
for (ent = r_ent_queue; ent; ent = ent->next) {
|
|
if (ent->model->type != mod_brush)
|
|
continue;
|
|
currententity = ent;
|
|
|
|
R_DrawBrushModel (ent);
|
|
}
|
|
}
|
|
|
|
glsl_R_FlushLightmaps ();
|
|
bsp_begin ();
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
for (i = 0; i < r_num_texture_chains; i++) {
|
|
texture_t *tex;
|
|
elechain_t *ec = 0;
|
|
|
|
tex = r_texture_chains[i];
|
|
|
|
build_tex_elechain (tex);
|
|
|
|
if (tex->elechain)
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
|
|
|
|
for (ec = tex->elechain; ec; ec = ec->next) {
|
|
draw_elechain (ec, quake_bsp.mvp_matrix.location,
|
|
quake_bsp.vertex.location,
|
|
quake_bsp.tlst.location,
|
|
quake_bsp.color.location);
|
|
}
|
|
tex->elechain = 0;
|
|
tex->elechain_tail = &tex->elechain;
|
|
}
|
|
bsp_end ();
|
|
}
|
|
|
|
void
|
|
glsl_R_DrawWaterSurfaces ()
|
|
{
|
|
instsurf_t *is;
|
|
msurface_t *surf;
|
|
texture_t *tex = 0;
|
|
elechain_t *ec = 0;
|
|
elements_t *el = 0;
|
|
|
|
if (!waterchain)
|
|
return;
|
|
|
|
turb_begin ();
|
|
for (is = waterchain; is; is = is->tex_chain) {
|
|
surf = is->surface;
|
|
if (tex != surf->texinfo->texture) {
|
|
if (tex) {
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
|
|
for (ec = tex->elechain; ec; ec = ec->next)
|
|
draw_elechain (ec, quake_turb.mvp_matrix.location,
|
|
quake_turb.vertex.location,
|
|
quake_turb.tlst.location,
|
|
quake_turb.color.location);
|
|
tex->elechain = 0;
|
|
tex->elechain_tail = &tex->elechain;
|
|
}
|
|
tex = surf->texinfo->texture;
|
|
}
|
|
add_surf_elements (tex, is, &ec, &el);
|
|
}
|
|
if (tex) {
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
|
|
for (ec = tex->elechain; ec; ec = ec->next)
|
|
draw_elechain (ec, quake_turb.mvp_matrix.location,
|
|
quake_turb.vertex.location,
|
|
quake_turb.tlst.location,
|
|
quake_turb.color.location);
|
|
tex->elechain = 0;
|
|
tex->elechain_tail = &tex->elechain;
|
|
}
|
|
turb_end ();
|
|
|
|
waterchain = 0;
|
|
waterchain_tail = &waterchain;
|
|
}
|
|
|
|
void
|
|
glsl_R_DrawSky (void)
|
|
{
|
|
instsurf_t *is;
|
|
msurface_t *surf;
|
|
texture_t *tex = 0;
|
|
elechain_t *ec = 0;
|
|
elements_t *el = 0;
|
|
|
|
if (!sky_chain)
|
|
return;
|
|
|
|
sky_begin ();
|
|
for (is = sky_chain; is; is = is->tex_chain) {
|
|
surf = is->surface;
|
|
if (tex != surf->texinfo->texture) {
|
|
if (tex) {
|
|
if (!skybox_loaded) {
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
|
|
}
|
|
for (ec = tex->elechain; ec; ec = ec->next)
|
|
draw_elechain (ec, sky_params.mvp_matrix->location,
|
|
sky_params.vertex->location, -1, -1);
|
|
tex->elechain = 0;
|
|
tex->elechain_tail = &tex->elechain;
|
|
}
|
|
tex = surf->texinfo->texture;
|
|
}
|
|
add_surf_elements (tex, is, &ec, &el);
|
|
}
|
|
if (tex) {
|
|
if (!skybox_loaded) {
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[0]);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglBindTexture (GL_TEXTURE_2D, tex->sky_tex[1]);
|
|
}
|
|
for (ec = tex->elechain; ec; ec = ec->next)
|
|
draw_elechain (ec, sky_params.mvp_matrix->location,
|
|
sky_params.vertex->location, -1, -1);
|
|
tex->elechain = 0;
|
|
tex->elechain_tail = &tex->elechain;
|
|
}
|
|
sky_end ();
|
|
|
|
sky_chain = 0;
|
|
sky_chain_tail = &sky_chain;
|
|
}
|
|
|
|
void
|
|
glsl_R_InitBsp (void)
|
|
{
|
|
shader_t *vert_shader, *frag_shader;
|
|
int vert;
|
|
int frag;
|
|
|
|
vert_shader = GLSL_BuildShader (bsp_vert_effects);
|
|
frag_shader = GLSL_BuildShader (bsp_lit_effects);
|
|
vert = GLSL_CompileShader ("quakebsp.vert", vert_shader,
|
|
GL_VERTEX_SHADER);
|
|
frag = GLSL_CompileShader ("quakebsp.frag", frag_shader,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_bsp.program = GLSL_LinkProgram ("quakebsp", vert, frag);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.mvp_matrix);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.tlst);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.vertex);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.colormap);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.texture);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.lightmap);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.color);
|
|
GLSL_ResolveShaderParam (quake_bsp.program, &quake_bsp.fog);
|
|
GLSL_FreeShader (vert_shader);
|
|
GLSL_FreeShader (frag_shader);
|
|
|
|
frag_shader = GLSL_BuildShader (bsp_turb_effects);
|
|
frag = GLSL_CompileShader ("quaketrb.frag", frag_shader,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_turb.program = GLSL_LinkProgram ("quaketrb", vert, frag);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.mvp_matrix);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.tlst);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.vertex);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.palette);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.texture);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.time);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.color);
|
|
GLSL_ResolveShaderParam (quake_turb.program, &quake_turb.fog);
|
|
GLSL_FreeShader (frag_shader);
|
|
|
|
frag_shader = GLSL_BuildShader (bsp_sky_id_effects);
|
|
frag = GLSL_CompileShader ("quakeski.frag", frag_shader,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_skyid.program = GLSL_LinkProgram ("quakeskyid", vert, frag);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.mvp_matrix);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.sky_matrix);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.vertex);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.palette);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.solid);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.trans);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.time);
|
|
GLSL_ResolveShaderParam (quake_skyid.program, &quake_skyid.fog);
|
|
GLSL_FreeShader (frag_shader);
|
|
|
|
frag_shader = GLSL_BuildShader (bsp_sky_cube_effects);
|
|
frag = GLSL_CompileShader ("quakeskb.frag", frag_shader,
|
|
GL_FRAGMENT_SHADER);
|
|
quake_skybox.program = GLSL_LinkProgram ("quakeskybox", vert, frag);
|
|
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.mvp_matrix);
|
|
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky_matrix);
|
|
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.vertex);
|
|
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.sky);
|
|
GLSL_ResolveShaderParam (quake_skybox.program, &quake_skybox.fog);
|
|
GLSL_FreeShader (frag_shader);
|
|
}
|
|
|
|
static inline __attribute__((const)) int
|
|
is_pow2 (unsigned x)
|
|
{
|
|
int count;
|
|
|
|
for (count = 0; x; x >>= 1)
|
|
if (x & 1)
|
|
count++;
|
|
return count == 1;
|
|
}
|
|
|
|
// NOTE: this expects the destination tex_t to be set up: memory allocated
|
|
// and dimentions/format etc already set. the size of the rect to be copied
|
|
// is taken from dst. Also, dst->format and src->format must be the same, and
|
|
// either 3 or 4, or bad things will happen. Also, no clipping is done, so if
|
|
// x < 0 or y < 0 or x + dst->width > src->width
|
|
// or y + dst->height > src->height, bad things will happen.
|
|
static void
|
|
copy_sub_tex (tex_t *src, int x, int y, tex_t *dst)
|
|
{
|
|
int dstbytes;
|
|
int srcbytes;
|
|
int i;
|
|
|
|
srcbytes = src->width * src->format;
|
|
dstbytes = dst->width * dst->format;
|
|
|
|
x *= src->format;
|
|
for (i = 0; i < dst->height; i++)
|
|
memcpy (dst->data + i * dstbytes, src->data + (i + y) * srcbytes + x,
|
|
dstbytes);
|
|
}
|
|
|
|
void
|
|
glsl_R_LoadSkys (const char *sky)
|
|
{
|
|
const char *name;
|
|
int i;
|
|
tex_t *tex;
|
|
// NOTE: quake's world and GL's world are rotated relative to each other
|
|
// quake has x right, y in, z up. gl has x right, y up, z out
|
|
// quake order: +x -x +z -z +y -y
|
|
// gl order: +x -x +y -y +z -z
|
|
// fizquake orger: -y +y +z -z +x -x
|
|
// to get from quake order to fitzquake order, all that's needed is
|
|
// a -90 degree rotation on the (quake) z-axis. This is taken care of in
|
|
// the sky_matrix setup code.
|
|
// However, from the player's perspective, skymaps have lf and rt
|
|
// swapped, but everythink makes sense if looking at the cube from outside
|
|
// along the positive y axis, with the front of the cube being the nearest
|
|
// face. This matches nicely with Blender's default cube in front (num-1)
|
|
// view.
|
|
static const char *sky_suffix[] = { "ft", "bk", "up", "dn", "rt", "lf"};
|
|
static int sky_coords[][2] = {
|
|
{2, 0}, // front
|
|
{0, 0}, // back
|
|
{1, 1}, // up
|
|
{0, 1}, // down
|
|
{2, 1}, // left
|
|
{1, 0}, // right
|
|
};
|
|
|
|
if (!sky || !*sky)
|
|
sky = r_skyname->string;
|
|
|
|
if (!*sky || !strcasecmp (sky, "none")) {
|
|
skybox_loaded = false;
|
|
return;
|
|
}
|
|
|
|
if (!skybox_tex)
|
|
qfeglGenTextures (1, &skybox_tex);
|
|
|
|
qfeglBindTexture (GL_TEXTURE_CUBE_MAP, skybox_tex);
|
|
|
|
//blender envmap
|
|
// bk rt ft
|
|
// dn up lt
|
|
tex = LoadImage (name = va ("env/%s_map", sky));
|
|
if (tex && tex->format >= 3 && tex->height * 3 == tex->width * 2
|
|
&& is_pow2 (tex->height)) {
|
|
tex_t *sub;
|
|
int size = tex->height / 2;
|
|
|
|
skybox_loaded = true;
|
|
sub = malloc (field_offset (tex_t, data[size * size * tex->format]));
|
|
sub->width = size;
|
|
sub->height = size;
|
|
sub->format = tex->format;
|
|
sub->palette = tex->palette;
|
|
for (i = 0; i < 6; i++) {
|
|
int x, y;
|
|
x = sky_coords[i][0] * size;
|
|
y = sky_coords[i][1] * size;
|
|
copy_sub_tex (tex, x, y, sub);
|
|
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
|
|
sub->format == 3 ? GL_RGB : GL_RGBA,
|
|
sub->width, sub->height, 0,
|
|
sub->format == 3 ? GL_RGB : GL_RGBA,
|
|
GL_UNSIGNED_BYTE, sub->data);
|
|
}
|
|
free (sub);
|
|
} else {
|
|
skybox_loaded = true;
|
|
for (i = 0; i < 6; i++) {
|
|
tex = LoadImage (name = va ("env/%s%s", sky, sky_suffix[i]));
|
|
if (!tex || tex->format < 3) { // FIXME pcx support
|
|
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
|
|
// also look in gfx/env, where Darkplaces looks for skies
|
|
tex = LoadImage (name = va ("gfx/env/%s%s", sky,
|
|
sky_suffix[i]));
|
|
if (!tex || tex->format < 3) { // FIXME pcx support
|
|
Sys_MaskPrintf (SYS_GLSL, "Couldn't load %s\n", name);
|
|
skybox_loaded = false;
|
|
continue;
|
|
}
|
|
}
|
|
Sys_MaskPrintf (SYS_GLSL, "Loaded %s\n", name);
|
|
qfeglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
|
|
tex->format == 3 ? GL_RGB : GL_RGBA,
|
|
tex->width, tex->height, 0,
|
|
tex->format == 3 ? GL_RGB : GL_RGBA,
|
|
GL_UNSIGNED_BYTE, tex->data);
|
|
}
|
|
}
|
|
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);
|
|
qfeglGenerateMipmap (GL_TEXTURE_CUBE_MAP);
|
|
}
|