mirror of
https://git.code.sf.net/p/quake/quakeforge
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e920abe142
The actual view and projection matrices are now consistent with vulkan, with the vulkan-gl disparity moved into adjustment matrices. The goal is to allow the same camera data and code to be used in all renderers. The extra matrix multiplication shouldn't be too expensive as it occurs only when the field of view (not often, under user control) or near and far clip distances (very rarely) change.
313 lines
6.8 KiB
C
313 lines
6.8 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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 "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_sprite.h"
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#include "QF/GLSL/qf_textures.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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mat4f_t glsl_projection;
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mat4f_t glsl_view;
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void
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glsl_R_ViewChanged (void)
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{
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float aspect = (float) r_refdef.vrect.width / r_refdef.vrect.height;
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float f = 1 / tan (r_refdef.fov_y * M_PI / 360);
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float neard, fard;
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vec4f_t *proj = glsl_projection;
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neard = r_nearclip->value;
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fard = r_farclip->value;
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// NOTE columns!
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proj[0] = (vec4f_t) { f / aspect, 0, 0, 0 };
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proj[1] = (vec4f_t) { 0, f, 0, 0 };
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proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
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proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
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// convert 0..1 depth buffer range to -1..1
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static mat4f_t depth_range = {
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{ 1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 2, 0},
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{ 0, 0,-1, 1},
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};
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mmulf (proj, depth_range, proj);
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}
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void
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glsl_R_SetupFrame (void)
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{
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R_AnimateLight ();
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R_ClearEnts ();
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r_framecount++;
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VectorCopy (r_refdef.viewposition, r_origin);
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vec4f_t rotation = r_refdef.viewrotation;
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VectorCopy (qvmulf (rotation, (vec4f_t) { 1, 0, 0, 0 }), vpn);
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VectorCopy (qvmulf (rotation, (vec4f_t) { 0,-1, 0, 0 }), vright);
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VectorCopy (qvmulf (rotation, (vec4f_t) { 0, 0, 1, 0 }), vup);
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R_SetFrustum ();
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
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}
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static void
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R_SetupView (void)
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{
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float x, y, w, h;
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static mat4f_t z_up = {
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{ 0, 0, 1, 0},
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{-1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 0, 1},
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};
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vec4f_t offset = { 0, 0, 0, 1 };
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x = r_refdef.vrect.x;
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y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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qfeglViewport (x, y, w, h);
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mat4fquat (glsl_view, qconjf (r_refdef.viewrotation));
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mmulf (glsl_view, z_up, glsl_view);
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offset = -r_refdef.viewposition;
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offset[3] = 1;
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glsl_view[3] = mvmulf (glsl_view, offset);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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static void
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R_RenderEntities (void)
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{
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entity_t *ent;
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int begun;
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if (!r_drawentities->int_val)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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for (ent = r_ent_queue; ent; ent = ent->next) { \
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if (ent->renderer.model->type != mod_##type_name) \
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continue; \
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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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glsl_R_Draw##Type (ent); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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}
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static void
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R_DrawViewModel (void)
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{
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entity_t *ent = vr_data.view_model;
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| !r_drawentities->int_val
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|| !ent->renderer.model)
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return;
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// hack the depth range to prevent view model from poking into walls
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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias (ent);
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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{
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double t[10] = {};
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int speeds = r_speeds->int_val;
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if (!r_worldentity.renderer.model) {
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return;
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}
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if (speeds)
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t[0] = Sys_DoubleTime ();
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glsl_R_SetupFrame ();
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R_SetupView ();
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if (speeds)
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t[1] = Sys_DoubleTime ();
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R_MarkLeaves ();
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if (speeds)
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t[2] = Sys_DoubleTime ();
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R_PushDlights (vec3_origin);
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if (speeds)
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t[3] = Sys_DoubleTime ();
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glsl_R_DrawWorld ();
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if (speeds)
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t[4] = Sys_DoubleTime ();
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glsl_R_DrawSky ();
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if (speeds)
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t[5] = Sys_DoubleTime ();
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R_RenderEntities ();
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if (speeds)
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t[6] = Sys_DoubleTime ();
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glsl_R_DrawWaterSurfaces ();
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if (speeds)
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t[7] = Sys_DoubleTime ();
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glsl_R_DrawParticles ();
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if (speeds)
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t[8] = Sys_DoubleTime ();
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R_DrawViewModel ();
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if (speeds)
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t[9] = Sys_DoubleTime ();
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if (speeds) {
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Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
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" sky: %g, ents: %g, water: %g, part: %g, view: %g\n",
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(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
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(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
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(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
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(t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000,
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(t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000);
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}
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}
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void
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glsl_R_Init (void)
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{
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Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
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"Test the current refresh rate for the current location.");
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R_Init_Cvars ();
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glsl_R_Particles_Init_Cvars ();
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glsl_Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_Fog_Init ();
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Skin_Init ();
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}
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void
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glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.renderer.model = worldmodel;
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// Force a vis update
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r_viewleaf = NULL;
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R_MarkLeaves ();
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R_FreeAllEntities ();
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R_ClearParticles ();
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glsl_R_RegisterTextures (models, num_models);
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glsl_R_BuildLightmaps (models, num_models);
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glsl_R_BuildDisplayLists (models, num_models);
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}
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void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count, int height)
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{
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}
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void
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glsl_R_ClearState (void)
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{
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r_worldentity.renderer.model = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearParticles ();
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}
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void
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glsl_R_TimeRefresh_f (void)
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{
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/* FIXME update for simd
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double start, stop, time;
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int i;
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glsl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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glsl_R_RenderView ();
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glsl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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*/
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}
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