mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
a07eccd5c7
I'm not sure when things broke on my laptop (I thought I got warp and fisheye working on my laptop), but it turns out things weren't quite right, thus warp (and presumably fisheye) weren't working properly due to GLSL errors that I only just noticed. This fixes water warp (and probably fisheye).
123 lines
3 KiB
C
123 lines
3 KiB
C
/*
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glsl_fisheye.c
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GLSL screen fisheye
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/25
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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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#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 "QF/cvar.h"
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#include "QF/render.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_vid.h"
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#include "QF/GLSL/qf_fisheye.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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static const char *fisheye_vert_effects[] =
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{
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"QuakeForge.version.130",
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"QuakeForge.Vertex.fstri",
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0
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};
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static const char *fisheye_frag_effects[] =
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{
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"QuakeForge.version.130",
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.screen.fisheye",
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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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GLuint vao;
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shaderparam_t screenTex;
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shaderparam_t fov;
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shaderparam_t aspect;
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} fisheye = {
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.screenTex = {"screenTex", 1},
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.fov = {"fov", 1},
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.aspect = {"aspect", 1},
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};
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void
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glsl_InitFisheye (void)
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{
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shader_t *vert_shader, *frag_shader;
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int vert;
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int frag;
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vert_shader = GLSL_BuildShader (fisheye_vert_effects);
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frag_shader = GLSL_BuildShader (fisheye_frag_effects);
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vert = GLSL_CompileShader ("scrfisheye.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("scrfisheye.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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fisheye.program = GLSL_LinkProgram ("scrfisheye", vert, frag);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.screenTex);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.fov);
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GLSL_ResolveShaderParam (fisheye.program, &fisheye.aspect);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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qfeglCreateVertexArrays (1, &fisheye.vao);
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}
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void
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glsl_FisheyeScreen (framebuffer_t *fb)
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{
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qfeglUseProgram (fisheye.program);
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qfeglUniform1f (fisheye.fov.location, scr_ffov * M_PI / 360);
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qfeglUniform1f (fisheye.aspect.location,
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(float) r_refdef.vrect.height / r_refdef.vrect.width);
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gl_framebuffer_t *buffer = fb->buffer;
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_CUBE_MAP, buffer->color);
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qfeglBindVertexArray (fisheye.vao);
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qfeglDrawArrays (GL_TRIANGLES, 0, 3);
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qfeglBindVertexArray (0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglDisable (GL_TEXTURE_2D);
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}
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