quakeforge/libs/video/renderer/glsl/glsl_main.c
Bill Currie 35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00

227 lines
4.5 KiB
C

/*
glsl_main.c
GLSL rendering
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_alias.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_draw.h"
#include "QF/GLSL/qf_fisheye.h"
#include "QF/GLSL/qf_iqm.h"
#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_main.h"
#include "QF/GLSL/qf_particles.h"
#include "QF/GLSL/qf_sprite.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/GLSL/qf_warp.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_gl.h"
mat4f_t glsl_projection;
mat4f_t glsl_view;
static void
R_SetupView (void)
{
static mat4f_t z_up = {
{ 0, 0, 1, 0},
{-1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 0, 1},
};
mmulf (glsl_view, z_up, r_refdef.camera_inverse);
qfeglEnable (GL_CULL_FACE);
qfeglEnable (GL_DEPTH_TEST);
}
void
glsl_R_RenderEntities (entqueue_t *queue)
{
int begun;
if (!r_drawentities)
return;
#define RE_LOOP(type_name, Type) \
do { \
begun = 0; \
for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
i++) { \
entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
if (!begun) { \
glsl_R_##Type##Begin (); \
begun = 1; \
} \
glsl_R_Draw##Type (ent); \
} \
if (begun) \
glsl_R_##Type##End (); \
} while (0)
RE_LOOP (alias, Alias);
RE_LOOP (iqm, IQM);
RE_LOOP (sprite, Sprite);
}
static void
R_DrawViewModel (void)
{
entity_t ent = vr_data.view_model;
if (!Entity_Valid (ent)) {
return;
}
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel
|| !r_drawentities
|| !renderer->model)
return;
// hack the depth range to prevent view model from poking into walls
qfeglDepthRangef (0, 0.3);
glsl_R_AliasBegin ();
glsl_R_DrawAlias (ent);
glsl_R_AliasEnd ();
qfeglDepthRangef (0, 1);
}
void
glsl_R_RenderView (void)
{
if (!r_refdef.worldmodel) {
return;
}
memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t));
R_SetupView ();
glsl_R_DrawWorld ();
glsl_R_DrawSky ();
if (Entity_Valid (vr_data.view_model)) {
R_DrawViewModel ();
}
}
static void
glsl_R_TimeRefresh_f (void)
{
/* FIXME update for simd
double start, stop, time;
int i;
glsl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
glsl_R_RenderView ();
glsl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}
void
glsl_R_Init (void)
{
Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
"Test the current refresh rate for the current location.");
R_Init_Cvars ();
glsl_Draw_Init ();
SCR_Init ();
glsl_R_InitBsp ();
glsl_R_InitAlias ();
glsl_R_InitIQM ();
glsl_R_InitSprites ();
glsl_R_InitParticles ();
glsl_InitFisheye ();
glsl_InitWarp ();
Skin_Init ();
}
void
glsl_R_Shutdown (void)
{
Skin_Shutdown();
glsl_R_ShutdownParticles ();
glsl_Lightmap_Shutdown ();
glsl_R_ShutdownBsp ();
SCR_Shutdown ();
glsl_Draw_Shutdown ();
}
void
glsl_R_NewScene (scene_t *scene)
{
int i;
for (i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
r_refdef.worldmodel = scene->worldmodel;
R_ClearParticles ();
glsl_R_RegisterTextures (scene->models, scene->num_models);
glsl_R_BuildLightmaps (scene->models, scene->num_models);
glsl_R_BuildDisplayLists (scene->models, scene->num_models);
}
void
glsl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearParticles ();
}