mirror of
https://git.code.sf.net/p/quake/quakeforge
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35ec2ebb4c
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).
312 lines
9 KiB
C
312 lines
9 KiB
C
/*
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glsl_iqm.c
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GLSL IQM rendering
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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: 2012/5/11
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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/skin.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.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_iqm.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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static const char *iqm_vert_effects[] =
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{
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"QuakeForge.Math.quaternion",
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"QuakeForge.Vertex.iqm",
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0
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};
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static const char *iqm_frag_effects[] =
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{
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"QuakeForge.Fragment.fog",
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"QuakeForge.Fragment.iqm",
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0
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};
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typedef struct {
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shaderparam_t position;
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shaderparam_t color;
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} lightpar_t;
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#define MAX_IQM_LIGHTS 8
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#define MAX_IQM_BONES 80
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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 norm_matrix;
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shaderparam_t bonemats;
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shaderparam_t vcolor;
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shaderparam_t vweights;
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shaderparam_t vbones;
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shaderparam_t texcoord;
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shaderparam_t vtangent;
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shaderparam_t vnormal;
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shaderparam_t vposition;
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shaderparam_t ambient;
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lightpar_t lights[MAX_IQM_LIGHTS];
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shaderparam_t texture;
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shaderparam_t normalmap;
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shaderparam_t fog;
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} iqm_shader = {
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0,
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{"mvp_mat", 1},
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{"norm_mat", 1},
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{"bonemats", 1},
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{"vcolor", 0},
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{"vweights", 0},
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{"vbones", 0},
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{"texcoord", 0},
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{"vtangent", 0},
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{"vnormal", 0},
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{"vposition", 0},
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{"ambient", 1},
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{
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{{"lights[0].position", 1}, {"lights[0].color", 1}},
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{{"lights[1].position", 1}, {"lights[1].color", 1}},
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{{"lights[2].position", 1}, {"lights[2].color", 1}},
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{{"lights[3].position", 1}, {"lights[3].color", 1}},
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{{"lights[4].position", 1}, {"lights[4].color", 1}},
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{{"lights[5].position", 1}, {"lights[5].color", 1}},
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{{"lights[6].position", 1}, {"lights[6].color", 1}},
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{{"lights[7].position", 1}, {"lights[7].color", 1}},
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},
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{"texture", 1},
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{"normalmap", 1},
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{"fog", 1},
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};
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static struct va_attr_s {
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shaderparam_t *attr;
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GLint size;
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GLenum type;
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GLboolean normalized;
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} vertex_attribs[] = {
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{&iqm_shader.vposition, 3, GL_FLOAT, 0},
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{&iqm_shader.texcoord, 2, GL_FLOAT, 0},
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{&iqm_shader.vnormal, 3, GL_FLOAT, 0},
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{&iqm_shader.vtangent, 4, GL_FLOAT, 0},
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{&iqm_shader.vbones, 4, GL_UNSIGNED_BYTE, 0},
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{&iqm_shader.vweights, 4, GL_UNSIGNED_BYTE, 1},
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{&iqm_shader.vcolor, 4, GL_UNSIGNED_BYTE, 1},
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};
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static mat4f_t iqm_vp;
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void
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glsl_R_InitIQM (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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int i;
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vert_shader = GLSL_BuildShader (iqm_vert_effects);
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frag_shader = GLSL_BuildShader (iqm_frag_effects);
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vert = GLSL_CompileShader ("iqm.vert", vert_shader, GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("iqm.frag", frag_shader, GL_FRAGMENT_SHADER);
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iqm_shader.program = GLSL_LinkProgram ("iqm", vert, frag);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.mvp_matrix);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.norm_matrix);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.bonemats);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vcolor);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vweights);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vbones);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texcoord);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vtangent);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vnormal);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vposition);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.ambient);
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for (i = 0; i < MAX_IQM_LIGHTS; i++) {
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GLSL_ResolveShaderParam (iqm_shader.program,
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&iqm_shader.lights[i].position);
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GLSL_ResolveShaderParam (iqm_shader.program,
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&iqm_shader.lights[i].color);
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}
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texture);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.normalmap);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.fog);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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}
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static void
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set_arrays (iqm_t *iqm)
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{
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int i;
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uint32_t j;
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struct va_attr_s *attr;
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iqmvertexarray *va;
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for (i = 0, j = 0; i < iqm->num_arrays; i++) {
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va = &iqm->vertexarrays[i];
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if (va->type > IQM_COLOR)
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Sys_Error ("iqm: unknown array type");
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if (j > va->type)
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Sys_Error ("iqm: array order bogus");
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while (j < va->type)
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qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
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attr = &vertex_attribs[j++];
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qfeglEnableVertexAttribArray (attr->attr->location);
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qfeglVertexAttribPointer (attr->attr->location, attr->size,
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attr->type, attr->normalized, iqm->stride,
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iqm->vertices + va->offset);
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//(byte *) 0 + va->offset);
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}
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while (j <= IQM_COLOR)
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qfeglDisableVertexAttribArray (vertex_attribs[j++].attr->location);
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}
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void
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glsl_R_DrawIQM (entity_t ent)
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{
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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model_t *model = renderer->model;
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static quat_t color = { 1, 1, 1, 1};
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iqm_t *iqm = (iqm_t *) model->aliashdr;
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glsliqm_t *glsl = (glsliqm_t *) iqm->extra_data;
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dlight_t *lights[MAX_IQM_LIGHTS];
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int i;
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vec_t norm_mat[9];
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vec4f_t entorigin;
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mat4f_t mvp_mat;
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float blend;
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iqmframe_t *frame;
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// we need only the rotation for normals.
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mat4f_t mat;
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transform_t transform = Entity_Transform (ent);
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Transform_GetWorldMatrix (transform, mat);
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VectorCopy (mat[0], norm_mat + 0);
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VectorCopy (mat[1], norm_mat + 3);
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VectorCopy (mat[2], norm_mat + 6);
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entorigin = mat[3];
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mmulf (mvp_mat, iqm_vp, mat);
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R_LightPoint (&r_refdef.worldmodel->brush, entorigin);//FIXME min_light?
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VectorScale (ambientcolor, 1/255.0, ambientcolor);
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R_FindNearLights (entorigin, MAX_IQM_LIGHTS, lights);
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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blend = R_IQMGetLerpedFrames (animation, iqm);
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frame = R_IQMBlendFrames (iqm, animation->pose1, animation->pose2,
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blend, 0);
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qfeglUniform3fv (iqm_shader.ambient.location, 1, ambientcolor);
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for (i = 0; i < MAX_IQM_LIGHTS; i++) {
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quat_t val;
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lightpar_t *l = &iqm_shader.lights[i];
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if (!lights[i])
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break;
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VectorSubtract (lights[i]->origin, entorigin, val);
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val[3] = lights[i]->radius;
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qfeglUniform4fv (l->position.location, 1, val);
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qfeglUniform4fv (l->color.location, 1, (vec_t*)&lights[i]->color);
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}
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for (; i < MAX_IQM_LIGHTS; i++) {
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lightpar_t *l = &iqm_shader.lights[i];
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qfeglUniform4fv (l->position.location, 1, quat_origin);
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qfeglUniform4fv (l->color.location, 1, quat_origin);
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}
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qfeglBindBuffer (GL_ARRAY_BUFFER, glsl->vertex_array);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, glsl->element_array);
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qfeglUniformMatrix4fv (iqm_shader.mvp_matrix.location, 1, false,
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(vec_t*)&mvp_mat[0]);//FIXME
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qfeglUniformMatrix3fv (iqm_shader.norm_matrix.location, 1, false,
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norm_mat);
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qfeglUniformMatrix4fv (iqm_shader.bonemats.location, iqm->num_joints,
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false, (float *) frame);
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qfeglVertexAttrib4fv (iqm_shader.vcolor.location, color);
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set_arrays (iqm);
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for (i = 0; i < iqm->num_meshes; i++) {
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglBindTexture (GL_TEXTURE_2D, glsl->textures[i]);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglBindTexture (GL_TEXTURE_2D, glsl->normmaps[i]);
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qfeglDrawElements (GL_TRIANGLES, 3 * iqm->meshes[i].num_triangles,
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GL_UNSIGNED_SHORT,
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iqm->elements + 3 * iqm->meshes[i].first_triangle);
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}
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}
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// All iqm models are drawn in a batch, so avoid thrashing the gl state
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void
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glsl_R_IQMBegin (void)
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{
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quat_t fog;
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// pre-multiply the view and projection matricies
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mmulf (iqm_vp, glsl_projection, glsl_view);
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qfeglUseProgram (iqm_shader.program);
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Fog_GetColor (fog);
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fog[3] = Fog_GetDensity () / 64.0;
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qfeglUniform4fv (iqm_shader.fog.location, 1, fog);
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qfeglUniform1i (iqm_shader.texture.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglUniform1i (iqm_shader.normalmap.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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}
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void
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glsl_R_IQMEnd (void)
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{
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int i;
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qfeglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfeglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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for (i = 0; i <= IQM_COLOR; i++)
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qfeglDisableVertexAttribArray (vertex_attribs[i].attr->location);
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}
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