quakeforge/libs/video/renderer/glsl/glsl_iqm.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

312 lines
9 KiB
C

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