Beispiel #1
0
/*
==============
RB_InstantQuad

based on Tess_InstantQuad from xreal
==============
*/
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
{
	GLimp_LogComment("--- RB_InstantQuad2 ---\n");

	tess.numVertexes = 0;
	tess.numIndexes = 0;
	tess.firstIndex = 0;

	VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]);
	VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes]);
	tess.numVertexes++;

	VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]);
	VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes]);
	tess.numVertexes++;

	VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]);
	VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes]);
	tess.numVertexes++;

	VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]);
	VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes]);
	tess.numVertexes++;

	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 1;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 0;
	tess.indexes[tess.numIndexes++] = 2;
	tess.indexes[tess.numIndexes++] = 3;
	tess.minIndex = 0;
	tess.maxIndex = 3;

	RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);

	R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);

	tess.numIndexes = 0;
	tess.numVertexes = 0;
	tess.firstIndex = 0;
	tess.minIndex = 0;
	tess.maxIndex = 0;
}
Beispiel #2
0
void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
{
	ivec4_t dstBox, srcBox;
	vec2_t srcTexScale;
	vec4_t color;
	vec4_t quadVerts[4];
	vec2_t texCoords[4];
	vec2_t invTexRes;
	FBO_t *oldFbo = glState.currentFBO;
	mat4_t projection;
	int width, height;

	if (!src)
		return;

	if (inSrcBox)
	{
		VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2],  inSrcBox[1] + inSrcBox[3]);
	}
	else
	{
		VectorSet4(srcBox, 0, 0, src->width, src->height);
	}

	// framebuffers are 0 bottom, Y up.
	if (inDstBox)
	{
		if (dst)
		{
			dstBox[0] = inDstBox[0];
			dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
			dstBox[2] = inDstBox[0] + inDstBox[2];
			dstBox[3] = dst->height - inDstBox[1];
		}
		else
		{
			dstBox[0] = inDstBox[0];
			dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
			dstBox[2] = inDstBox[0] + inDstBox[2];
			dstBox[3] = glConfig.vidHeight - inDstBox[1];
		}
	}
	else if (dst)
	{
		VectorSet4(dstBox, 0, dst->height, dst->width, 0);
	}
	else
	{
		VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
	}

	if (inSrcTexScale)
	{
		VectorCopy2(inSrcTexScale, srcTexScale);
	}
	else
	{
		srcTexScale[0] = srcTexScale[1] = 1.0f;
	}

	if (inColor)
	{
		VectorCopy4(inColor, color);
	}
	else
	{
		VectorCopy4(colorWhite, color);
	}

	if (!shaderProgram)
	{
		shaderProgram = &tr.textureColorShader;
	}

	FBO_Bind(dst);

	if (glState.currentFBO)
	{
		width = glState.currentFBO->width;
		height = glState.currentFBO->height;
	}
	else
	{
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}

	qglViewport( 0, 0, width, height );
	qglScissor( 0, 0, width, height );

	Mat4Ortho(0, width, height, 0, 0, 1, projection);

	qglDisable( GL_CULL_FACE );

	GL_BindToTMU(src, TB_COLORMAP);

	VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
	VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
	VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
	VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);

	texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
	texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
	texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
	texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;

	invTexRes[0] = 1.0f / src->width  * srcTexScale[0];
	invTexRes[1] = 1.0f / src->height * srcTexScale[1];

	GL_State( blend );

	GLSL_BindProgram(shaderProgram);
	
	GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
	GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
	GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
	GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
	GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);

	RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);

	FBO_Bind(oldFbo);
}
Beispiel #3
0
void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
{
	ivec4_t dstBox;
	vec4_t color;
	vec4_t quadVerts[4];
	vec2_t texCoords[4];
	vec2_t invTexRes;
	FBO_t *oldFbo = glState.currentFBO;
	mat4_t projection;
	int width, height;

	if (!src)
	{
		ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n");
		return;
	}

	width  = dst ? dst->width  : glConfig.vidWidth;
	height = dst ? dst->height : glConfig.vidHeight;

	if (inSrcTexCorners)
	{
		VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]);
		VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]);
		VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]);
		VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]);
	}
	else
	{
		VectorSet2(texCoords[0], 0.0f, 1.0f);
		VectorSet2(texCoords[1], 1.0f, 1.0f);
		VectorSet2(texCoords[2], 1.0f, 0.0f);
		VectorSet2(texCoords[3], 0.0f, 0.0f);
	}

	// framebuffers are 0 bottom, Y up.
	if (inDstBox)
	{
		dstBox[0] = inDstBox[0];
		dstBox[1] = height - inDstBox[1] - inDstBox[3];
		dstBox[2] = inDstBox[0] + inDstBox[2];
		dstBox[3] = height - inDstBox[1];
	}
	else
	{
		VectorSet4(dstBox, 0, height, width, 0);
	}

	if (inSrcTexScale)
	{
		VectorCopy2(inSrcTexScale, invTexRes);
	}
	else
	{
		VectorSet2(invTexRes, 1.0f, 1.0f);
	}

	if (inColor)
	{
		VectorCopy4(inColor, color);
	}
	else
	{
		VectorCopy4(colorWhite, color);
	}

	if (!shaderProgram)
	{
		shaderProgram = &tr.textureColorShader;
	}

	FBO_Bind(dst);

	qglViewport( 0, 0, width, height );
	qglScissor( 0, 0, width, height );

	Mat4Ortho(0, width, height, 0, 0, 1, projection);

	GL_Cull( CT_TWO_SIDED );

	GL_BindToTMU(src, TB_COLORMAP);

	VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f);
	VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f);
	VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f);
	VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f);

	invTexRes[0] /= src->width;
	invTexRes[1] /= src->height;

	GL_State( blend );

	GLSL_BindProgram(shaderProgram);
	
	GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
	GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
	GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
	GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
	GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);

	RB_InstantQuad2(quadVerts, texCoords);

	FBO_Bind(oldFbo);
}
Beispiel #4
0
//-------------------------
//  FX_AddPoly
//-------------------------
CPoly *FX_AddPoly( vec3_t *verts, vec2_t *st, int numVerts,
							vec3_t vel, vec3_t accel,
							float alpha1, float alpha2, float alphaParm,
							vec3_t rgb1, vec3_t rgb2, float rgbParm,
							vec3_t rotationDelta, float bounce, int motionDelay,
							int killTime, qhandle_t shader, int flags )
{
	if ( theFxHelper.mFrameTime < 1 || !verts )
	{ // disallow adding effects when the system is paused or the user doesn't pass in a vert array
		return 0;
	}

	CPoly *fx = new CPoly;

	if ( fx )
	{
		// Do a cheesy copy of the verts and texture coords into our own structure
		for ( int i = 0; i < numVerts; i++ )
		{
			VectorCopy( verts[i], fx->mOrg[i] );
			VectorCopy2( st[i], fx->mST[i] );
		}

		fx->SetVel( vel );
		fx->SetAccel( accel );

		// RGB----------------
		fx->SetRGBStart( rgb1 );
		fx->SetRGBEnd( rgb2 );

		if (( flags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
		{
			fx->SetRGBParm( rgbParm * PI * 0.001f );
		}
		else if ( flags & FX_RGB_PARM_MASK )
		{
			// rgbParm should be a value from 0-100..
			fx->SetRGBParm( rgbParm * 0.01f * killTime + theFxHelper.mTime );
		}

		// Alpha----------------
		fx->SetAlphaStart( alpha1 );
		fx->SetAlphaEnd( alpha2 );

		if (( flags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE )
		{
			fx->SetAlphaParm( alphaParm * PI * 0.001f );
		}
		else if ( flags & FX_ALPHA_PARM_MASK )
		{
			fx->SetAlphaParm( alphaParm * 0.01f * killTime + theFxHelper.mTime );
		}

		fx->SetFlags( flags );
		fx->SetShader( shader );
		fx->SetRot( rotationDelta );
		fx->SetElasticity( bounce );
		fx->SetMotionTimeStamp( motionDelay );
		fx->SetNumVerts( numVerts );

		// Now that we've set our data up, let's process it into a useful format
		fx->PolyInit();

		FX_AddPrimitive( (CEffect**)&fx, killTime );
	}

	return fx;
}
Beispiel #5
0
/*
=============
RB_SurfaceGrid

Just copy the grid of points and triangulate
=============
*/
static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
	int		i, j;
	float	*xyz;
	float	*texCoords, *lightCoords;
	int16_t *normal;
	int16_t *tangent;
	uint16_t *color;
	int16_t *lightdir;
	srfVert_t	*dv;
	int		rows, irows, vrows;
	int		used;
	int		widthTable[MAX_GRID_SIZE];
	int		heightTable[MAX_GRID_SIZE];
	float	lodError;
	int		lodWidth, lodHeight;
	int		numVertexes;
	int		dlightBits;
	int     pshadowBits;
	//int		*vDlightBits;

	if (RB_SurfaceVaoCached(srf->numVerts, srf->verts, srf->numIndexes,
		srf->indexes, srf->dlightBits, srf->pshadowBits))
	{
		return;
	}

	RB_CheckVao(tess.vao);

	dlightBits = srf->dlightBits;
	tess.dlightBits |= dlightBits;

	pshadowBits = srf->pshadowBits;
	tess.pshadowBits |= pshadowBits;

	// determine the allowable discrepance
	lodError = LodErrorForVolume( srf->lodOrigin, srf->lodRadius );

	// determine which rows and columns of the subdivision
	// we are actually going to use
	widthTable[0] = 0;
	lodWidth = 1;
	for ( i = 1 ; i < srf->width-1 ; i++ ) {
		if ( srf->widthLodError[i] <= lodError ) {
			widthTable[lodWidth] = i;
			lodWidth++;
		}
	}
	widthTable[lodWidth] = srf->width-1;
	lodWidth++;

	heightTable[0] = 0;
	lodHeight = 1;
	for ( i = 1 ; i < srf->height-1 ; i++ ) {
		if ( srf->heightLodError[i] <= lodError ) {
			heightTable[lodHeight] = i;
			lodHeight++;
		}
	}
	heightTable[lodHeight] = srf->height-1;
	lodHeight++;


	// very large grids may have more points or indexes than can be fit
	// in the tess structure, so we may have to issue it in multiple passes

	used = 0;
	while ( used < lodHeight - 1 ) {
		// see how many rows of both verts and indexes we can add without overflowing
		do {
			vrows = ( SHADER_MAX_VERTEXES - tess.numVertexes ) / lodWidth;
			irows = ( SHADER_MAX_INDEXES - tess.numIndexes ) / ( lodWidth * 6 );

			// if we don't have enough space for at least one strip, flush the buffer
			if ( vrows < 2 || irows < 1 ) {
				RB_EndSurface();
				RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex );
			} else {
				break;
			}
		} while ( 1 );
		
		rows = irows;
		if ( vrows < irows + 1 ) {
			rows = vrows - 1;
		}
		if ( used + rows > lodHeight ) {
			rows = lodHeight - used;
		}

		numVertexes = tess.numVertexes;

		xyz = tess.xyz[numVertexes];
		normal = tess.normal[numVertexes];
		tangent = tess.tangent[numVertexes];
		texCoords = tess.texCoords[numVertexes];
		lightCoords = tess.lightCoords[numVertexes];
		color = tess.color[numVertexes];
		lightdir = tess.lightdir[numVertexes];
		//vDlightBits = &tess.vertexDlightBits[numVertexes];

		for ( i = 0 ; i < rows ; i++ ) {
			for ( j = 0 ; j < lodWidth ; j++ ) {
				dv = srf->verts + heightTable[ used + i ] * srf->width
					+ widthTable[ j ];

				if ( tess.shader->vertexAttribs & ATTR_POSITION )
				{
					VectorCopy(dv->xyz, xyz);
					xyz += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_NORMAL )
				{
					VectorCopy4(dv->normal, normal);
					normal += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_TANGENT )
				{
					VectorCopy4(dv->tangent, tangent);
					tangent += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
				{
					VectorCopy2(dv->st, texCoords);
					texCoords += 2;
				}

				if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
				{
					VectorCopy2(dv->lightmap, lightCoords);
					lightCoords += 2;
				}

				if ( tess.shader->vertexAttribs & ATTR_COLOR )
				{
					VectorCopy4(dv->color, color);
					color += 4;
				}

				if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
				{
					VectorCopy4(dv->lightdir, lightdir);
					lightdir += 4;
				}

				//*vDlightBits++ = dlightBits;
			}
		}


		// add the indexes
		{
			int		numIndexes;
			int		w, h;

			h = rows - 1;
			w = lodWidth - 1;
			numIndexes = tess.numIndexes;
			for (i = 0 ; i < h ; i++) {
				for (j = 0 ; j < w ; j++) {
					int		v1, v2, v3, v4;
			
					// vertex order to be reckognized as tristrips
					v1 = numVertexes + i*lodWidth + j + 1;
					v2 = v1 - 1;
					v3 = v2 + lodWidth;
					v4 = v3 + 1;

					tess.indexes[numIndexes] = v2;
					tess.indexes[numIndexes+1] = v3;
					tess.indexes[numIndexes+2] = v1;
					
					tess.indexes[numIndexes+3] = v1;
					tess.indexes[numIndexes+4] = v3;
					tess.indexes[numIndexes+5] = v4;
					numIndexes += 6;
				}
			}

			tess.numIndexes = numIndexes;
		}

		tess.numVertexes += rows * lodWidth;

		used += rows - 1;
	}
}
Beispiel #6
0
static void RB_SurfaceVertsAndIndexes( int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits)
{
	int             i;
	glIndex_t      *inIndex;
	srfVert_t      *dv;
	float          *xyz, *texCoords, *lightCoords;
	int16_t        *lightdir;
	int16_t        *normal;
	int16_t        *tangent;
	glIndex_t      *outIndex;
	uint16_t       *color;

	RB_CheckVao(tess.vao);

	RB_CHECKOVERFLOW( numVerts, numIndexes );

	inIndex = indexes;
	outIndex = &tess.indexes[ tess.numIndexes ];
	for ( i = 0 ; i < numIndexes ; i++ ) {
		*outIndex++ = tess.numVertexes + *inIndex++;
	}
	tess.numIndexes += numIndexes;

	if ( tess.shader->vertexAttribs & ATTR_POSITION )
	{
		dv = verts;
		xyz = tess.xyz[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, xyz+=4 )
			VectorCopy(dv->xyz, xyz);
	}

	if ( tess.shader->vertexAttribs & ATTR_NORMAL )
	{
		dv = verts;
		normal = tess.normal[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, normal+=4 )
			VectorCopy4(dv->normal, normal);
	}

	if ( tess.shader->vertexAttribs & ATTR_TANGENT )
	{
		dv = verts;
		tangent = tess.tangent[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, tangent+=4 )
			VectorCopy4(dv->tangent, tangent);
	}

	if ( tess.shader->vertexAttribs & ATTR_TEXCOORD )
	{
		dv = verts;
		texCoords = tess.texCoords[tess.numVertexes];
		for ( i = 0 ; i < numVerts ; i++, dv++, texCoords+=2 )
			VectorCopy2(dv->st, texCoords);
	}

	if ( tess.shader->vertexAttribs & ATTR_LIGHTCOORD )
	{
		dv = verts;
		lightCoords = tess.lightCoords[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, lightCoords+=2 )
			VectorCopy2(dv->lightmap, lightCoords);
	}

	if ( tess.shader->vertexAttribs & ATTR_COLOR )
	{
		dv = verts;
		color = tess.color[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, color+=4 )
			VectorCopy4(dv->color, color);
	}

	if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
	{
		dv = verts;
		lightdir = tess.lightdir[ tess.numVertexes ];
		for ( i = 0 ; i < numVerts ; i++, dv++, lightdir+=4 )
			VectorCopy4(dv->lightdir, lightdir);
	}

#if 0  // nothing even uses vertex dlightbits
	for ( i = 0 ; i < numVerts ; i++ ) {
		tess.vertexDlightBits[ tess.numVertexes + i ] = dlightBits;
	}
#endif

	tess.dlightBits |= dlightBits;
	tess.pshadowBits |= pshadowBits;

	tess.numVertexes += numVerts;
}