Post Processing to do waterwarp in hardware when glslang is available

Currently has some kind of bug causing a program link error with no message.

gl_rmain.c
added post processing code, for waterwarp

gl_draw.c
glquake.h
initialises a texture number for use in post processing

gl_vidcommon.c
added function pointer for qglCopyTexImage2D
and its intialisation

glquake.h
put Cl before Co in the defines of gl* to qgl*

gl_rmain.c
glquake.h
gl_vidcommon.c
added a function in gl_rmain.c to init the shaders for post processing, and called it from GL_CheckExtensions


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@769 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
KrimZon 2005-01-12 22:15:50 +00:00
parent b192d3a175
commit 71ecb90233
4 changed files with 140 additions and 2 deletions

View File

@ -916,6 +916,8 @@ TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
cs_texture = texture_extension_number++;
cachedcrosshair=0;
scenepp_texture = texture_extension_number++;
start = Hunk_LowMark ();
conback = default_conback;

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@ -135,9 +135,61 @@ cvar_t r_xflip = {"leftisright", "0"};
extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
// post processing stuff
int scenepp_texture;
int scenepp_ww_program;
int scenepp_ww_parm_texturei;
int scenepp_ww_parm_timef;
int scenepp_ww_parm_xscalef;
int scenepp_ww_parm_yscalef;
int scenepp_ww_parm_ampscalef;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
void GL_InitSceneProcessingShaders (void)
{
int vert, frag;
char *genericvert = "\
varying vec2 v_texCoord;\
void main (void)\
{\
vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
gl_Position = gl_ModelViewProjectionMatrix * v;\
v_texCoord = gl_MultiTexCoord0.xy;\
}\
";
char *wwfrag = "\
varying vec2 v_texCoord;\
uniform sampler2D texture;\
uniform float time;\
uniform float xscale;\
uniform float yscale;\
uniform float ampscale;\
void main (void)\
{\
v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * xscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, v_texCoord );\
}\
";
vert = GLSlang_CreateShader(genericvert, GL_VERTEX_SHADER_ARB);
frag = GLSlang_CreateShader(wwfrag, GL_FRAGMENT_SHADER_ARB);
scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
scenepp_ww_parm_timef = GLSlang_GetUniformLocation(scenepp_ww_program, "time");
scenepp_ww_parm_xscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "xscale");
scenepp_ww_parm_yscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "yscale");
scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0);
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.08);
}
/*
=================
@ -1692,6 +1744,83 @@ void GLR_RenderView (void)
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
{
float vwidth = 1, vheight = 1;
float vs, vt;
// get the powers of 2 for the size of the texture that will hold the scene
while (vwidth < glwidth)
{
vwidth *= 2;
}
while (vheight < glheight)
{
vheight *= 2;
}
// get the texcoords while we're at it
vs = glwidth - vwidth;
vt = glheight - vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (glx, gly, glwidth, glheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, vid.width, 0, vid.height, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST);
// copy the scene to texture
GL_Bind(scenepp_texture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glwidth / 32.0f);
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f);
GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(vs, 0);
glVertex2f(vwidth, 0);
glTexCoord2f(vs, vt);
glVertex2f(vwidth, vheight);
glTexCoord2f(0, vt);
glVertex2f(0, vheight);
glEnd();
// Disable shaders
GLSlang_UseProgram(NULL);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
}
}
#endif

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@ -17,6 +17,7 @@ void (APIENTRY *qglColor4fv) (const GLfloat *v);
void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void (APIENTRY *qglColor4ubv) (const GLubyte *v);
void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (APIENTRY *qglCopyTexImage2D) (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (APIENTRY *qglCullFace) (GLenum mode);
void (APIENTRY *qglDepthFunc) (GLenum func);
void (APIENTRY *qglDepthMask) (GLboolean flag);
@ -336,6 +337,8 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
qglUniform4fARB = (void *)getglext("glUniform4fARB");
qglUniform1iARB = (void *)getglext("glUniform1iARB");
qglUniform1fARB = (void *)getglext("glUniform1fARB");
GL_InitSceneProcessingShaders();
}
}
@ -441,6 +444,7 @@ void GL_Init(void *(*getglfunction) (char *name))
qglColor4ub = (void *)getglcore("glColor4ub");
qglColor4ubv = (void *)getglcore("glColor4ubv");
qglColorMask = (void *)getglcore("glColorMask");
qglCopyTexImage2D = (void *)getglcore("glCopyTexImage2D");
qglCullFace = (void *)getglcore("glCullFace");
qglDepthFunc = (void *)getglcore("glDepthFunc");
qglDepthMask = (void *)getglcore("glDepthMask");

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@ -287,6 +287,9 @@ qboolean R_CullSphere (vec3_t origin, float radius);
void R_RotateForEntity (entity_t *e);
void R_DrawAliasModel (entity_t *e);
void GL_InitSceneProcessingShaders (void);
extern int scenepp_texture;
//gl_alias.c
void R_DrawGAliasModel (entity_t *e);
void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius);
@ -749,13 +752,13 @@ extern PFNGLUNLOCKARRAYSEXTPROC qglUnlockArraysEXT;
#define glAlphaFunc qglAlphaFunc
#define glBlendFunc qglBlendFunc
#define glBegin qglBegin
#define glClearDepth qglClearDepth
#define glClearStencil qglClearStencil
#define glColor3f qglColor3f
#define glColor4f qglColor4f
#define glColor4ub qglColor4ub
#define glColor4ubv qglColor4ubv
#define glColorMask qglColorMask
#define glClearDepth qglClearDepth
#define glClearStencil qglClearStencil
#define glDisable qglDisable
#define glEnable qglEnable
#define glEnd qglEnd