tr1/output: rewrite room drawing

This commit is contained in:
Marcin Kurczewski 2025-03-31 19:24:47 +02:00
parent 01e18f2cf0
commit 273a63bafe
26 changed files with 992 additions and 418 deletions

View file

@ -1,15 +1,22 @@
#define WALL_L 1024
#define NEUTRAL_SHADE 0x1000
#define MAX_SHADE 0x1FFF
#define VERT_NO_CAUSTICS 0x01
#define WIBBLE_SIZE 32
#define MAX_WIBBLE 2
#define PI 3.1415926538
vec3 waterWibble(vec4 position, vec2 viewportSize, float wibbleOffset)
vec3 waterWibble(vec4 position, vec2 viewportSize, int time)
{
// get screen coordinates
vec3 ndc = position.xyz / position.w; //perspective divide/normalize
vec2 viewportCoord = ndc.xy * 0.5 + 0.5; //ndc is -1 to 1 in GL. scale for 0 to 1
vec2 viewportPixelCoord = viewportCoord * viewportSize;
float amplitude = 2.0;
viewportPixelCoord.x += sin((wibbleOffset + viewportPixelCoord.y) * 2.0 * PI / 32) * amplitude;
viewportPixelCoord.y += sin((wibbleOffset + viewportPixelCoord.x) * 2.0 * PI / 32) * amplitude;
viewportPixelCoord.x += sin((float(time) + viewportPixelCoord.y) * 2.0 * PI / WIBBLE_SIZE) * MAX_WIBBLE;
viewportPixelCoord.y += sin((float(time) + viewportPixelCoord.x) * 2.0 * PI / WIBBLE_SIZE) * MAX_WIBBLE;
// reverse transform
viewportCoord = viewportPixelCoord / viewportSize;
@ -17,6 +24,24 @@ vec3 waterWibble(vec4 position, vec2 viewportSize, float wibbleOffset)
return ndc * position.w;
}
float shadeFog(float shade, float depth, vec2 fog)
{
float fogBegin = fog.x;
float fogEnd = fog.y;
if (depth < fogBegin) {
return shade + 0.0;
} else if (depth >= fogEnd) {
return shade + float(MAX_SHADE);
} else {
return shade + (depth - fogBegin) * MAX_SHADE / (fogEnd - fogBegin);
}
}
vec3 applyShade(vec3 color, float shade)
{
return color * (2.0 - (shade / NEUTRAL_SHADE));
}
bool discardTranslucent(sampler2D tex, vec2 uv)
{
// do not use smoothing for chroma key

View file

@ -0,0 +1,91 @@
#ifdef VERTEX
uniform int uTime;
uniform samplerBuffer uUVW; // texture u, v, layer
uniform vec2 uViewportSize;
uniform mat4 uMatProjection;
uniform mat4 uMatModelView;
uniform bool uTrapezoidFilterEnabled;
uniform bool uWibbleEffect;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in int inUVWIdx;
layout(location = 2) in vec2 inTrapezoidRatios;
layout(location = 3) in int inFlags;
layout(location = 4) in float inShade;
out vec4 gWorldPos;
flat out int gFlags;
flat out int gTexLayer;
out vec2 gTexUV;
out vec2 gTrapezoidRatios;
out float gShade;
void main(void) {
gWorldPos = uMatModelView * vec4(inPosition.xyz, 1.0);
gl_Position = uMatProjection * gWorldPos;
if (uWibbleEffect && (inFlags & VERT_NO_CAUSTICS) == 0) {
gl_Position.xyz =
waterWibble(gl_Position, uViewportSize, uTime);
}
vec3 uvw = texelFetch(uUVW, int(inUVWIdx)).xyz;
gFlags = inFlags;
gTexLayer = int(uvw.z);
gTexUV = uvw.xy;
gTrapezoidRatios = inTrapezoidRatios;
if (uTrapezoidFilterEnabled) {
gTexUV *= inTrapezoidRatios;
}
gShade = inShade;
}
#elif defined(FRAGMENT)
uniform int uTime;
uniform sampler2DArray uTexAtlas;
uniform bool uSmoothingEnabled;
uniform bool uAlphaDiscardEnabled;
uniform bool uTrapezoidFilterEnabled;
uniform float uAlphaThreshold;
uniform float uBrightnessMultiplier;
uniform vec3 uGlobalTint;
uniform vec2 uFog; // x = fog start, y = fog end
uniform bool uWaterEffect;
in vec4 gWorldPos;
flat in int gFlags;
flat in int gTexLayer;
in vec2 gTexUV;
in vec2 gTrapezoidRatios;
in float gShade;
out vec4 outColor;
void main(void) {
vec4 texColor = vec4(1);
vec3 texCoords = vec3(gTexUV.x, gTexUV.y, gTexLayer);
if (uTrapezoidFilterEnabled) {
texCoords.xy /= gTrapezoidRatios.xy;
}
if (texCoords.z >= 0) {
if (uAlphaDiscardEnabled && uSmoothingEnabled && discardTranslucent(uTexAtlas, texCoords)) {
discard;
}
texColor = texture(uTexAtlas, texCoords);
if (uAlphaThreshold >= 0.0 && texColor.a <= uAlphaThreshold) {
discard;
}
}
float shade = gShade;
shade = shadeFog(shade, gWorldPos.z, uFog);
texColor.rgb = applyShade(texColor.rgb, shade);
texColor.rgb *= uBrightnessMultiplier;
texColor.rgb *= uGlobalTint;
outColor = vec4(texColor.rgb, 1.0);
}
#endif

View file

@ -6,12 +6,12 @@ uniform samplerBuffer uUVW; // texture u, v, layer
uniform vec2 uViewportSize;
uniform mat4 uMatProjection;
uniform mat4 uMatModelView;
uniform float uWibbleOffset;
uniform vec2 uFog; // x = start, y = end
uniform bool uWibbleEffect;
uniform int uTime;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inDisplacement;
layout(location = 2) in int inTextureIdx;
layout(location = 2) in int inUVWIdx;
layout(location = 3) in float inShade;
out vec2 gTexUV;
@ -23,12 +23,12 @@ void main(void) {
centerEyeSpace.xy += inDisplacement;
gl_Position = uMatProjection * centerEyeSpace;
if (uWibbleOffset >= 0.0) {
if (uWibbleEffect) {
gl_Position.xyz =
waterWibble(gl_Position, uViewportSize, uWibbleOffset);
waterWibble(gl_Position, uViewportSize, uTime);
}
vec3 uvw = texelFetch(uUVW, int(inTextureIdx)).xyz;
vec3 uvw = texelFetch(uUVW, int(inUVWIdx)).xyz;
gTexUV = uvw.xy;
gTexLayer = int(uvw.z);
gShade = inShade;
@ -36,7 +36,7 @@ void main(void) {
#elif defined(FRAGMENT)
uniform sampler2DArray uTexture;
uniform sampler2DArray uTexAtlas;
uniform bool uSmoothingEnabled;
uniform float uBrightnessMultiplier;
uniform vec3 uGlobalTint;
@ -48,8 +48,8 @@ out vec4 outColor;
void main(void) {
vec3 uvw = vec3(gTexUV.x, gTexUV.y, gTexLayer);
vec4 texColor = texture(uTexture, uvw);
if (uSmoothingEnabled && discardTranslucent(uTexture, uvw)) {
vec4 texColor = texture(uTexAtlas, uvw);
if (uSmoothingEnabled && discardTranslucent(uTexAtlas, uvw)) {
discard;
}

View file

@ -1,4 +1,6 @@
## [Unreleased](https://github.com/LostArtefacts/TRX/compare/tr1-4.9...develop) - ××××-××-××
- fixed anisotropy filter causing black lines (#902)
- improved rendering performance
## [4.9](https://github.com/LostArtefacts/TRX/compare/tr1-4.8.3...tr1-4.9) - 2025-03-31
- added quadrilateral interpolation (#354)

View file

@ -32,7 +32,7 @@ void GFX_GL_Program_Close(GFX_GL_PROGRAM *program)
}
}
void GFX_GL_Program_Bind(GFX_GL_PROGRAM *program)
void GFX_GL_Program_Bind(const GFX_GL_PROGRAM *const program)
{
ASSERT(program != nullptr);
glUseProgram(program->id);

View file

@ -12,7 +12,7 @@ typedef struct {
bool GFX_GL_Program_Init(GFX_GL_PROGRAM *program);
void GFX_GL_Program_Close(GFX_GL_PROGRAM *program);
void GFX_GL_Program_Bind(GFX_GL_PROGRAM *program);
void GFX_GL_Program_Bind(const GFX_GL_PROGRAM *program);
char *GFX_GL_Program_PreprocessShader(
const char *content, GLenum type, GFX_GL_BACKEND backend);
void GFX_GL_Program_AttachShader(

View file

@ -269,7 +269,7 @@ static void M_CompleteSetup(const GF_LEVEL *const level)
Level_LoadTexturePages();
Level_LoadPalettes();
Level_LoadFaces();
Output_DownloadTextures();
Output_ObserveLevelLoad();
// Initialise the sound effects.
LEVEL_INFO *const info = Level_GetInfo();
@ -376,6 +376,11 @@ void Level_Load(const GF_LEVEL *const level)
Benchmark_End(&benchmark, nullptr);
}
void Level_Unload(void)
{
Output_ObserveLevelUnload();
}
bool Level_Initialise(
const GF_LEVEL *const level, const GF_SEQUENCE_CONTEXT seq_ctx)
{
@ -424,6 +429,7 @@ bool Level_Initialise(
Pierre_Reset();
Lara_InitialiseLoad(NO_ITEM);
Level_Unload();
Level_Load(level);
GameStringTable_Apply(level);

View file

@ -278,19 +278,15 @@ void Object_SetMeshReflective(
OBJECT_MESH *const mesh = Object_GetMesh(obj->mesh_idx + mesh_idx);
mesh->enable_reflections = enabled;
for (int32_t i = 0; i < mesh->num_tex_face4s; i++) {
mesh->tex_face4s[i].enable_reflections = enabled;
}
for (int32_t i = 0; i < mesh->num_tex_face3s; i++) {
mesh->tex_face3s[i].enable_reflections = enabled;
}
for (int32_t i = 0; i < mesh->num_flat_face4s; i++) {
mesh->flat_face4s[i].enable_reflections = enabled;
}
for (int32_t i = 0; i < mesh->num_flat_face3s; i++) {
mesh->flat_face3s[i].enable_reflections = enabled;
}

View file

@ -1,15 +1,12 @@
#include "game/output.h"
#include "game/clock.h"
#include "game/output/meshes.h"
#include "game/output/rooms.h"
#include "game/output/sprites.h"
#include "game/output/textures.h"
#include "game/overlay.h"
#include "game/random.h"
#include "game/room.h"
#include "game/shell.h"
#include "game/viewport.h"
#include "global/const.h"
#include "global/types.h"
#include "global/vars.h"
#include "specific/s_output.h"
@ -18,14 +15,8 @@
#include <libtrx/engine/image.h>
#include <libtrx/filesystem.h>
#include <libtrx/game/game_buf.h>
#include <libtrx/game/math.h>
#include <libtrx/game/matrix.h>
#include <libtrx/gfx/context.h>
#include <libtrx/game/output.h>
#include <libtrx/memory.h>
#include <libtrx/utils.h>
#include <math.h>
#include <string.h>
#define MAX_LIGHTNINGS 64
#define PHD_IONE (PHD_ONE / 4)
@ -49,19 +40,9 @@ static bool m_IsSkyboxEnabled = false;
static bool m_IsWibbleEffect = false;
static bool m_IsWaterEffect = false;
static bool m_IsShadeEffect = false;
static int m_OverlayCurAlpha = 0;
static int m_OverlayDstAlpha = 0;
static int m_BackdropCurAlpha = 0;
static int m_BackdropDstAlpha = 0;
static int32_t m_WibbleOffset = 0;
static int32_t m_Time = 0;
static int32_t m_AnimatedTexturesOffset = 0;
static CLOCK_TIMER m_WibbleTimer = { .type = CLOCK_TIMER_SIM };
static CLOCK_TIMER m_AnimatedTexturesTimer = { .type = CLOCK_TIMER_SIM };
static CLOCK_TIMER m_FadeTimer = { .type = CLOCK_TIMER_SIM };
static int32_t m_WibbleTable[WIBBLE_SIZE] = {};
static int32_t m_ShadeTable[WIBBLE_SIZE] = {};
static int32_t m_RandTable[WIBBLE_SIZE] = {};
static PHD_VBUF *m_VBuf = nullptr;
static TEXTURE_UV *m_EnvMapUV = nullptr;
@ -82,7 +63,9 @@ static struct {
GLint bound_program;
GLint bound_vao;
GLint bound_vbo;
GLint bound_active_texture;
GLint bound_texture;
GLint bound_polygon_mode[2];
} m_CachedState;
static void M_DrawSphere(const XYZ_32 pos, const int32_t radius);
@ -93,14 +76,10 @@ static void M_DrawTexturedFace4s(const FACE4 *faces, int32_t count);
static void M_DrawObjectFace3EnvMap(const FACE3 *faces, int32_t count);
static void M_DrawObjectFace4EnvMap(const FACE4 *faces, int32_t count);
static uint16_t M_CalcVertex(PHD_VBUF *vbuf, const XYZ_16 pos);
static void M_CalcVertexWibble(PHD_VBUF *vbuf);
static bool M_CalcObjectVertices(const XYZ_16 *vertices, int16_t count);
static void M_CalcVerticeLight(const OBJECT_MESH *mesh);
static bool M_CalcVerticeEnvMap(const OBJECT_MESH *mesh);
static void M_CalcSkyboxLight(const OBJECT_MESH *mesh);
static void M_CalcRoomVertices(const ROOM_MESH *mesh);
static void M_CalcRoomVerticesWibble(const ROOM_MESH *mesh);
static void M_CalcWibbleTable(void);
static void M_DrawSphere(const XYZ_32 pos, const int32_t radius)
{
@ -354,31 +333,6 @@ static uint16_t M_CalcVertex(PHD_VBUF *const vbuf, const XYZ_16 pos)
return clip_flags;
}
static void M_CalcVertexWibble(PHD_VBUF *const vbuf)
{
double xs = vbuf->xs;
double ys = vbuf->ys;
xs += m_WibbleTable[(m_WibbleOffset + (int)ys) & (WIBBLE_SIZE - 1)];
ys += m_WibbleTable[(m_WibbleOffset + (int)xs) & (WIBBLE_SIZE - 1)];
int16_t clip_flags = vbuf->clip & ~15;
if (xs < g_PhdLeft) {
clip_flags |= 1;
} else if (xs > g_PhdRight) {
clip_flags |= 2;
}
if (ys < g_PhdTop) {
clip_flags |= 4;
} else if (ys > g_PhdBottom) {
clip_flags |= 8;
}
vbuf->xs = xs;
vbuf->ys = ys;
vbuf->clip = clip_flags;
}
static bool M_CalcObjectVertices(
const XYZ_16 *const vertices, const int16_t count)
{
@ -493,70 +447,20 @@ static void M_CalcSkyboxLight(const OBJECT_MESH *const mesh)
}
}
static void M_CalcRoomVertices(const ROOM_MESH *const mesh)
{
for (int32_t i = 0; i < mesh->num_vertices; i++) {
PHD_VBUF *const vbuf = &m_VBuf[i];
const ROOM_VERTEX *const vertex = &mesh->vertices[i];
M_CalcVertex(vbuf, vertex->pos);
vbuf->g = vertex->light_adder;
if (vbuf->zv >= Output_GetNearZ()) {
const int32_t depth = ((int32_t)vbuf->zv) >> W2V_SHIFT;
if (depth > Output_GetDrawDistMax()) {
vbuf->g = MAX_LIGHTING;
if (!m_IsSkyboxEnabled) {
vbuf->clip |= 16;
}
} else {
vbuf->g += Output_CalcFogShade(depth);
if (!m_IsWaterEffect) {
CLAMPG(vbuf->g, MAX_LIGHTING);
}
}
}
if (m_IsWaterEffect) {
vbuf->g += m_ShadeTable[(
((uint8_t)m_WibbleOffset
+ (uint8_t)m_RandTable[(mesh->num_vertices - i) % WIBBLE_SIZE])
% WIBBLE_SIZE)];
CLAMP(vbuf->g, 0, 0x1FFF);
}
}
}
static void M_CalcRoomVerticesWibble(const ROOM_MESH *const mesh)
{
for (int32_t i = 0; i < mesh->num_vertices; i++) {
if (mesh->vertices[i].flags & NO_VERT_MOVE) {
continue;
}
M_CalcVertexWibble(&m_VBuf[i]);
}
}
static void M_CalcWibbleTable(void)
{
for (int i = 0; i < WIBBLE_SIZE; i++) {
PHD_ANGLE angle = (i * DEG_360) / WIBBLE_SIZE;
m_WibbleTable[i] = Math_Sin(angle) * MAX_WIBBLE >> W2V_SHIFT;
m_ShadeTable[i] = Math_Sin(angle) * MAX_SHADE >> W2V_SHIFT;
m_RandTable[i] = (Random_GetDraw() >> 5) - 0x01FF;
}
}
bool Output_Init(void)
{
M_CalcWibbleTable();
Output_Sprites_Init();
const bool result = S_Output_Init();
Output_Textures_Init();
return S_Output_Init();
Output_Sprites_Init();
Output_Meshes_Init();
Output_Rooms_Init();
return result;
}
void Output_Shutdown(void)
{
Output_Rooms_Shutdown();
Output_Meshes_Shutdown();
Output_Sprites_Shutdown();
Output_Textures_Shutdown();
S_Output_Shutdown();
@ -576,18 +480,23 @@ void Output_SetWindowSize(int width, int height)
void Output_ApplyRenderSettings(void)
{
Output_Textures_ApplyRenderSettings();
S_Output_ApplyRenderSettings();
if (m_BackdropImagePath) {
Output_LoadBackgroundFromFile(m_BackdropImagePath);
}
}
void Output_DownloadTextures(void)
void Output_ObserveLevelLoad(void)
{
S_Output_DownloadTextures(Output_GetTexturePageCount());
Output_Textures_ObserveLevelLoad();
Output_Sprites_ObserveLevelLoad();
Output_Rooms_ObserveLevelLoad();
}
void Output_ObserveLevelUnload(void)
{
}
void Output_DrawBlack(void)
@ -613,7 +522,9 @@ void Output_BeginScene(void)
Output_ApplyFOV();
Text_DrawReset();
Output_RememberState();
Output_Sprites_RenderBegin();
Output_Meshes_RenderBegin();
S_Output_RenderBegin();
m_LightningCount = 0;
}
@ -707,21 +618,17 @@ void Output_DrawSkybox(const OBJECT_MESH *const mesh)
S_Output_EnableDepthTest();
}
void Output_DrawRoomMesh(const ROOM *const room)
void Output_DrawRoomMesh(ROOM *const room)
{
const ROOM_MESH *const mesh = &room->mesh;
M_CalcRoomVertices(mesh);
if (m_IsWibbleEffect) {
S_Output_DisableDepthWrites();
M_DrawTexturedFace4s(mesh->face4s, mesh->num_face4s);
M_DrawTexturedFace3s(mesh->face3s, mesh->num_face3s);
S_Output_EnableDepthWrites();
M_CalcRoomVerticesWibble(mesh);
}
M_DrawTexturedFace4s(mesh->face4s, mesh->num_face4s);
M_DrawTexturedFace3s(mesh->face3s, mesh->num_face3s);
Output_RememberState();
Output_LightRoom(room);
Output_EnableScissor(
room->bound_left, room->bound_bottom,
room->bound_right - room->bound_left,
room->bound_bottom - room->bound_top);
Output_Rooms_RenderRoom(g_MatrixPtr, Output_GetTint(), room);
Output_DisableScissor();
Output_RestoreState();
}
void Output_DrawRoomPortals(const ROOM *const room)
@ -917,6 +824,16 @@ void Output_SetLightDivider(const int32_t divider)
m_LsDivider = divider;
}
int32_t Output_GetLightDivider(void)
{
return m_LsDivider;
}
XYZ_32 Output_GetLightVectorView(void)
{
return m_LsVectorView;
}
int32_t Output_GetNearZ(void)
{
return Output_GetDrawDistMin() << W2V_SHIFT;
@ -1137,6 +1054,9 @@ void Output_SetupBelowWater(bool underwater)
m_IsWaterEffect = true;
m_IsWibbleEffect = !underwater;
m_IsShadeEffect = true;
Output_RememberState();
Output_Shader_UploadWaterEffect(Output_Meshes_GetShader(), m_IsWaterEffect);
Output_RestoreState();
}
void Output_SetupAboveWater(bool underwater)
@ -1144,11 +1064,14 @@ void Output_SetupAboveWater(bool underwater)
m_IsWaterEffect = false;
m_IsWibbleEffect = underwater;
m_IsShadeEffect = underwater;
Output_RememberState();
Output_Shader_UploadWaterEffect(Output_Meshes_GetShader(), m_IsWaterEffect);
Output_RestoreState();
}
void Output_AnimateTextures(const int32_t num_frames)
{
m_WibbleOffset = (m_WibbleOffset + num_frames) % WIBBLE_SIZE;
m_Time = (m_Time + num_frames);
m_AnimatedTexturesOffset += num_frames;
bool update = false;
while (m_AnimatedTexturesOffset > 5) {
@ -1157,7 +1080,7 @@ void Output_AnimateTextures(const int32_t num_frames)
m_AnimatedTexturesOffset -= 5;
}
if (update) {
Output_Textures_Update();
Output_Textures_CycleAnimations();
}
}
@ -1377,12 +1300,19 @@ void Output_LightRoomVertices(const ROOM *room)
ASSERT_FAIL();
}
int32_t Output_GetWibbleOffset(void)
bool Output_GetWaterEffect(void)
{
if (!m_IsWibbleEffect) {
return -1;
}
return m_WibbleOffset;
return m_IsWaterEffect;
}
bool Output_GetWibbleEffect(void)
{
return m_IsWibbleEffect;
}
int32_t Output_GetTime(void)
{
return m_Time;
}
void Output_GetProjectionMatrix(GLfloat output[][4])
@ -1429,8 +1359,9 @@ void Output_EnableScissor(
glEnable(GL_SCISSOR_TEST);
glScissor(
x * scale_x, (GFX_Context_GetDisplayHeight() - y) * scale_y,
w * scale_x, h * scale_y);
x * scale_x - border,
(GFX_Context_GetDisplayHeight() - y) * scale_y - border,
w * scale_x + border * 2, h * scale_y + border * 2);
}
void Output_DisableScissor(void)
@ -1443,15 +1374,19 @@ void Output_RememberState(void)
glGetIntegerv(GL_CURRENT_PROGRAM, &m_CachedState.bound_program);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &m_CachedState.bound_vao);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &m_CachedState.bound_vbo);
glGetIntegerv(GL_ACTIVE_TEXTURE, &m_CachedState.bound_active_texture);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &m_CachedState.bound_texture);
glGetIntegerv(GL_POLYGON_MODE, &m_CachedState.bound_polygon_mode[0]);
GFX_GL_CheckError();
}
void Output_RestoreState(void)
{
glUseProgram(m_CachedState.bound_program);
glBindVertexArray(m_CachedState.bound_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_CachedState.bound_vbo);
glActiveTexture(m_CachedState.bound_active_texture);
glBindTexture(GL_TEXTURE_2D, m_CachedState.bound_texture);
glUseProgram(m_CachedState.bound_program);
glPolygonMode(GL_FRONT_AND_BACK, m_CachedState.bound_polygon_mode[0]);
GFX_GL_CheckError();
}

View file

@ -14,7 +14,8 @@ void Output_ReserveVertexBuffer(size_t size);
void Output_SetWindowSize(int width, int height);
void Output_ApplyRenderSettings(void);
void Output_DownloadTextures(void);
void Output_ObserveLevelLoad(void);
void Output_ObserveLevelUnload(void);
int32_t Output_GetNearZ(void);
int32_t Output_GetFarZ(void);
@ -38,7 +39,7 @@ void Output_SetSkyboxEnabled(bool enabled);
bool Output_IsSkyboxEnabled(void);
void Output_DrawSkybox(const OBJECT_MESH *mesh);
void Output_DrawRoomMesh(const ROOM *mesh);
void Output_DrawRoomMesh(ROOM *mesh);
void Output_DrawRoomPortals(const ROOM *room);
void Output_DrawRoomTriggers(const ROOM *room);
void Output_DrawShadow(int16_t size, const BOUNDS_16 *bounds, const ITEM *item);
@ -88,7 +89,9 @@ RGB_F Output_GetTint(void);
void Output_FillEnvironmentMap(void);
bool Output_MakeScreenshot(const char *path);
int32_t Output_GetWibbleOffset(void);
bool Output_GetWaterEffect(void);
bool Output_GetWibbleEffect(void);
int32_t Output_GetTime(void);
void Output_GetProjectionMatrix(GLfloat output[][4]);
void Output_EnableScissor(float x, float y, float w, float h);
void Output_DisableScissor(void);
@ -96,3 +99,7 @@ void Output_DisableScissor(void);
// TODO: these functions are poor in their design and should be not needed
void Output_RememberState(void);
void Output_RestoreState(void);
float Output_AdjustUV(uint16_t uv);
int32_t Output_GetLightDivider(void);
XYZ_32 Output_GetLightVectorView(void);

View file

@ -0,0 +1,25 @@
#include "game/output/meshes.h"
static OUTPUT_SHADER *m_Shader = nullptr;
void Output_Meshes_Init(void)
{
m_Shader = Output_Shader_Create("shaders/meshes.glsl");
}
void Output_Meshes_Shutdown(void)
{
Output_Shader_Free(m_Shader);
m_Shader = nullptr;
}
void Output_Meshes_RenderBegin(void)
{
Output_Shader_UploadCommonUniforms(m_Shader);
Output_Shader_UploadProjectionMatrix(m_Shader);
}
OUTPUT_SHADER *Output_Meshes_GetShader(void)
{
return m_Shader;
}

View file

@ -0,0 +1,12 @@
#pragma once
#include "game/output/shader.h"
// clang-format off
#define VERT_NO_CAUSTICS 0b0000'0001 // = 0x01
// clang-format on
void Output_Meshes_Init(void);
void Output_Meshes_Shutdown(void);
void Output_Meshes_RenderBegin(void);
OUTPUT_SHADER *Output_Meshes_GetShader(void);

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src/tr1/game/output/rooms.c Normal file
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#include "game/output/rooms.h"
#include "game/output.h"
#include "game/output/meshes.h"
#include "game/output/textures.h"
#include "game/output/utils.h"
#include "game/random.h"
#include "game/room.h"
#include <libtrx/gfx/gl/utils.h>
#include <libtrx/memory.h>
#pragma pack(push, 1)
typedef struct {
// clang-format off
XYZ_F pos; // attribute 0
int32_t uvw_idx; // attribute 1
float trapezoid_ratio[2]; // attribute 2
uint16_t flags; // attribute 3
// clang-format on
} M_MESH_VERTEX;
typedef int16_t M_MESH_SHADE;
#pragma pack(pop)
typedef struct {
int32_t vertex_start;
int32_t vertex_count;
int16_t *caustics;
} M_BATCH;
static struct {
GLuint vao;
GLuint geom_vbo;
size_t vertex_count;
GLuint shade_vbo;
M_MESH_VERTEX *geom_vbo_data;
M_MESH_SHADE *shade_vbo_data;
size_t batch_count;
M_BATCH *batches;
} m_Priv;
static int32_t m_ShadeTable[WIBBLE_SIZE] = {};
static int32_t m_CausticsTable[WIBBLE_SIZE] = {};
static OUTPUT_SHADER *m_Shader = nullptr;
static M_MESH_SHADE M_ShadeCaustics(M_MESH_SHADE source, uint8_t caustic)
{
if (Output_GetWaterEffect()) {
source +=
m_ShadeTable[((uint8_t)Output_GetTime() + caustic) % WIBBLE_SIZE];
CLAMP(source, 0, MAX_LIGHTING);
} else {
CLAMPG(source, MAX_LIGHTING);
}
return source;
}
static M_BATCH *M_GetBatch(const ROOM *const room)
{
// Room data gets swapped when flipping, but the VBOs do not. So a room 2
// that gets flipped to room 17 ends up getting the data from room 2,
// whereas the VBO needs to take data from room 17.
const int16_t room_num =
Room_GetFlipStatus() && room->flipped_room != NO_ROOM_NEG
? room->flipped_room
: Room_GetNumber(room);
return &m_Priv.batches[room_num];
}
static void M_FillVertex(
M_MESH_VERTEX *const out_vertex, const int32_t uvw_idx, const XYZ_16 pos,
const uint16_t flags)
{
out_vertex->pos = (XYZ_F) { .x = pos.x, .y = pos.y, .z = pos.z };
out_vertex->uvw_idx = uvw_idx;
out_vertex->flags = flags & NO_VERT_MOVE ? VERT_NO_CAUSTICS : 0;
}
static M_MESH_VERTEX *M_FillRoomFace4(
const ROOM *const room, M_MESH_VERTEX *out_vertex, const FACE4 *const face)
{
for (int32_t i = 0; i < OUTPUT_QUAD_VERTICES; i++) {
const int32_t j = OUTPUT_QUAD_TO_FAN(i);
const int32_t uvw_idx = face->texture_idx * 4 + j;
const ROOM_VERTEX *const room_vertex =
&room->mesh.vertices[face->vertices[j]];
M_FillVertex(out_vertex, uvw_idx, room_vertex->pos, room_vertex->flags);
out_vertex->trapezoid_ratio[0] = face->texture_zw[j].z;
out_vertex->trapezoid_ratio[1] = face->texture_zw[j].w;
out_vertex++;
}
return out_vertex;
}
static M_MESH_VERTEX *M_FillRoomFace3(
const ROOM *const room, M_MESH_VERTEX *out_vertex, const FACE3 *const face)
{
for (int32_t i = 0; i < OUTPUT_TRI_VERTICES; i++) {
const int32_t j = OUTPUT_TRI_TO_FAN(i);
const int32_t uvw_idx = face->texture_idx * 4 + j;
const ROOM_VERTEX *const room_vertex =
&room->mesh.vertices[face->vertices[j]];
M_FillVertex(out_vertex, uvw_idx, room_vertex->pos, room_vertex->flags);
out_vertex->trapezoid_ratio[0] = 1.0f;
out_vertex->trapezoid_ratio[1] = 1.0f;
out_vertex++;
}
return out_vertex;
}
static void M_UpdateRoomGeometry(const ROOM *const room)
{
M_BATCH *const batch = &m_Priv.batches[Room_GetNumber(room)];
M_MESH_VERTEX *out_vertex = &m_Priv.geom_vbo_data[batch->vertex_start];
for (int32_t i = 0; i < room->mesh.num_face4s; i++) {
out_vertex = M_FillRoomFace4(room, out_vertex, &room->mesh.face4s[i]);
}
for (int32_t i = 0; i < room->mesh.num_face3s; i++) {
out_vertex = M_FillRoomFace3(room, out_vertex, &room->mesh.face3s[i]);
}
}
static void M_UpdateRoomShades(const ROOM *const room)
{
M_BATCH *const batch = M_GetBatch(room);
M_MESH_SHADE *out_shade = &m_Priv.shade_vbo_data[batch->vertex_start];
for (int32_t i = 0; i < room->mesh.num_face4s; i++) {
const FACE4 *const face = &room->mesh.face4s[i];
for (int32_t j = 0; j < OUTPUT_QUAD_VERTICES; j++) {
const int32_t k = OUTPUT_QUAD_TO_FAN(j);
*out_shade = room->mesh.vertices[face->vertices[k]].light_adder;
*out_shade =
M_ShadeCaustics(*out_shade, batch->caustics[face->vertices[k]]);
*out_shade++;
}
}
for (int32_t i = 0; i < room->mesh.num_face3s; i++) {
const FACE3 *const face = &room->mesh.face3s[i];
for (int32_t j = 0; j < OUTPUT_TRI_VERTICES; j++) {
const int32_t k = OUTPUT_TRI_TO_FAN(j);
*out_shade = room->mesh.vertices[face->vertices[k]].light_adder;
*out_shade =
M_ShadeCaustics(*out_shade, batch->caustics[face->vertices[k]]);
out_shade++;
}
}
}
static void M_UpdateVertices(void)
{
for (int32_t i = 0; i < Room_GetCount(); i++) {
const ROOM *const room = Room_Get(i);
M_UpdateRoomGeometry(room);
}
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.geom_vbo);
GFX_TRACK_DATA(
glBufferData, GL_ARRAY_BUFFER,
m_Priv.vertex_count * sizeof(M_MESH_VERTEX), m_Priv.geom_vbo_data,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.shade_vbo);
GFX_TRACK_DATA(
glBufferData, GL_ARRAY_BUFFER,
m_Priv.vertex_count * sizeof(M_MESH_SHADE), m_Priv.shade_vbo_data,
GL_DYNAMIC_DRAW); // shades are always dynamic
}
static void M_PrepareBuffers(void)
{
m_Priv.batch_count = Room_GetCount();
Memory_FreePointer(&m_Priv.batches);
m_Priv.batches = Memory_Alloc(sizeof(M_BATCH) * m_Priv.batch_count);
int32_t last_vertex = 0;
for (int32_t i = 0; i < Room_GetCount(); i++) {
const ROOM *const room = Room_Get(i);
M_BATCH *const batch = &m_Priv.batches[i];
batch->caustics =
Memory_Alloc(room->mesh.num_vertices * sizeof(int16_t));
batch->vertex_start = last_vertex;
batch->vertex_count = 0;
batch->vertex_count +=
Room_Get(i)->mesh.num_face4s * OUTPUT_QUAD_VERTICES;
batch->vertex_count +=
Room_Get(i)->mesh.num_face3s * OUTPUT_TRI_VERTICES;
last_vertex += batch->vertex_count;
for (int32_t j = 0; j < room->mesh.num_vertices; j++) {
batch->caustics[j] =
m_CausticsTable[(room->mesh.num_vertices - j) % WIBBLE_SIZE];
}
}
m_Priv.vertex_count = last_vertex;
m_Priv.geom_vbo_data =
Memory_Alloc(m_Priv.vertex_count * sizeof(M_MESH_VERTEX));
m_Priv.shade_vbo_data =
Memory_Alloc(m_Priv.vertex_count * sizeof(M_MESH_SHADE));
glGenVertexArrays(1, &m_Priv.vao);
glGenBuffers(1, &m_Priv.geom_vbo);
glGenBuffers(1, &m_Priv.shade_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.geom_vbo);
glBindVertexArray(m_Priv.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.geom_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE, sizeof(M_MESH_VERTEX),
(void *)(intptr_t)offsetof(M_MESH_VERTEX, pos));
glEnableVertexAttribArray(1);
glVertexAttribIPointer(
1, 1, GL_UNSIGNED_INT, sizeof(M_MESH_VERTEX),
(void *)(intptr_t)offsetof(M_MESH_VERTEX, uvw_idx));
glEnableVertexAttribArray(2);
glVertexAttribPointer(
2, 2, GL_FLOAT, GL_FALSE, sizeof(M_MESH_VERTEX),
(void *)(intptr_t)offsetof(M_MESH_VERTEX, trapezoid_ratio));
glEnableVertexAttribArray(3);
glVertexAttribIPointer(
3, 1, GL_UNSIGNED_SHORT, sizeof(M_MESH_VERTEX),
(void *)(intptr_t)offsetof(M_MESH_VERTEX, flags));
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.shade_vbo);
glEnableVertexAttribArray(4);
glVertexAttribPointer(
4, 1, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(M_MESH_SHADE), 0);
M_UpdateVertices();
}
static void M_FreeBuffers(void)
{
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (m_Priv.vao != 0) {
glDeleteVertexArrays(1, &m_Priv.vao);
m_Priv.vao = 0;
}
if (m_Priv.geom_vbo != 0) {
glDeleteBuffers(1, &m_Priv.geom_vbo);
m_Priv.geom_vbo = 0;
}
if (m_Priv.shade_vbo != 0) {
glDeleteBuffers(1, &m_Priv.shade_vbo);
m_Priv.shade_vbo = 0;
}
Memory_FreePointer(&m_Priv.geom_vbo_data);
Memory_FreePointer(&m_Priv.shade_vbo_data);
for (int32_t i = 0; i < (int32_t)m_Priv.batch_count; i++) {
Memory_FreePointer(&m_Priv.batches[i].caustics);
}
Memory_FreePointer(&m_Priv.batches);
}
void Output_Rooms_Init(void)
{
m_Shader = Output_Meshes_GetShader();
for (int32_t i = 0; i < WIBBLE_SIZE; i++) {
const int16_t angle = (i * DEG_360) / WIBBLE_SIZE;
m_ShadeTable[i] = Math_Sin(angle) * MAX_SHADE >> W2V_SHIFT;
m_CausticsTable[i] = (Random_GetDraw() >> 5) - 0x01FF;
}
}
void Output_Rooms_Shutdown(void)
{
M_FreeBuffers();
}
void Output_Rooms_ObserveLevelLoad(void)
{
M_FreeBuffers();
M_PrepareBuffers();
}
void Output_Rooms_RenderRoom(
const MATRIX *const matrix, const RGB_F tint, const ROOM *const room)
{
const M_BATCH *const batch = M_GetBatch(room);
M_UpdateRoomShades(room);
Output_Shader_UploadMatrix(m_Shader, matrix);
Output_Shader_UploadTint(m_Shader, tint);
GFX_GL_CheckError();
glBindBuffer(GL_ARRAY_BUFFER, m_Priv.shade_vbo);
GFX_TRACK_SUBDATA(
glBufferSubData, GL_ARRAY_BUFFER,
batch->vertex_start * sizeof(M_MESH_SHADE),
batch->vertex_count * sizeof(M_MESH_SHADE),
&m_Priv.shade_vbo_data[batch->vertex_start]);
GFX_GL_CheckError();
glEnable(GL_CULL_FACE);
glBindVertexArray(m_Priv.vao);
GFX_GL_CheckError();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, Output_Textures_GetAtlasTexture());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER, Output_Textures_GetObjectUVWsTexture());
GFX_GL_CheckError();
if (Output_GetWibbleEffect()) {
Output_Shader_UploadWibbleEffect(m_Shader, false);
glDepthMask(GL_FALSE);
glDrawArrays(GL_TRIANGLES, batch->vertex_start, batch->vertex_count);
glDepthMask(GL_TRUE);
Output_Shader_UploadWibbleEffect(m_Shader, true);
glDrawArrays(GL_TRIANGLES, batch->vertex_start, batch->vertex_count);
} else {
Output_Shader_UploadWibbleEffect(m_Shader, false);
glDrawArrays(GL_TRIANGLES, batch->vertex_start, batch->vertex_count);
}
glDisable(GL_CULL_FACE);
GFX_GL_CheckError();
}

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#pragma once
#include <libtrx/game/matrix.h>
#include <libtrx/game/output/types.h>
#include <libtrx/game/rooms/types.h>
void Output_Rooms_Init(void);
void Output_Rooms_Shutdown(void);
void Output_Rooms_ObserveLevelLoad(void);
void Output_Rooms_RenderRoom(
const MATRIX *matrix, RGB_F tint, const ROOM *room);

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#include "game/output/shader.h"
#include "game/output.h"
#include "game/viewport.h"
#include "global/vars.h"
#include <libtrx/config.h>
#include <libtrx/gfx/gl/utils.h>
#include <libtrx/memory.h>
typedef enum {
M_UNIFORM_TIME,
M_UNIFORM_TEX_ATLAS,
M_UNIFORM_TEX_UVW,
M_UNIFORM_SMOOTHING_ENABLED,
M_UNIFORM_ALPHA_DISCARD_ENABLED,
M_UNIFORM_ALPHA_THRESHOLD,
M_UNIFORM_TRAPEZOID_FILTER_ENABLED,
M_UNIFORM_BRIGHTNESS_MULTIPLIER,
M_UNIFORM_GLOBAL_TINT,
M_UNIFORM_FOG,
M_UNIFORM_VIEWPORT_SIZE,
M_UNIFORM_PROJECTION_MATRIX,
M_UNIFORM_MODEL_MATRIX,
M_UNIFORM_WIBBLE_EFFECT,
M_UNIFORM_WATER_EFFECT,
M_UNIFORM_NUMBER_OF,
} M_UNIFORM;
struct OUTPUT_SHADER {
GFX_GL_PROGRAM program;
GLint uniforms[M_UNIFORM_NUMBER_OF];
};
OUTPUT_SHADER *Output_Shader_Create(const char *const path)
{
OUTPUT_SHADER *const shader = Memory_Alloc(sizeof(OUTPUT_SHADER));
GFX_GL_Program_Init(&shader->program);
GFX_GL_Program_AttachShader(
&shader->program, GL_VERTEX_SHADER, path,
GFX_Context_GetConfig()->backend);
GFX_GL_Program_AttachShader(
&shader->program, GL_FRAGMENT_SHADER, path,
GFX_Context_GetConfig()->backend);
GFX_GL_Program_FragmentData(&shader->program, "outColor");
GFX_GL_Program_Link(&shader->program);
const char *const uniform_names[] = {
[M_UNIFORM_TIME] = "uTime",
[M_UNIFORM_TEX_ATLAS] = "uTexAtlas",
[M_UNIFORM_TEX_UVW] = "uUVW",
[M_UNIFORM_SMOOTHING_ENABLED] = "uSmoothingEnabled",
[M_UNIFORM_ALPHA_DISCARD_ENABLED] = "uAlphaDiscardEnabled",
[M_UNIFORM_ALPHA_THRESHOLD] = "uAlphaThreshold",
[M_UNIFORM_TRAPEZOID_FILTER_ENABLED] = "uTrapezoidFilterEnabled",
[M_UNIFORM_BRIGHTNESS_MULTIPLIER] = "uBrightnessMultiplier",
[M_UNIFORM_GLOBAL_TINT] = "uGlobalTint",
[M_UNIFORM_FOG] = "uFog",
[M_UNIFORM_VIEWPORT_SIZE] = "uViewportSize",
[M_UNIFORM_PROJECTION_MATRIX] = "uMatProjection",
[M_UNIFORM_MODEL_MATRIX] = "uMatModelView",
[M_UNIFORM_WIBBLE_EFFECT] = "uWibbleEffect",
[M_UNIFORM_WATER_EFFECT] = "uWaterEffect",
};
for (int32_t i = 0; i < M_UNIFORM_NUMBER_OF; i++) {
shader->uniforms[i] =
GFX_GL_Program_UniformLocation(&shader->program, uniform_names[i]);
GFX_GL_CheckError();
}
GFX_GL_Program_Bind(&shader->program);
glUniform1i(shader->uniforms[M_UNIFORM_TEX_ATLAS], 0);
glUniform1i(shader->uniforms[M_UNIFORM_TEX_UVW], 1);
return shader;
}
void Output_Shader_Free(OUTPUT_SHADER *const shader)
{
GFX_GL_Program_Close(&shader->program);
Memory_Free(shader);
}
void Output_Shader_UploadCommonUniforms(const OUTPUT_SHADER *const shader)
{
GFX_GL_Program_Bind(&shader->program);
GFX_TRACK_UNIFORM(
glUniform1f, shader->uniforms[M_UNIFORM_SMOOTHING_ENABLED],
g_Config.rendering.texture_filter);
GFX_TRACK_UNIFORM(
glUniform1f, shader->uniforms[M_UNIFORM_ALPHA_THRESHOLD],
g_Config.rendering.enable_wireframe ? -1.0f : 0.0f);
GFX_TRACK_UNIFORM(
glUniform1i, shader->uniforms[M_UNIFORM_ALPHA_DISCARD_ENABLED],
!g_Config.rendering.enable_wireframe);
GFX_TRACK_UNIFORM(
glUniform1f, shader->uniforms[M_UNIFORM_TRAPEZOID_FILTER_ENABLED],
g_Config.rendering.enable_trapezoid_filter);
GFX_TRACK_UNIFORM(
glUniform1f, shader->uniforms[M_UNIFORM_BRIGHTNESS_MULTIPLIER],
g_Config.visuals.brightness);
GFX_TRACK_UNIFORM(
glUniform2f, shader->uniforms[M_UNIFORM_VIEWPORT_SIZE],
GFX_Context_GetDisplayWidth(), GFX_Context_GetDisplayHeight());
GFX_TRACK_UNIFORM(
glUniform2f, shader->uniforms[M_UNIFORM_FOG], Output_GetDrawDistFade(),
Output_GetDrawDistMax());
GFX_TRACK_UNIFORM(
glUniform1i, shader->uniforms[M_UNIFORM_TIME], Output_GetTime());
}
void Output_Shader_UploadMatrix(
const OUTPUT_SHADER *const shader, const MATRIX *const source)
{
GLfloat target[4][4];
target[0][0] = source->_00 / (float)(1 << W2V_SHIFT);
target[0][1] = source->_01 / (float)(1 << W2V_SHIFT);
target[0][2] = source->_02 / (float)(1 << W2V_SHIFT);
target[0][3] = source->_03 / (float)(1 << W2V_SHIFT);
target[1][0] = source->_10 / (float)(1 << W2V_SHIFT);
target[1][1] = source->_11 / (float)(1 << W2V_SHIFT);
target[1][2] = source->_12 / (float)(1 << W2V_SHIFT);
target[1][3] = source->_13 / (float)(1 << W2V_SHIFT);
target[2][0] = source->_20 / (float)(1 << W2V_SHIFT);
target[2][1] = source->_21 / (float)(1 << W2V_SHIFT);
target[2][2] = source->_22 / (float)(1 << W2V_SHIFT);
target[2][3] = source->_23 / (float)(1 << W2V_SHIFT);
target[3][0] = 0.0;
target[3][1] = 0.0;
target[3][2] = 0.0;
target[3][3] = 1.0;
GFX_GL_Program_Bind(&shader->program);
GFX_TRACK_UNIFORM(
glUniformMatrix4fv, shader->uniforms[M_UNIFORM_MODEL_MATRIX], 1,
GL_TRUE, &target[0][0]);
}
void Output_Shader_UploadProjectionMatrix(const OUTPUT_SHADER *const shader)
{
GFX_GL_Program_Bind(&shader->program);
GLfloat projection[4][4];
Output_GetProjectionMatrix(projection);
GFX_TRACK_UNIFORM(
glUniformMatrix4fv, shader->uniforms[M_UNIFORM_PROJECTION_MATRIX], 1,
GL_TRUE, &projection[0][0]);
}
void Output_Shader_UploadWibbleEffect(
const OUTPUT_SHADER *const shader, const bool is_enabled)
{
GFX_GL_Program_Bind(&shader->program);
GFX_TRACK_UNIFORM(
glUniform1i, shader->uniforms[M_UNIFORM_WIBBLE_EFFECT], is_enabled);
}
void Output_Shader_UploadWaterEffect(
const OUTPUT_SHADER *const shader, const bool is_enabled)
{
GFX_GL_Program_Bind(&shader->program);
GFX_TRACK_UNIFORM(
glUniform1i, shader->uniforms[M_UNIFORM_WATER_EFFECT], is_enabled);
}
void Output_Shader_UploadTint(
const OUTPUT_SHADER *const shader, const RGB_F tint)
{
GFX_GL_Program_Bind(&shader->program);
GFX_TRACK_UNIFORM(
glUniform3f, shader->uniforms[M_UNIFORM_GLOBAL_TINT], tint.r, tint.g,
tint.b);
}

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#pragma once
#include <libtrx/game/matrix.h>
#include <libtrx/game/output/types.h>
typedef struct OUTPUT_SHADER OUTPUT_SHADER;
OUTPUT_SHADER *Output_Shader_Create(const char *path);
void Output_Shader_Free(OUTPUT_SHADER *shader);
void Output_Shader_UploadCommonUniforms(const OUTPUT_SHADER *shader);
void Output_Shader_UploadProjectionMatrix(const OUTPUT_SHADER *shader);
// TODO: these functions are poor design.
void Output_Shader_UploadMatrix(
const OUTPUT_SHADER *shader, const MATRIX *source);
void Output_Shader_UploadWibbleEffect(
const OUTPUT_SHADER *shader, bool is_enabled);
void Output_Shader_UploadWaterEffect(
const OUTPUT_SHADER *shader, bool is_enabled);
void Output_Shader_UploadTint(const OUTPUT_SHADER *shader, RGB_F tint);

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#include "game/output/sprite_program.h"
#include "game/output.h"
#include "game/viewport.h"
#include "global/vars.h"
#include <libtrx/config.h>
#include <libtrx/gfx/gl/utils.h>
typedef enum {
M_UNIFORM_TEX_ATLAS,
M_UNIFORM_TEX_UVW,
M_UNIFORM_SMOOTHING_ENABLED,
M_UNIFORM_BRIGHTNESS_MULTIPLIER,
M_UNIFORM_GLOBAL_TINT,
M_UNIFORM_VIEWPORT_SIZE,
M_UNIFORM_PROJECTION_MATRIX,
M_UNIFORM_MODEL_MATRIX,
M_UNIFORM_WIBBLE_OFFSET,
M_UNIFORM_NUMBER_OF,
} M_UNIFORM;
static GFX_GL_PROGRAM m_Program;
static GLint m_Uniforms[M_UNIFORM_NUMBER_OF];
void Output_SpriteProgram_Init(void)
{
GFX_GL_Program_Init(&m_Program);
GFX_GL_Program_AttachShader(
&m_Program, GL_VERTEX_SHADER, "shaders/sprites.glsl",
GFX_Context_GetConfig()->backend);
GFX_GL_Program_AttachShader(
&m_Program, GL_FRAGMENT_SHADER, "shaders/sprites.glsl",
GFX_Context_GetConfig()->backend);
GFX_GL_Program_FragmentData(&m_Program, "outColor");
GFX_GL_Program_Link(&m_Program);
const char *const uniform_names[] = {
[M_UNIFORM_TEX_ATLAS] = "uTexture",
[M_UNIFORM_TEX_UVW] = "uUVW",
[M_UNIFORM_SMOOTHING_ENABLED] = "uSmoothingEnabled",
[M_UNIFORM_BRIGHTNESS_MULTIPLIER] = "uBrightnessMultiplier",
[M_UNIFORM_GLOBAL_TINT] = "uGlobalTint",
[M_UNIFORM_VIEWPORT_SIZE] = "uViewportSize",
[M_UNIFORM_PROJECTION_MATRIX] = "uMatProjection",
[M_UNIFORM_MODEL_MATRIX] = "uMatModelView",
[M_UNIFORM_WIBBLE_OFFSET] = "uWibbleOffset",
};
for (int32_t i = 0; i < M_UNIFORM_NUMBER_OF; i++) {
m_Uniforms[i] =
GFX_GL_Program_UniformLocation(&m_Program, uniform_names[i]);
GFX_GL_CheckError();
}
GFX_GL_Program_Bind(&m_Program);
glUniform1i(m_Uniforms[M_UNIFORM_TEX_ATLAS], 0);
glUniform1i(m_Uniforms[M_UNIFORM_TEX_UVW], 1);
}
void Output_SpriteProgram_Shutdown(void)
{
GFX_GL_Program_Close(&m_Program);
}
void Output_SpriteProgram_Bind(void)
{
GFX_GL_Program_Bind(&m_Program);
}
void Output_SpriteProgram_UploadCommonUniforms(void)
{
Output_SpriteProgram_Bind();
GFX_TRACK_UNIFORM(
glUniform1f, m_Uniforms[M_UNIFORM_SMOOTHING_ENABLED],
g_Config.rendering.texture_filter);
GFX_TRACK_UNIFORM(
glUniform1f, m_Uniforms[M_UNIFORM_BRIGHTNESS_MULTIPLIER],
g_Config.visuals.brightness);
GFX_TRACK_UNIFORM(
glUniform2f, m_Uniforms[M_UNIFORM_VIEWPORT_SIZE],
GFX_Context_GetDisplayWidth(), GFX_Context_GetDisplayHeight());
GFX_TRACK_UNIFORM(
glUniform1f, m_Uniforms[M_UNIFORM_WIBBLE_OFFSET],
Output_GetWibbleOffset());
}
void Output_SpriteProgram_UploadMatrix(const MATRIX *const source)
{
GLfloat target[4][4];
target[0][0] = source->_00 / (float)(1 << W2V_SHIFT);
target[0][1] = source->_01 / (float)(1 << W2V_SHIFT);
target[0][2] = source->_02 / (float)(1 << W2V_SHIFT);
target[0][3] = source->_03 / (float)(1 << W2V_SHIFT);
target[1][0] = source->_10 / (float)(1 << W2V_SHIFT);
target[1][1] = source->_11 / (float)(1 << W2V_SHIFT);
target[1][2] = source->_12 / (float)(1 << W2V_SHIFT);
target[1][3] = source->_13 / (float)(1 << W2V_SHIFT);
target[2][0] = source->_20 / (float)(1 << W2V_SHIFT);
target[2][1] = source->_21 / (float)(1 << W2V_SHIFT);
target[2][2] = source->_22 / (float)(1 << W2V_SHIFT);
target[2][3] = source->_23 / (float)(1 << W2V_SHIFT);
target[3][0] = 0.0;
target[3][1] = 0.0;
target[3][2] = 0.0;
target[3][3] = 1.0;
Output_SpriteProgram_Bind();
GFX_TRACK_UNIFORM(
glUniformMatrix4fv, m_Uniforms[M_UNIFORM_MODEL_MATRIX], 1, GL_TRUE,
&target[0][0]);
}
void Output_SpriteProgram_UploadProjectionMatrix(void)
{
Output_SpriteProgram_Bind();
GLfloat projection[4][4];
Output_GetProjectionMatrix(projection);
GFX_TRACK_UNIFORM(
glUniformMatrix4fv, m_Uniforms[M_UNIFORM_PROJECTION_MATRIX], 1, GL_TRUE,
&projection[0][0]);
}
void Output_SpriteProgram_UploadTint(const RGB_F tint)
{
GFX_GL_Program_Bind(&m_Program);
GFX_TRACK_UNIFORM(
glUniform3f, m_Uniforms[M_UNIFORM_GLOBAL_TINT], tint.r, tint.g, tint.b);
}

View file

@ -1,14 +0,0 @@
#pragma once
#include <libtrx/game/matrix.h>
#include <libtrx/game/output/types.h>
void Output_SpriteProgram_Init(void);
void Output_SpriteProgram_Shutdown(void);
void Output_SpriteProgram_Bind(void);
void Output_SpriteProgram_UploadCommonUniforms(void);
void Output_SpriteProgram_UploadProjectionMatrix(void);
// TODO: these functions are poor design.
void Output_SpriteProgram_UploadMatrix(const MATRIX *source);
void Output_SpriteProgram_UploadTint(RGB_F tint);

View file

@ -1,8 +1,9 @@
#include "game/output/sprites.h"
#include "game/output.h"
#include "game/output/sprite_program.h"
#include "game/output/shader.h"
#include "game/output/textures.h"
#include "game/output/utils.h"
#include "game/room.h"
#include "specific/s_output.h"
@ -11,8 +12,6 @@
#include <libtrx/memory.h>
#include <libtrx/vector.h>
#define M_QUAD_VERTICES 6
#pragma pack(push, 1)
typedef struct {
// attribute 0
@ -24,7 +23,7 @@ typedef struct {
} displacement;
// attribute 2
int32_t texture_idx;
int32_t uvw_idx;
} M_SPRITE_VERTEX;
typedef uint16_t M_SPRITE_SHADE;
@ -53,7 +52,7 @@ typedef struct {
int32_t quad_count;
} M_ROOM_BATCH;
static const int32_t m_QuadToFan[] = { 0, 1, 2, 0, 2, 3 };
static OUTPUT_SHADER *m_Shader = nullptr;
static struct {
M_SPRITE_BUFFER sprite_buf;
@ -76,7 +75,7 @@ static void M_MakeQuad(
}
for (int32_t k = 0; k < 4; k++) {
out_quad[k].texture_idx = sprite_idx * 4 + k;
out_quad[k].uvw_idx = sprite_idx * 4 + k;
}
out_quad[0].displacement.x = sprite->x0;
@ -118,24 +117,6 @@ static void M_BufferReallocGPU(M_SPRITE_BUFFER *const buffer)
buffer->shade_vbo_data, GL_DYNAMIC_DRAW); // shades are always dynamic
}
static void M_BufferUploadGPU(
M_SPRITE_BUFFER *const buffer, const int32_t start, const int32_t count)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer->geom_vbo);
GFX_GL_CheckError();
GFX_TRACK_DATA(
glBufferSubData, GL_ARRAY_BUFFER, start * sizeof(M_SPRITE_VERTEX),
count * sizeof(M_SPRITE_VERTEX), &buffer->geom_vbo_data[start]);
GFX_GL_CheckError();
glBindBuffer(GL_ARRAY_BUFFER, buffer->shade_vbo);
GFX_GL_CheckError();
GFX_TRACK_DATA(
glBufferSubData, GL_ARRAY_BUFFER, start * sizeof(M_SPRITE_SHADE),
count * sizeof(M_SPRITE_SHADE), &buffer->shade_vbo_data[start]);
GFX_GL_CheckError();
}
static void M_PrepareBuffer(
M_SPRITE_BUFFER *const buffer, const size_t capacity, const GLenum usage)
{
@ -168,7 +149,7 @@ static void M_PrepareBuffer(
glEnableVertexAttribArray(2);
glVertexAttribIPointer(
2, 1, GL_UNSIGNED_INT, sizeof(M_SPRITE_VERTEX),
(void *)(intptr_t)offsetof(M_SPRITE_VERTEX, texture_idx));
(void *)(intptr_t)offsetof(M_SPRITE_VERTEX, uvw_idx));
glBindBuffer(GL_ARRAY_BUFFER, buffer->shade_vbo);
glEnableVertexAttribArray(3);
@ -210,15 +191,13 @@ static void M_DrawBuffer(
{
glBindVertexArray(buffer->vao);
GFX_GL_CheckError();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, Output_Textures_GetAtlasTexture());
glActiveTexture(GL_TEXTURE1);
GFX_GL_CheckError();
glBindTexture(GL_TEXTURE_BUFFER, Output_Textures_GetSpriteUVWsTexture());
GFX_GL_CheckError();
glActiveTexture(GL_TEXTURE0);
GFX_GL_CheckError();
glBindTexture(GL_TEXTURE_2D_ARRAY, Output_Textures_GetAtlasTexture());
GFX_GL_CheckError();
glDrawArrays(GL_TRIANGLES, start, count);
GFX_GL_CheckError();
}
@ -240,8 +219,6 @@ static void M_PrepareLevelBatches(void)
static void M_UpdateRoomGeometry(const ROOM *const room)
{
M_BufferReallocGPU(&m_LevelData.sprite_buf);
int32_t current_vertex = 0;
for (int32_t i = 0; i < Room_GetCount(); i++) {
const ROOM *const room = Room_Get(i);
@ -254,9 +231,9 @@ static void M_UpdateRoomGeometry(const ROOM *const room)
M_SPRITE_VERTEX quad[4];
M_MakeQuad(quad, sprite_idx, pos);
for (int32_t k = 0; k < M_QUAD_VERTICES; k++) {
for (int32_t k = 0; k < OUTPUT_QUAD_VERTICES; k++) {
m_LevelData.sprite_buf.geom_vbo_data[current_vertex] =
quad[m_QuadToFan[k]];
quad[OUTPUT_QUAD_TO_FAN(k)];
current_vertex++;
}
}
@ -266,10 +243,10 @@ static void M_UpdateRoomGeometry(const ROOM *const room)
static void M_UpdateRoomShades(const ROOM *const room)
{
const M_ROOM_BATCH *const room_batch = M_GetRoomBatch(room);
int32_t current_vertex = room_batch->quad_start * M_QUAD_VERTICES;
int32_t current_vertex = room_batch->quad_start * OUTPUT_QUAD_VERTICES;
for (int32_t j = 0; j < room->mesh.num_sprites; j++) {
const ROOM_SPRITE *const room_sprite = &room->mesh.sprites[j];
for (int32_t k = 0; k < M_QUAD_VERTICES; k++) {
for (int32_t k = 0; k < OUTPUT_QUAD_VERTICES; k++) {
m_LevelData.sprite_buf.shade_vbo_data[current_vertex] =
room->mesh.vertices[room_sprite->vertex].light_adder;
current_vertex++;
@ -296,25 +273,28 @@ static void M_PrepareLevelBuffers(void)
}
M_PrepareBuffer(&m_Dynamic.sprite_buf, 500, GL_DYNAMIC_DRAW);
M_PrepareBuffer(
&m_LevelData.sprite_buf, num_quads * M_QUAD_VERTICES, GL_STATIC_DRAW);
&m_LevelData.sprite_buf, num_quads * OUTPUT_QUAD_VERTICES,
GL_STATIC_DRAW);
m_LevelData.sprite_buf.vertex_count = num_quads * M_QUAD_VERTICES;
m_LevelData.sprite_buf.vertex_count = num_quads * OUTPUT_QUAD_VERTICES;
for (int32_t i = 0; i < Room_GetCount(); i++) {
const ROOM *const room = Room_Get(i);
M_UpdateRoomGeometry(room);
}
M_BufferReallocGPU(&m_LevelData.sprite_buf);
}
void Output_Sprites_Init(void)
{
Output_SpriteProgram_Init();
m_Shader = Output_Shader_Create("shaders/sprites.glsl");
m_Dynamic.source = Vector_CreateAtCapacity(sizeof(M_DYNAMIC_SPRITE), 50);
}
void Output_Sprites_Shutdown(void)
{
M_FreeBuffers();
Output_SpriteProgram_Shutdown();
Output_Shader_Free(m_Shader);
m_Shader = nullptr;
}
void Output_Sprites_ObserveLevelLoad(void)
@ -325,7 +305,7 @@ void Output_Sprites_ObserveLevelLoad(void)
}
void Output_Sprites_RenderRoomSprites(
const MATRIX *matrix, const RGB_F tint, const ROOM *const room)
const MATRIX *const matrix, const RGB_F tint, const ROOM *const room)
{
M_UpdateRoomShades(room);
@ -334,20 +314,21 @@ void Output_Sprites_RenderRoomSprites(
GFX_GL_CheckError();
GFX_TRACK_SUBDATA(
glBufferSubData, GL_ARRAY_BUFFER,
room_batch->quad_start * M_QUAD_VERTICES * sizeof(M_SPRITE_SHADE),
room_batch->quad_count * M_QUAD_VERTICES * sizeof(M_SPRITE_SHADE),
room_batch->quad_start * OUTPUT_QUAD_VERTICES * sizeof(M_SPRITE_SHADE),
room_batch->quad_count * OUTPUT_QUAD_VERTICES * sizeof(M_SPRITE_SHADE),
&m_LevelData.sprite_buf
.shade_vbo_data[room_batch->quad_start * M_QUAD_VERTICES]);
.shade_vbo_data[room_batch->quad_start * OUTPUT_QUAD_VERTICES]);
GFX_GL_CheckError();
Output_SpriteProgram_UploadMatrix(matrix);
Output_SpriteProgram_UploadTint(tint);
Output_Shader_UploadWibbleEffect(m_Shader, Output_GetWibbleEffect());
Output_Shader_UploadMatrix(m_Shader, matrix);
Output_Shader_UploadTint(m_Shader, tint);
GFX_GL_CheckError();
const M_ROOM_BATCH *const batch = M_GetRoomBatch(room);
M_DrawBuffer(
&m_LevelData.sprite_buf, batch->quad_start * M_QUAD_VERTICES,
batch->quad_count * M_QUAD_VERTICES);
&m_LevelData.sprite_buf, batch->quad_start * OUTPUT_QUAD_VERTICES,
batch->quad_count * OUTPUT_QUAD_VERTICES);
}
void Output_Sprites_RenderSingleSprite(
@ -365,8 +346,8 @@ void Output_Sprites_RenderSingleSprite(
void Output_Sprites_RenderBegin(void)
{
Output_SpriteProgram_UploadCommonUniforms();
Output_SpriteProgram_UploadProjectionMatrix();
Output_Shader_UploadCommonUniforms(m_Shader);
Output_Shader_UploadProjectionMatrix(m_Shader);
}
bool Output_Sprites_Flush(void)
@ -376,10 +357,10 @@ bool Output_Sprites_Flush(void)
}
M_SPRITE_BUFFER *const buffer = &m_Dynamic.sprite_buf;
if ((size_t)m_Dynamic.source->count * M_QUAD_VERTICES
if ((size_t)m_Dynamic.source->count * OUTPUT_QUAD_VERTICES
> buffer->vertex_capacity) {
buffer->vertex_capacity =
(m_Dynamic.source->count + 50) * M_QUAD_VERTICES;
(m_Dynamic.source->count + 50) * OUTPUT_QUAD_VERTICES;
buffer->geom_vbo_data = Memory_Realloc(
buffer->geom_vbo_data,
buffer->vertex_capacity * sizeof(M_SPRITE_VERTEX));
@ -394,20 +375,23 @@ bool Output_Sprites_Flush(void)
M_MakeQuad(
quad, sprite->sprite_idx,
(XYZ_16) { sprite->pos.x, sprite->pos.y, sprite->pos.z });
for (int32_t i = 0; i < M_QUAD_VERTICES; i++) {
buffer->geom_vbo_data[buffer->vertex_count] = quad[m_QuadToFan[i]];
for (int32_t i = 0; i < OUTPUT_QUAD_VERTICES; i++) {
buffer->geom_vbo_data[buffer->vertex_count] =
quad[OUTPUT_QUAD_TO_FAN(i)];
buffer->shade_vbo_data[buffer->vertex_count] = sprite->shade;
buffer->vertex_count++;
}
}
M_BufferReallocGPU(buffer);
Output_SpriteProgram_UploadTint((RGB_F) { 1.0f, 1.0f, 1.0f });
Output_Shader_UploadWibbleEffect(m_Shader, Output_GetWibbleEffect());
Output_Shader_UploadTint(m_Shader, (RGB_F) { 1.0f, 1.0f, 1.0f });
for (int32_t i = 0; i < m_Dynamic.source->count; i++) {
const M_DYNAMIC_SPRITE *const sprite = Vector_Get(m_Dynamic.source, i);
Output_SpriteProgram_UploadMatrix(&sprite->matrix);
Output_Shader_UploadMatrix(m_Shader, &sprite->matrix);
M_DrawBuffer(
&m_Dynamic.sprite_buf, i * M_QUAD_VERTICES, M_QUAD_VERTICES);
&m_Dynamic.sprite_buf, i * OUTPUT_QUAD_VERTICES,
OUTPUT_QUAD_VERTICES);
}
Vector_Clear(m_Dynamic.source);

View file

@ -41,18 +41,19 @@ static struct {
} m_AnimationRanges;
static struct {
GLuint tex; // 3D texture to hold atlas pages
GLuint tex_atlas;
M_TEXTURE_DATA objects;
M_TEXTURE_DATA sprites;
} m_LevelData = {};
} m_Priv = {};
int M_CompareAnimationRange(const void *const a, const void *const b)
static int M_CompareAnimationRange(const void *const a, const void *const b)
{
const M_ANIMATION_RANGE *const range_a = (M_ANIMATION_RANGE *)a;
const M_ANIMATION_RANGE *const range_b = (M_ANIMATION_RANGE *)b;
return range_a->index - range_b->index;
}
void M_MergeAndGlueAnimationRanges(M_ANIMATION_RANGES *const source)
static void M_MergeAndGlueAnimationRanges(M_ANIMATION_RANGES *const source)
{
ASSERT(source != nullptr);
if (source->range_count == 0) {
@ -156,29 +157,27 @@ static void M_PrepareAnimationRanges(void)
M_PrepareSpriteAnimationRanges();
}
void Output_Textures_Init(void)
static void M_FreeTextureData(M_TEXTURE_DATA *const data)
{
if (data->tbo != 0) {
glDeleteBuffers(1, &data->tbo);
data->tbo = 0;
}
if (data->tex != 0) {
glDeleteTextures(1, &data->tex);
data->tex = 0;
}
}
void Output_Textures_Shutdown(void)
static void M_FillObjectUVW(const int32_t i)
{
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
if (m_LevelData.sprites.tbo != 0) {
glDeleteBuffers(1, &m_LevelData.sprites.tbo);
m_LevelData.sprites.tbo = 0;
const OBJECT_TEXTURE *const texture = Output_GetObjectTexture(i);
M_UVW *const corners = m_Priv.objects.uvw[i].corners;
for (int32_t j = 0; j < 4; j++) {
corners[j].u = Output_AdjustUV(texture->uv[j].u);
corners[j].v = Output_AdjustUV(texture->uv[j].v);
corners[j].w = texture->tex_page;
}
if (m_LevelData.sprites.tex != 0) {
glDeleteTextures(1, &m_LevelData.sprites.tex);
m_LevelData.sprites.tex = 0;
}
if (m_LevelData.tex != 0) {
glDeleteTextures(1, &m_LevelData.tex);
m_LevelData.tex = 0;
}
Memory_FreePointer(&m_AnimationRanges.objects.ranges);
Memory_FreePointer(&m_AnimationRanges.sprites.ranges);
}
static void M_FillSpriteUVW(const int32_t i)
@ -189,7 +188,7 @@ static void M_FillSpriteUVW(const int32_t i)
const float v0 = (sprite->offset >> 8) / 256.0f + adj;
const float u1 = u0 + (sprite->width >> 8) / 256.0f - 2 * adj;
const float v1 = v0 + (sprite->height >> 8) / 256.0f - 2 * adj;
M_UVW *corners = m_LevelData.sprites.uvw[i].corners;
M_UVW *const corners = m_Priv.sprites.uvw[i].corners;
// clang-format off
corners[0].u = u0; corners[0].v = v0; corners[0].w = sprite->tex_page;
corners[1].u = u1; corners[1].v = v0; corners[1].w = sprite->tex_page;
@ -198,6 +197,13 @@ static void M_FillSpriteUVW(const int32_t i)
// clang-format on
}
static void M_FillObjectUVWs(void)
{
for (int32_t i = 0; i < Output_GetObjectTextureCount(); i++) {
M_FillObjectUVW(i);
}
}
static void M_FillSpriteUVWs(void)
{
for (int32_t i = 0; i < Output_GetSpriteTextureCount(); i++) {
@ -205,18 +211,44 @@ static void M_FillSpriteUVWs(void)
}
}
static void M_UploadTextureData(const M_TEXTURE_DATA *const data)
{
glBindBuffer(GL_TEXTURE_BUFFER, data->tbo);
GFX_TRACK_DATA(
glBufferData, GL_TEXTURE_BUFFER, data->count * sizeof(M_UVW_PACK),
data->uvw, GL_DYNAMIC_DRAW);
GFX_GL_CheckError();
}
static void M_UploadObjectUVWs(void)
{
M_UploadTextureData(&m_Priv.objects);
}
static void M_UploadSpriteUVWs(void)
{
glBindBuffer(GL_TEXTURE_BUFFER, m_LevelData.sprites.tbo);
GFX_TRACK_DATA(
glBufferData, GL_TEXTURE_BUFFER,
m_LevelData.sprites.count * sizeof(M_UVW_PACK), m_LevelData.sprites.uvw,
GL_DYNAMIC_DRAW);
M_UploadTextureData(&m_Priv.sprites);
}
static void M_UploadObjectAnimatedUVWs(const M_ANIMATION_RANGES *const source)
{
glBindBuffer(GL_TEXTURE_BUFFER, m_Priv.objects.tbo);
for (int32_t i = 0; i < source->range_count; i++) {
const M_ANIMATION_RANGE *const range = &source->ranges[i];
for (int32_t j = 0; j < range->count; j++) {
M_FillObjectUVW(range->index + j);
}
GFX_TRACK_DATA(
glBufferSubData, GL_TEXTURE_BUFFER,
range->index * sizeof(M_UVW_PACK),
range->count * sizeof(M_UVW_PACK),
m_Priv.objects.uvw + range->index);
}
}
static void M_UploadSpriteAnimatedUVWs(const M_ANIMATION_RANGES *const source)
{
glBindBuffer(GL_TEXTURE_BUFFER, m_LevelData.sprites.tbo);
glBindBuffer(GL_TEXTURE_BUFFER, m_Priv.sprites.tbo);
for (int32_t i = 0; i < source->range_count; i++) {
const M_ANIMATION_RANGE *const range = &source->ranges[i];
for (int32_t j = 0; j < range->count; j++) {
@ -226,44 +258,56 @@ static void M_UploadSpriteAnimatedUVWs(const M_ANIMATION_RANGES *const source)
glBufferSubData, GL_TEXTURE_BUFFER,
range->index * sizeof(M_UVW_PACK),
range->count * sizeof(M_UVW_PACK),
m_LevelData.sprites.uvw + range->index);
m_Priv.sprites.uvw + range->index);
}
}
static void M_PrepareTextureData(M_TEXTURE_DATA *const data, const size_t count)
{
data->count = count;
data->uvw = Memory_Alloc(data->count * sizeof(M_UVW_PACK));
glGenBuffers(1, &data->tbo);
glBindBuffer(GL_TEXTURE_BUFFER, data->tbo);
GLint limit;
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &limit);
ASSERT(data->count * sizeof(M_UVW_PACK) <= (size_t)limit);
glGenTextures(1, &data->tex);
glBindTexture(GL_TEXTURE_BUFFER, data->tex);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32F, data->tbo);
GFX_GL_CheckError();
}
static void M_PrepareObjectUVWs(void)
{
M_PrepareTextureData(&m_Priv.objects, Output_GetObjectTextureCount());
M_FillObjectUVWs();
}
static void M_PrepareSpriteUVWs(void)
{
m_LevelData.sprites.count = Output_GetSpriteTextureCount();
m_LevelData.sprites.uvw =
Memory_Alloc(m_LevelData.sprites.count * sizeof(M_UVW_PACK));
M_PrepareTextureData(&m_Priv.sprites, Output_GetSpriteTextureCount());
M_FillSpriteUVWs();
glGenBuffers(1, &m_LevelData.sprites.tbo);
glBindBuffer(GL_TEXTURE_BUFFER, m_LevelData.sprites.tbo);
GLint limit;
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &limit);
ASSERT(m_LevelData.sprites.count * sizeof(M_UVW_PACK) <= (size_t)limit);
glGenTextures(1, &m_LevelData.sprites.tex);
glBindTexture(GL_TEXTURE_BUFFER, m_LevelData.sprites.tex);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32F, m_LevelData.sprites.tbo);
}
static void M_UploadAtlas(void)
{
glGenTextures(1, &m_LevelData.tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_LevelData.tex);
glGenTextures(1, &m_Priv.tex_atlas);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_Priv.tex_atlas);
glTexStorage3D(
GL_TEXTURE_2D_ARRAY,
1, // number of mipmaps
GL_RGBA8, TEXTURE_PAGE_WIDTH, TEXTURE_PAGE_HEIGHT,
Output_GetTexturePageCount());
GFX_GL_CheckError();
// TODO: handle bilinear toggle
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GFX_GL_CheckError();
for (int32_t i = 0; i < Output_GetTexturePageCount(); i++) {
const RGBA_8888 *const input_ptr = Output_GetTexturePage32(i);
@ -278,31 +322,73 @@ static void M_UploadAtlas(void)
1, // depth
GL_RGBA, GL_UNSIGNED_BYTE, input_ptr);
}
GFX_GL_CheckError();
}
static void M_FreeLevelData(void)
{
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
M_FreeTextureData(&m_Priv.objects);
M_FreeTextureData(&m_Priv.sprites);
if (m_Priv.tex_atlas != 0) {
glDeleteTextures(1, &m_Priv.tex_atlas);
m_Priv.tex_atlas = 0;
}
Memory_FreePointer(&m_AnimationRanges.objects.ranges);
Memory_FreePointer(&m_AnimationRanges.sprites.ranges);
}
void Output_Textures_Init(void)
{
}
void Output_Textures_Shutdown(void)
{
M_FreeLevelData();
}
void Output_Textures_ObserveLevelLoad(void)
{
Output_Textures_Shutdown();
M_FreeLevelData();
M_PrepareAnimationRanges();
M_PrepareObjectUVWs();
M_PrepareSpriteUVWs();
M_UploadObjectUVWs();
M_UploadSpriteUVWs();
M_UploadAtlas();
}
void Output_Textures_Update(void)
void Output_Textures_CycleAnimations(void)
{
if (m_LevelData.sprites.tex == 0) {
return;
if (m_Priv.sprites.tex != 0) {
M_UploadSpriteAnimatedUVWs(&m_AnimationRanges.sprites);
}
M_UploadSpriteAnimatedUVWs(&m_AnimationRanges.sprites);
if (m_Priv.objects.tex != 0) {
M_UploadObjectAnimatedUVWs(&m_AnimationRanges.objects);
}
}
GLuint Output_Textures_GetObjectUVWsTexture(void)
{
return m_Priv.objects.tex;
}
GLuint Output_Textures_GetSpriteUVWsTexture(void)
{
return m_LevelData.sprites.tex;
return m_Priv.sprites.tex;
}
GLuint Output_Textures_GetAtlasTexture(void)
{
return m_LevelData.tex;
return m_Priv.tex_atlas;
}
void Output_Textures_ApplyRenderSettings(void)
{
// re-adjust UVs when the bilinear filter is toggled.
if (m_Priv.objects.tex != 0) {
M_FillObjectUVWs();
M_UploadObjectUVWs();
}
}

View file

@ -5,6 +5,8 @@
void Output_Textures_Init(void);
void Output_Textures_Shutdown(void);
void Output_Textures_ObserveLevelLoad(void);
void Output_Textures_Update(void);
void Output_Textures_CycleAnimations(void);
void Output_Textures_ApplyRenderSettings(void);
GLuint Output_Textures_GetObjectUVWsTexture(void);
GLuint Output_Textures_GetSpriteUVWsTexture(void);
GLuint Output_Textures_GetAtlasTexture(void);

View file

@ -0,0 +1,5 @@
#define OUTPUT_QUAD_VERTICES 6
#define OUTPUT_TRI_VERTICES 3
#define OUTPUT_QUAD_TO_FAN(i) ((int32_t[]) { 0, 2, 1, 0, 3, 2 }[i])
#define OUTPUT_TRI_TO_FAN(i) ((int32_t[]) { 0, 2, 1 }[i])

View file

@ -7,6 +7,8 @@
#include "game/inventory.h"
#include "game/items.h"
#include "game/output.h"
#include "game/output/meshes.h"
#include "game/output/shader.h"
#include "game/screen.h"
#include "game/text.h"
#include "game/viewport.h"

View file

@ -280,7 +280,6 @@ void Room_DrawSingleRoom(int16_t room_num)
g_PhdTop = room->bound_top;
g_PhdBottom = room->bound_bottom;
Output_LightRoom(room);
Output_DrawRoomMesh(room);
int16_t item_num = room->item_num;

View file

@ -244,8 +244,10 @@ sources = [
'game/option/option_passport.c',
'game/option/option_sound.c',
'game/output.c',
'game/output/meshes.c',
'game/output/rooms.c',
'game/output/shader.c',
'game/output/sprites.c',
'game/output/sprite_program.c',
'game/output/textures.c',
'game/overlay.c',
'game/requester.c',

View file

@ -1192,3 +1192,8 @@ void S_Output_2ToneColourTextBox(
S_Output_DisableTextureMode();
M_DrawTriangleStrip(vertices, 18);
}
float Output_AdjustUV(const uint16_t uv)
{
return M_GetUV(uv);
}