/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "../tr_local.h" /* ==================== GL_SelectTexture ==================== */ void GL_SelectTexture( int unit ) { if( backEnd.glState.currenttmu == unit ) { return; } if( unit < 0 || unit >= glConfig.maxTextureImageUnits ) { common->Warning( "GL_SelectTexture: unit = %i", unit ); return; } RENDERLOG_PRINTF( "GL_SelectTexture( %i );\n", unit ); backEnd.glState.currenttmu = unit; } /* ==================== GL_Cull This handles the flipping needed when the view being rendered is a mirored view. ==================== */ void GL_Cull( int cullType ) { if( backEnd.glState.faceCulling == cullType ) { return; } if( cullType == CT_TWO_SIDED ) { qglDisable( GL_CULL_FACE ); } else { if( backEnd.glState.faceCulling == CT_TWO_SIDED ) { qglEnable( GL_CULL_FACE ); } if( cullType == CT_BACK_SIDED ) { if( backEnd.viewDef->isMirror ) { qglCullFace( GL_FRONT ); } else { qglCullFace( GL_BACK ); } } else { if( backEnd.viewDef->isMirror ) { qglCullFace( GL_BACK ); } else { qglCullFace( GL_FRONT ); } } } backEnd.glState.faceCulling = cullType; } /* ==================== GL_Scissor ==================== */ void GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h ) { qglScissor( x, y, w, h ); } /* ==================== GL_Viewport ==================== */ void GL_Viewport( int x /* left */, int y /* bottom */, int w, int h ) { qglViewport( x, y, w, h ); } /* ==================== GL_PolygonOffset ==================== */ void GL_PolygonOffset( float scale, float bias ) { backEnd.glState.polyOfsScale = scale; backEnd.glState.polyOfsBias = bias; if( backEnd.glState.glStateBits & GLS_POLYGON_OFFSET ) { qglPolygonOffset( scale, bias ); } } /* ======================== GL_DepthBoundsTest ======================== */ void GL_DepthBoundsTest( const float zmin, const float zmax ) { if( !glConfig.depthBoundsTestAvailable || zmin > zmax ) { return; } if( zmin == 0.0f && zmax == 0.0f ) { qglDisable( GL_DEPTH_BOUNDS_TEST_EXT ); } else { qglEnable( GL_DEPTH_BOUNDS_TEST_EXT ); qglDepthBoundsEXT( zmin, zmax ); } } /* ======================== GL_StartDepthPass ======================== */ void GL_StartDepthPass( const idScreenRect& rect ) { } /* ======================== GL_FinishDepthPass ======================== */ void GL_FinishDepthPass() { } /* ======================== GL_GetDepthPassRect ======================== */ void GL_GetDepthPassRect( idScreenRect& rect ) { rect.Clear(); } /* ==================== GL_Color ==================== */ void GL_Color( float* color ) { if( color == NULL ) { return; } GL_Color( color[0], color[1], color[2], color[3] ); } /* ==================== GL_Color ==================== */ void GL_Color( float r, float g, float b ) { GL_Color( r, g, b, 1.0f ); } /* ==================== GL_Color ==================== */ void GL_Color( float r, float g, float b, float a ) { float parm[4]; parm[0] = idMath::ClampFloat( 0.0f, 1.0f, r ); parm[1] = idMath::ClampFloat( 0.0f, 1.0f, g ); parm[2] = idMath::ClampFloat( 0.0f, 1.0f, b ); parm[3] = idMath::ClampFloat( 0.0f, 1.0f, a ); renderProgManager.SetRenderParm( RENDERPARM_COLOR, parm ); } /* ======================== GL_Clear ======================== */ void GL_Clear( bool color, bool depth, bool stencil, byte stencilValue, float r, float g, float b, float a ) { int clearFlags = 0; if( color ) { qglClearColor( r, g, b, a ); clearFlags |= GL_COLOR_BUFFER_BIT; } if( depth ) { clearFlags |= GL_DEPTH_BUFFER_BIT; } if( stencil ) { qglClearStencil( stencilValue ); clearFlags |= GL_STENCIL_BUFFER_BIT; } qglClear( clearFlags ); } /* ======================== GL_SetDefaultState This should initialize all GL state that any part of the entire program may touch, including the editor. ======================== */ void GL_SetDefaultState() { RENDERLOG_PRINTF( "--- GL_SetDefaultState ---\n" ); qglClearDepth( 1.0f ); // make sure our GL state vector is set correctly memset( &backEnd.glState, 0, sizeof( backEnd.glState ) ); GL_State( 0, true ); // These are changed by GL_Cull qglCullFace( GL_FRONT_AND_BACK ); qglEnable( GL_CULL_FACE ); // These are changed by GL_State qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); qglBlendFunc( GL_ONE, GL_ZERO ); qglDepthMask( GL_TRUE ); qglDepthFunc( GL_LESS ); qglDisable( GL_STENCIL_TEST ); qglDisable( GL_POLYGON_OFFSET_FILL ); qglDisable( GL_POLYGON_OFFSET_LINE ); qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); // These should never be changed // DG: deprecated in opengl 3.2 and not needed because we don't do fixed function pipeline // qglShadeModel( GL_SMOOTH ); // DG end qglEnable( GL_DEPTH_TEST ); qglEnable( GL_BLEND ); qglEnable( GL_SCISSOR_TEST ); qglDrawBuffer( GL_BACK ); qglReadBuffer( GL_BACK ); if( r_useScissor.GetBool() ) { qglScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() ); } } /* ==================== GL_State This routine is responsible for setting the most commonly changed state ==================== */ void GL_State( uint64 stateBits, bool forceGlState ) { uint64 diff = stateBits ^ backEnd.glState.glStateBits; if( !r_useStateCaching.GetBool() || forceGlState ) { // make sure everything is set all the time, so we // can see if our delta checking is screwing up diff = 0xFFFFFFFFFFFFFFFF; } else if( diff == 0 ) { return; } // // check depthFunc bits // if( diff & GLS_DEPTHFUNC_BITS ) { switch( stateBits & GLS_DEPTHFUNC_BITS ) { case GLS_DEPTHFUNC_EQUAL: qglDepthFunc( GL_EQUAL ); break; case GLS_DEPTHFUNC_ALWAYS: qglDepthFunc( GL_ALWAYS ); break; case GLS_DEPTHFUNC_LESS: qglDepthFunc( GL_LEQUAL ); break; case GLS_DEPTHFUNC_GREATER: qglDepthFunc( GL_GEQUAL ); break; } } // // check blend bits // if( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) { GLenum srcFactor = GL_ONE; GLenum dstFactor = GL_ZERO; switch( stateBits & GLS_SRCBLEND_BITS ) { case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break; case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break; case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break; case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break; case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break; case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break; default: assert( !"GL_State: invalid src blend state bits\n" ); break; } switch( stateBits & GLS_DSTBLEND_BITS ) { case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break; case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break; case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break; case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break; case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break; case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break; case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break; default: assert( !"GL_State: invalid dst blend state bits\n" ); break; } // Only actually update GL's blend func if blending is enabled. if( srcFactor == GL_ONE && dstFactor == GL_ZERO ) { qglDisable( GL_BLEND ); } else { qglEnable( GL_BLEND ); qglBlendFunc( srcFactor, dstFactor ); } } // // check depthmask // if( diff & GLS_DEPTHMASK ) { if( stateBits & GLS_DEPTHMASK ) { qglDepthMask( GL_FALSE ); } else { qglDepthMask( GL_TRUE ); } } // // check colormask // if( diff & ( GLS_REDMASK | GLS_GREENMASK | GLS_BLUEMASK | GLS_ALPHAMASK ) ) { GLboolean r = ( stateBits & GLS_REDMASK ) ? GL_FALSE : GL_TRUE; GLboolean g = ( stateBits & GLS_GREENMASK ) ? GL_FALSE : GL_TRUE; GLboolean b = ( stateBits & GLS_BLUEMASK ) ? GL_FALSE : GL_TRUE; GLboolean a = ( stateBits & GLS_ALPHAMASK ) ? GL_FALSE : GL_TRUE; qglColorMask( r, g, b, a ); } // // fill/line mode // if( diff & GLS_POLYMODE_LINE ) { if( stateBits & GLS_POLYMODE_LINE ) { qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } } // // polygon offset // if( diff & GLS_POLYGON_OFFSET ) { if( stateBits & GLS_POLYGON_OFFSET ) { qglPolygonOffset( backEnd.glState.polyOfsScale, backEnd.glState.polyOfsBias ); qglEnable( GL_POLYGON_OFFSET_FILL ); qglEnable( GL_POLYGON_OFFSET_LINE ); } else { qglDisable( GL_POLYGON_OFFSET_FILL ); qglDisable( GL_POLYGON_OFFSET_LINE ); } } #if !defined( USE_CORE_PROFILE ) // // alpha test // if( diff & ( GLS_ALPHATEST_FUNC_BITS | GLS_ALPHATEST_FUNC_REF_BITS ) ) { if( ( stateBits & GLS_ALPHATEST_FUNC_BITS ) != 0 ) { qglEnable( GL_ALPHA_TEST ); GLenum func = GL_ALWAYS; switch( stateBits & GLS_ALPHATEST_FUNC_BITS ) { case GLS_ALPHATEST_FUNC_LESS: func = GL_LESS; break; case GLS_ALPHATEST_FUNC_EQUAL: func = GL_EQUAL; break; case GLS_ALPHATEST_FUNC_GREATER: func = GL_GEQUAL; break; default: assert( false ); } GLclampf ref = ( ( stateBits & GLS_ALPHATEST_FUNC_REF_BITS ) >> GLS_ALPHATEST_FUNC_REF_SHIFT ) / ( float )0xFF; qglAlphaFunc( func, ref ); } else { qglDisable( GL_ALPHA_TEST ); } } #endif // // stencil // if( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) { if( ( stateBits & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) != 0 ) { qglEnable( GL_STENCIL_TEST ); } else { qglDisable( GL_STENCIL_TEST ); } } if( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_FUNC_REF_BITS | GLS_STENCIL_FUNC_MASK_BITS ) ) { GLuint ref = GLuint( ( stateBits & GLS_STENCIL_FUNC_REF_BITS ) >> GLS_STENCIL_FUNC_REF_SHIFT ); GLuint mask = GLuint( ( stateBits & GLS_STENCIL_FUNC_MASK_BITS ) >> GLS_STENCIL_FUNC_MASK_SHIFT ); GLenum func = 0; switch( stateBits & GLS_STENCIL_FUNC_BITS ) { case GLS_STENCIL_FUNC_NEVER: func = GL_NEVER; break; case GLS_STENCIL_FUNC_LESS: func = GL_LESS; break; case GLS_STENCIL_FUNC_EQUAL: func = GL_EQUAL; break; case GLS_STENCIL_FUNC_LEQUAL: func = GL_LEQUAL; break; case GLS_STENCIL_FUNC_GREATER: func = GL_GREATER; break; case GLS_STENCIL_FUNC_NOTEQUAL: func = GL_NOTEQUAL; break; case GLS_STENCIL_FUNC_GEQUAL: func = GL_GEQUAL; break; case GLS_STENCIL_FUNC_ALWAYS: func = GL_ALWAYS; break; } qglStencilFunc( func, ref, mask ); } if( diff & ( GLS_STENCIL_OP_FAIL_BITS | GLS_STENCIL_OP_ZFAIL_BITS | GLS_STENCIL_OP_PASS_BITS ) ) { GLenum sFail = 0; GLenum zFail = 0; GLenum pass = 0; switch( stateBits & GLS_STENCIL_OP_FAIL_BITS ) { case GLS_STENCIL_OP_FAIL_KEEP: sFail = GL_KEEP; break; case GLS_STENCIL_OP_FAIL_ZERO: sFail = GL_ZERO; break; case GLS_STENCIL_OP_FAIL_REPLACE: sFail = GL_REPLACE; break; case GLS_STENCIL_OP_FAIL_INCR: sFail = GL_INCR; break; case GLS_STENCIL_OP_FAIL_DECR: sFail = GL_DECR; break; case GLS_STENCIL_OP_FAIL_INVERT: sFail = GL_INVERT; break; case GLS_STENCIL_OP_FAIL_INCR_WRAP: sFail = GL_INCR_WRAP; break; case GLS_STENCIL_OP_FAIL_DECR_WRAP: sFail = GL_DECR_WRAP; break; } switch( stateBits & GLS_STENCIL_OP_ZFAIL_BITS ) { case GLS_STENCIL_OP_ZFAIL_KEEP: zFail = GL_KEEP; break; case GLS_STENCIL_OP_ZFAIL_ZERO: zFail = GL_ZERO; break; case GLS_STENCIL_OP_ZFAIL_REPLACE: zFail = GL_REPLACE; break; case GLS_STENCIL_OP_ZFAIL_INCR: zFail = GL_INCR; break; case GLS_STENCIL_OP_ZFAIL_DECR: zFail = GL_DECR; break; case GLS_STENCIL_OP_ZFAIL_INVERT: zFail = GL_INVERT; break; case GLS_STENCIL_OP_ZFAIL_INCR_WRAP: zFail = GL_INCR_WRAP; break; case GLS_STENCIL_OP_ZFAIL_DECR_WRAP: zFail = GL_DECR_WRAP; break; } switch( stateBits & GLS_STENCIL_OP_PASS_BITS ) { case GLS_STENCIL_OP_PASS_KEEP: pass = GL_KEEP; break; case GLS_STENCIL_OP_PASS_ZERO: pass = GL_ZERO; break; case GLS_STENCIL_OP_PASS_REPLACE: pass = GL_REPLACE; break; case GLS_STENCIL_OP_PASS_INCR: pass = GL_INCR; break; case GLS_STENCIL_OP_PASS_DECR: pass = GL_DECR; break; case GLS_STENCIL_OP_PASS_INVERT: pass = GL_INVERT; break; case GLS_STENCIL_OP_PASS_INCR_WRAP: pass = GL_INCR_WRAP; break; case GLS_STENCIL_OP_PASS_DECR_WRAP: pass = GL_DECR_WRAP; break; } qglStencilOp( sFail, zFail, pass ); } backEnd.glState.glStateBits = stateBits; } /* ================= GL_GetCurrentState ================= */ uint64 GL_GetCurrentState() { return backEnd.glState.glStateBits; } /* ======================== GL_GetCurrentStateMinusStencil ======================== */ uint64 GL_GetCurrentStateMinusStencil() { return GL_GetCurrentState() & ~( GLS_STENCIL_OP_BITS | GLS_STENCIL_FUNC_BITS | GLS_STENCIL_FUNC_REF_BITS | GLS_STENCIL_FUNC_MASK_BITS ); }