mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-02-16 17:11:01 +00:00
494 lines
14 KiB
C++
494 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../tr_local.h"
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/*
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====================
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GL_SelectTexture
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====================
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*/
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void GL_SelectTexture( int unit ) {
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if ( backEnd.glState.currenttmu == unit ) {
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return;
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}
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if ( unit < 0 || unit >= glConfig.maxTextureImageUnits ) {
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common->Warning( "GL_SelectTexture: unit = %i", unit );
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return;
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}
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RENDERLOG_PRINTF( "GL_SelectTexture( %i );\n", unit );
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backEnd.glState.currenttmu = unit;
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}
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/*
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====================
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GL_Cull
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This handles the flipping needed when the view being
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rendered is a mirored view.
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====================
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*/
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void GL_Cull( int cullType ) {
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if ( backEnd.glState.faceCulling == cullType ) {
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return;
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}
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if ( cullType == CT_TWO_SIDED ) {
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qglDisable( GL_CULL_FACE );
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} else {
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if ( backEnd.glState.faceCulling == CT_TWO_SIDED ) {
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qglEnable( GL_CULL_FACE );
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}
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if ( cullType == CT_BACK_SIDED ) {
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if ( backEnd.viewDef->isMirror ) {
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qglCullFace( GL_FRONT );
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} else {
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qglCullFace( GL_BACK );
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}
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} else {
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if ( backEnd.viewDef->isMirror ) {
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qglCullFace( GL_BACK );
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} else {
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qglCullFace( GL_FRONT );
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}
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}
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}
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backEnd.glState.faceCulling = cullType;
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}
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/*
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====================
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GL_Scissor
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====================
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*/
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void GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h ) {
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qglScissor( x, y, w, h );
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}
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/*
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====================
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GL_Viewport
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====================
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*/
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void GL_Viewport( int x /* left */, int y /* bottom */, int w, int h ) {
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qglViewport( x, y, w, h );
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}
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/*
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====================
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GL_PolygonOffset
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====================
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*/
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void GL_PolygonOffset( float scale, float bias ) {
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backEnd.glState.polyOfsScale = scale;
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backEnd.glState.polyOfsBias = bias;
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if ( backEnd.glState.glStateBits & GLS_POLYGON_OFFSET ) {
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qglPolygonOffset( scale, bias );
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}
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}
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/*
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========================
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GL_DepthBoundsTest
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========================
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*/
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void GL_DepthBoundsTest( const float zmin, const float zmax ) {
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if ( !glConfig.depthBoundsTestAvailable || zmin > zmax ) {
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return;
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}
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if ( zmin == 0.0f && zmax == 0.0f ) {
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qglDisable( GL_DEPTH_BOUNDS_TEST_EXT );
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} else {
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qglEnable( GL_DEPTH_BOUNDS_TEST_EXT );
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qglDepthBoundsEXT( zmin, zmax );
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}
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}
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/*
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========================
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GL_StartDepthPass
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========================
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*/
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void GL_StartDepthPass( const idScreenRect & rect ) {
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}
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/*
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========================
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GL_FinishDepthPass
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========================
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*/
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void GL_FinishDepthPass() {
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}
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/*
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========================
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GL_GetDepthPassRect
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========================
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*/
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void GL_GetDepthPassRect( idScreenRect & rect ) {
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rect.Clear();
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}
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/*
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====================
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GL_Color
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====================
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*/
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void GL_Color( float * color ) {
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if ( color == NULL ) {
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return;
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}
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GL_Color( color[0], color[1], color[2], color[3] );
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}
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/*
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====================
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GL_Color
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====================
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*/
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void GL_Color( float r, float g, float b ) {
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GL_Color( r, g, b, 1.0f );
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}
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/*
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====================
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GL_Color
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====================
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*/
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void GL_Color( float r, float g, float b, float a ) {
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float parm[4];
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parm[0] = idMath::ClampFloat( 0.0f, 1.0f, r );
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parm[1] = idMath::ClampFloat( 0.0f, 1.0f, g );
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parm[2] = idMath::ClampFloat( 0.0f, 1.0f, b );
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parm[3] = idMath::ClampFloat( 0.0f, 1.0f, a );
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renderProgManager.SetRenderParm( RENDERPARM_COLOR, parm );
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}
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/*
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========================
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GL_Clear
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========================
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*/
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void GL_Clear( bool color, bool depth, bool stencil, byte stencilValue, float r, float g, float b, float a ) {
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int clearFlags = 0;
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if ( color ) {
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qglClearColor( r, g, b, a );
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clearFlags |= GL_COLOR_BUFFER_BIT;
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}
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if ( depth ) {
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clearFlags |= GL_DEPTH_BUFFER_BIT;
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}
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if ( stencil ) {
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qglClearStencil( stencilValue );
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clearFlags |= GL_STENCIL_BUFFER_BIT;
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}
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qglClear( clearFlags );
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}
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/*
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========================
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GL_SetDefaultState
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This should initialize all GL state that any part of the entire program
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may touch, including the editor.
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========================
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*/
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void GL_SetDefaultState() {
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RENDERLOG_PRINTF( "--- GL_SetDefaultState ---\n" );
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qglClearDepth( 1.0f );
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// make sure our GL state vector is set correctly
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memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
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GL_State( 0, true );
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// These are changed by GL_Cull
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qglCullFace( GL_FRONT_AND_BACK );
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qglEnable( GL_CULL_FACE );
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// These are changed by GL_State
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qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
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qglBlendFunc( GL_ONE, GL_ZERO );
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qglDepthMask( GL_TRUE );
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qglDepthFunc( GL_LESS );
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qglDisable( GL_STENCIL_TEST );
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qglDisable( GL_POLYGON_OFFSET_FILL );
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qglDisable( GL_POLYGON_OFFSET_LINE );
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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// These should never be changed
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qglShadeModel( GL_SMOOTH );
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qglEnable( GL_DEPTH_TEST );
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qglEnable( GL_BLEND );
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qglEnable( GL_SCISSOR_TEST );
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qglDrawBuffer( GL_BACK );
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qglReadBuffer( GL_BACK );
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if ( r_useScissor.GetBool() ) {
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qglScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() );
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}
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}
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/*
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====================
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GL_State
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This routine is responsible for setting the most commonly changed state
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====================
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*/
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void GL_State( uint64 stateBits, bool forceGlState ) {
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uint64 diff = stateBits ^ backEnd.glState.glStateBits;
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if ( !r_useStateCaching.GetBool() || forceGlState ) {
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// make sure everything is set all the time, so we
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// can see if our delta checking is screwing up
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diff = 0xFFFFFFFFFFFFFFFF;
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} else if ( diff == 0 ) {
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_BITS ) {
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switch ( stateBits & GLS_DEPTHFUNC_BITS ) {
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case GLS_DEPTHFUNC_EQUAL: qglDepthFunc( GL_EQUAL ); break;
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case GLS_DEPTHFUNC_ALWAYS: qglDepthFunc( GL_ALWAYS ); break;
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case GLS_DEPTHFUNC_LESS: qglDepthFunc( GL_LEQUAL ); break;
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case GLS_DEPTHFUNC_GREATER: qglDepthFunc( GL_GEQUAL ); break;
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
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GLenum srcFactor = GL_ONE;
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GLenum dstFactor = GL_ZERO;
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switch ( stateBits & GLS_SRCBLEND_BITS ) {
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case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break;
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case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break;
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case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break;
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case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break;
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case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break;
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default:
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assert( !"GL_State: invalid src blend state bits\n" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS ) {
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case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break;
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case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break;
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case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break;
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case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break;
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case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break;
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default:
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assert( !"GL_State: invalid dst blend state bits\n" );
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break;
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}
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// Only actually update GL's blend func if blending is enabled.
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if ( srcFactor == GL_ONE && dstFactor == GL_ZERO ) {
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qglDisable( GL_BLEND );
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} else {
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qglEnable( GL_BLEND );
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qglBlendFunc( srcFactor, dstFactor );
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}
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK ) {
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if ( stateBits & GLS_DEPTHMASK ) {
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qglDepthMask( GL_FALSE );
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} else {
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qglDepthMask( GL_TRUE );
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}
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}
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//
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// check colormask
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//
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if ( diff & (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK|GLS_ALPHAMASK) ) {
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GLboolean r = ( stateBits & GLS_REDMASK ) ? GL_FALSE : GL_TRUE;
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GLboolean g = ( stateBits & GLS_GREENMASK ) ? GL_FALSE : GL_TRUE;
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GLboolean b = ( stateBits & GLS_BLUEMASK ) ? GL_FALSE : GL_TRUE;
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GLboolean a = ( stateBits & GLS_ALPHAMASK ) ? GL_FALSE : GL_TRUE;
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qglColorMask( r, g, b, a );
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE ) {
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if ( stateBits & GLS_POLYMODE_LINE ) {
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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} else {
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// polygon offset
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//
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if ( diff & GLS_POLYGON_OFFSET ) {
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if ( stateBits & GLS_POLYGON_OFFSET ) {
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qglPolygonOffset( backEnd.glState.polyOfsScale, backEnd.glState.polyOfsBias );
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglEnable( GL_POLYGON_OFFSET_LINE );
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} else {
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qglDisable( GL_POLYGON_OFFSET_FILL );
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qglDisable( GL_POLYGON_OFFSET_LINE );
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}
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}
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#if !defined( USE_CORE_PROFILE )
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//
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// alpha test
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//
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if ( diff & ( GLS_ALPHATEST_FUNC_BITS | GLS_ALPHATEST_FUNC_REF_BITS ) ) {
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if ( ( stateBits & GLS_ALPHATEST_FUNC_BITS ) != 0 ) {
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qglEnable( GL_ALPHA_TEST );
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GLenum func = GL_ALWAYS;
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switch ( stateBits & GLS_ALPHATEST_FUNC_BITS ) {
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case GLS_ALPHATEST_FUNC_LESS: func = GL_LESS; break;
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case GLS_ALPHATEST_FUNC_EQUAL: func = GL_EQUAL; break;
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case GLS_ALPHATEST_FUNC_GREATER: func = GL_GEQUAL; break;
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default: assert( false );
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}
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GLclampf ref = ( ( stateBits & GLS_ALPHATEST_FUNC_REF_BITS ) >> GLS_ALPHATEST_FUNC_REF_SHIFT ) / (float)0xFF;
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qglAlphaFunc( func, ref );
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} else {
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qglDisable( GL_ALPHA_TEST );
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}
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}
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#endif
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//
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// stencil
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//
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if ( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) {
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if ( ( stateBits & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) != 0 ) {
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qglEnable( GL_STENCIL_TEST );
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} else {
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qglDisable( GL_STENCIL_TEST );
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}
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}
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if ( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_FUNC_REF_BITS | GLS_STENCIL_FUNC_MASK_BITS ) ) {
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GLuint ref = GLuint( ( stateBits & GLS_STENCIL_FUNC_REF_BITS ) >> GLS_STENCIL_FUNC_REF_SHIFT );
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GLuint mask = GLuint( ( stateBits & GLS_STENCIL_FUNC_MASK_BITS ) >> GLS_STENCIL_FUNC_MASK_SHIFT );
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GLenum func = 0;
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switch ( stateBits & GLS_STENCIL_FUNC_BITS ) {
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case GLS_STENCIL_FUNC_NEVER: func = GL_NEVER; break;
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case GLS_STENCIL_FUNC_LESS: func = GL_LESS; break;
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case GLS_STENCIL_FUNC_EQUAL: func = GL_EQUAL; break;
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case GLS_STENCIL_FUNC_LEQUAL: func = GL_LEQUAL; break;
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case GLS_STENCIL_FUNC_GREATER: func = GL_GREATER; break;
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case GLS_STENCIL_FUNC_NOTEQUAL: func = GL_NOTEQUAL; break;
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case GLS_STENCIL_FUNC_GEQUAL: func = GL_GEQUAL; break;
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case GLS_STENCIL_FUNC_ALWAYS: func = GL_ALWAYS; break;
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}
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qglStencilFunc( func, ref, mask );
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}
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if ( diff & ( GLS_STENCIL_OP_FAIL_BITS | GLS_STENCIL_OP_ZFAIL_BITS | GLS_STENCIL_OP_PASS_BITS ) ) {
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GLenum sFail = 0;
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GLenum zFail = 0;
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GLenum pass = 0;
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switch ( stateBits & GLS_STENCIL_OP_FAIL_BITS ) {
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case GLS_STENCIL_OP_FAIL_KEEP: sFail = GL_KEEP; break;
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case GLS_STENCIL_OP_FAIL_ZERO: sFail = GL_ZERO; break;
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case GLS_STENCIL_OP_FAIL_REPLACE: sFail = GL_REPLACE; break;
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case GLS_STENCIL_OP_FAIL_INCR: sFail = GL_INCR; break;
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case GLS_STENCIL_OP_FAIL_DECR: sFail = GL_DECR; break;
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case GLS_STENCIL_OP_FAIL_INVERT: sFail = GL_INVERT; break;
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case GLS_STENCIL_OP_FAIL_INCR_WRAP: sFail = GL_INCR_WRAP; break;
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case GLS_STENCIL_OP_FAIL_DECR_WRAP: sFail = GL_DECR_WRAP; break;
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}
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switch ( stateBits & GLS_STENCIL_OP_ZFAIL_BITS ) {
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case GLS_STENCIL_OP_ZFAIL_KEEP: zFail = GL_KEEP; break;
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case GLS_STENCIL_OP_ZFAIL_ZERO: zFail = GL_ZERO; break;
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case GLS_STENCIL_OP_ZFAIL_REPLACE: zFail = GL_REPLACE; break;
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case GLS_STENCIL_OP_ZFAIL_INCR: zFail = GL_INCR; break;
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case GLS_STENCIL_OP_ZFAIL_DECR: zFail = GL_DECR; break;
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case GLS_STENCIL_OP_ZFAIL_INVERT: zFail = GL_INVERT; break;
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case GLS_STENCIL_OP_ZFAIL_INCR_WRAP:zFail = GL_INCR_WRAP; break;
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case GLS_STENCIL_OP_ZFAIL_DECR_WRAP:zFail = GL_DECR_WRAP; break;
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}
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switch ( stateBits & GLS_STENCIL_OP_PASS_BITS ) {
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case GLS_STENCIL_OP_PASS_KEEP: pass = GL_KEEP; break;
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case GLS_STENCIL_OP_PASS_ZERO: pass = GL_ZERO; break;
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case GLS_STENCIL_OP_PASS_REPLACE: pass = GL_REPLACE; break;
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case GLS_STENCIL_OP_PASS_INCR: pass = GL_INCR; break;
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case GLS_STENCIL_OP_PASS_DECR: pass = GL_DECR; break;
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case GLS_STENCIL_OP_PASS_INVERT: pass = GL_INVERT; break;
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|
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);
|
|
}
|