doom3-bfg/neo/renderer/OpenGL/gl_GraphicsAPIWrapper.cpp
2012-11-26 12:58:24 -06:00

494 lines
14 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "../../idlib/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
qglShadeModel( GL_SMOOTH );
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);
}