gtkradiant/radiant/renderstate.cpp

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/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "renderstate.h"
#include "debugging/debugging.h"
#include "warnings.h"
#include "ishaders.h"
#include "irender.h"
#include "itextures.h"
#include "igl.h"
#include "renderable.h"
#include "qerplugin.h"
#include <set>
#include <vector>
#include <list>
#include <map>
#include "math/matrix.h"
#include "math/aabb.h"
#include "generic/callback.h"
#include "texturelib.h"
#include "string/string.h"
#include "container/hashfunc.h"
#include "container/cache.h"
#include "generic/reference.h"
#include "moduleobservers.h"
#include "stream/filestream.h"
#include "stream/stringstream.h"
#include "os/file.h"
#include "preferences.h"
#include "xywindow.h"
#define DEBUG_RENDER 0
inline void debug_string(const char* string)
{
#if(DEBUG_RENDER)
globalOutputStream() << string << "\n";
#endif
}
inline void debug_int(const char* comment, int i)
{
#if(DEBUG_RENDER)
globalOutputStream() << comment << " " << i << "\n";
#endif
}
inline void debug_colour(const char* comment)
{
#if(DEBUG_RENDER)
Vector4 v;
glGetFloatv(GL_CURRENT_COLOR, reinterpret_cast<float*>(&v));
globalOutputStream() << comment << " colour: "
<< v[0] << " "
<< v[1] << " "
<< v[2] << " "
<< v[3];
if(glIsEnabled(GL_COLOR_ARRAY))
{
globalOutputStream() << " ARRAY";
}
if(glIsEnabled(GL_COLOR_MATERIAL))
{
globalOutputStream() << " MATERIAL";
}
globalOutputStream() << "\n";
#endif
}
#include "timer.h"
StringOutputStream g_renderer_stats;
std::size_t g_count_prims;
std::size_t g_count_states;
std::size_t g_count_transforms;
Timer g_timer;
inline void count_prim()
{
++g_count_prims;
}
inline void count_state()
{
++g_count_states;
}
inline void count_transform()
{
++g_count_transforms;
}
void Renderer_ResetStats()
{
g_count_prims = 0;
g_count_states = 0;
g_count_transforms = 0;
g_timer.start();
}
const char* Renderer_GetStats()
{
g_renderer_stats.clear();
g_renderer_stats << "prims: " << Unsigned(g_count_prims)
<< " | states: " << Unsigned(g_count_states)
<< " | transforms: " << Unsigned(g_count_transforms)
<< " | msec: " << g_timer.elapsed_msec();
return g_renderer_stats.c_str();
}
void printShaderLog(GLhandleARB object)
{
GLint log_length = 0;
glGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
Array<char> log(log_length);
glGetInfoLogARB(object, log_length, &log_length, log.data());
globalErrorStream() << StringRange(log.begin(), log.begin() + log_length) << "\n";
}
void createShader(GLhandleARB program, const char* filename, GLenum type)
{
GLhandleARB shader = glCreateShaderObjectARB(type);
GlobalOpenGL_debugAssertNoErrors();
// load shader
{
std::size_t size = file_size(filename);
FileInputStream file(filename);
ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
Array<GLcharARB> buffer(size);
size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
const GLcharARB* string = buffer.data();
GLint length = GLint(size);
glShaderSourceARB(shader, 1, &string, &length);
}
// compile shader
{
glCompileShaderARB(shader);
GLint compiled = 0;
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
if(!compiled)
{
printShaderLog(shader);
}
ASSERT_MESSAGE(compiled, "shader compile failed: " << makeQuoted(filename));
}
// attach shader
glAttachObjectARB(program, shader);
glDeleteObjectARB(shader);
GlobalOpenGL_debugAssertNoErrors();
}
void GLSLProgram_link(GLhandleARB program)
{
glLinkProgramARB(program);
GLint linked = false;
glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
if(!linked)
{
printShaderLog(program);
}
ASSERT_MESSAGE(linked, "program link failed");
}
void GLSLProgram_validate(GLhandleARB program)
{
glValidateProgramARB(program);
GLint validated = false;
glGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
if(!validated)
{
printShaderLog(program);
}
ASSERT_MESSAGE(validated, "program validation failed");
}
bool g_bumpGLSLPass_enabled = false;
bool g_depthfillPass_enabled = false;
class GLProgram
{
public:
virtual void enable() = 0;
virtual void disable() = 0;
virtual void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light) = 0;
};
class GLSLBumpProgram : public GLProgram
{
public:
GLhandleARB m_program;
qtexture_t* m_light_attenuation_xy;
qtexture_t* m_light_attenuation_z;
GLint u_view_origin;
GLint u_light_origin;
GLint u_light_color;
GLint u_bump_scale;
GLint u_specular_exponent;
GLSLBumpProgram() : m_program(0), m_light_attenuation_xy(0), m_light_attenuation_z(0)
{
}
void create()
{
// create program
m_program = glCreateProgramObjectARB();
// create shader
{
StringOutputStream filename(256);
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
filename.clear();
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
}
GLSLProgram_link(m_program);
GLSLProgram_validate(m_program);
glUseProgramObjectARB(m_program);
glBindAttribLocationARB(m_program, c_attr_TexCoord0, "attr_TexCoord0");
glBindAttribLocationARB(m_program, c_attr_Tangent, "attr_Tangent");
glBindAttribLocationARB(m_program, c_attr_Binormal, "attr_Binormal");
glUniform1iARB(glGetUniformLocationARB(m_program, "u_diffusemap"), 0);
glUniform1iARB(glGetUniformLocationARB(m_program, "u_bumpmap"), 1);
glUniform1iARB(glGetUniformLocationARB(m_program, "u_specularmap"), 2);
glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_xy"), 3);
glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_z"), 4);
u_view_origin = glGetUniformLocationARB(m_program, "u_view_origin");
u_light_origin = glGetUniformLocationARB(m_program, "u_light_origin");
u_light_color = glGetUniformLocationARB(m_program, "u_light_color");
u_bump_scale = glGetUniformLocationARB(m_program, "u_bump_scale");
u_specular_exponent = glGetUniformLocationARB(m_program, "u_specular_exponent");
glUseProgramObjectARB(0);
GlobalOpenGL_debugAssertNoErrors();
}
void destroy()
{
glDeleteObjectARB(m_program);
m_program = 0;
}
void enable()
{
glUseProgramObjectARB(m_program);
glEnableVertexAttribArrayARB(c_attr_TexCoord0);
glEnableVertexAttribArrayARB(c_attr_Tangent);
glEnableVertexAttribArrayARB(c_attr_Binormal);
GlobalOpenGL_debugAssertNoErrors();
debug_string("enable bump");
g_bumpGLSLPass_enabled = true;
}
void disable()
{
glUseProgramObjectARB(0);
glDisableVertexAttribArrayARB(c_attr_TexCoord0);
glDisableVertexAttribArrayARB(c_attr_Tangent);
glDisableVertexAttribArrayARB(c_attr_Binormal);
GlobalOpenGL_debugAssertNoErrors();
debug_string("disable bump");
g_bumpGLSLPass_enabled = false;
}
void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
{
Matrix4 world2local(localToWorld);
matrix4_affine_invert(world2local);
Vector3 localLight(origin);
matrix4_transform_point(world2local, localLight);
Vector3 localViewer(viewer);
matrix4_transform_point(world2local, localViewer);
Matrix4 local2light(world2light);
matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
glUniform3fARB(u_view_origin, localViewer.x(), localViewer.y(), localViewer.z());
glUniform3fARB(u_light_origin, localLight.x(), localLight.y(), localLight.z());
glUniform3fARB(u_light_color, colour.x(), colour.y(), colour.z());
glUniform1fARB(u_bump_scale, 1.0);
glUniform1fARB(u_specular_exponent, 32.0);
glActiveTexture(GL_TEXTURE3);
glClientActiveTexture(GL_TEXTURE3);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
glMatrixMode(GL_MODELVIEW);
GlobalOpenGL_debugAssertNoErrors();
}
};
GLSLBumpProgram g_bumpGLSL;
class GLSLDepthFillProgram : public GLProgram
{
public:
GLhandleARB m_program;
void create()
{
// create program
m_program = glCreateProgramObjectARB();
// create shader
{
StringOutputStream filename(256);
filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
filename.clear();
filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
}
GLSLProgram_link(m_program);
GLSLProgram_validate(m_program);
GlobalOpenGL_debugAssertNoErrors();
}
void destroy()
{
glDeleteObjectARB(m_program);
m_program = 0;
}
void enable()
{
glUseProgramObjectARB(m_program);
GlobalOpenGL_debugAssertNoErrors();
debug_string("enable depthfill");
g_depthfillPass_enabled = true;
}
void disable()
{
glUseProgramObjectARB(0);
GlobalOpenGL_debugAssertNoErrors();
debug_string("disable depthfill");
g_depthfillPass_enabled = false;
}
void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
{
}
};
GLSLDepthFillProgram g_depthFillGLSL;
// ARB path
void createProgram(const char* filename, GLenum type)
{
std::size_t size = file_size(filename);
FileInputStream file(filename);
ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
Array<GLcharARB> buffer(size);
size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
glProgramStringARB(type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei(size), buffer.data());
if(GL_INVALID_OPERATION == glGetError())
{
GLint errPos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
const GLubyte* errString = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
globalErrorStream() << reinterpret_cast<const char*>(filename) << ":" << errPos << "\n" << reinterpret_cast<const char*>(errString);
ERROR_MESSAGE("error in gl program");
}
}
class ARBBumpProgram : public GLProgram
{
public:
GLuint m_vertex_program;
GLuint m_fragment_program;
void create()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
{
glGenProgramsARB(1, &m_vertex_program);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
StringOutputStream filename(256);
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
glGenProgramsARB(1, &m_fragment_program);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
filename.clear();
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
}
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
GlobalOpenGL_debugAssertNoErrors();
}
void destroy()
{
glDeleteProgramsARB(1, &m_vertex_program);
glDeleteProgramsARB(1, &m_fragment_program);
GlobalOpenGL_debugAssertNoErrors();
}
void enable()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
glEnableVertexAttribArrayARB(8);
glEnableVertexAttribArrayARB(9);
glEnableVertexAttribArrayARB(10);
glEnableVertexAttribArrayARB(11);
GlobalOpenGL_debugAssertNoErrors();
}
void disable()
{
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisableVertexAttribArrayARB(8);
glDisableVertexAttribArrayARB(9);
glDisableVertexAttribArrayARB(10);
glDisableVertexAttribArrayARB(11);
GlobalOpenGL_debugAssertNoErrors();
}
void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
{
Matrix4 world2local(localToWorld);
matrix4_affine_invert(world2local);
Vector3 localLight(origin);
matrix4_transform_point(world2local, localLight);
Vector3 localViewer(viewer);
matrix4_transform_point(world2local, localViewer);
Matrix4 local2light(world2light);
matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
// view origin
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0);
// light origin
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1);
// light colour
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0);
// bump scale
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1, 0, 0, 0);
// specular exponent
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0);
glActiveTexture(GL_TEXTURE3);
glClientActiveTexture(GL_TEXTURE3);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
glMatrixMode(GL_MODELVIEW);
GlobalOpenGL_debugAssertNoErrors();
}
};
class ARBDepthFillProgram : public GLProgram
{
public:
GLuint m_vertex_program;
GLuint m_fragment_program;
void create()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
{
glGenProgramsARB(1, &m_vertex_program);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
StringOutputStream filename(256);
filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
glGenProgramsARB(1, &m_fragment_program);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
filename.clear();
filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
}
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
GlobalOpenGL_debugAssertNoErrors();
}
void destroy()
{
glDeleteProgramsARB(1, &m_vertex_program);
glDeleteProgramsARB(1, &m_fragment_program);
GlobalOpenGL_debugAssertNoErrors();
}
void enable()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
GlobalOpenGL_debugAssertNoErrors();
}
void disable()
{
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
GlobalOpenGL_debugAssertNoErrors();
}
void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
{
}
};
ARBBumpProgram g_bumpARB;
ARBDepthFillProgram g_depthFillARB;
#if 0
// NV20 path (unfinished)
void createProgram(GLint program, const char* filename, GLenum type)
{
std::size_t size = file_size(filename);
FileInputStream file(filename);
ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
Array<GLubyte> buffer(size);
size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
glLoadProgramNV(type, program, GLsizei(size), buffer.data());
if(GL_INVALID_OPERATION == glGetError())
{
GLint errPos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &errPos);
const GLubyte* errString = glGetString(GL_PROGRAM_ERROR_STRING_NV);
globalErrorStream() << filename << ":" << errPos << "\n" << errString;
ERROR_MESSAGE("error in gl program");
}
}
GLuint m_vertex_program;
GLuint m_fragment_program;
qtexture_t* g_cube = 0;
qtexture_t* g_specular_lookup = 0;
qtexture_t* g_attenuation_xy = 0;
qtexture_t* g_attenuation_z = 0;
void createVertexProgram()
{
{
glGenProgramsNV(1, &m_vertex_program);
glBindProgramNV(GL_VERTEX_PROGRAM_NV, m_vertex_program);
StringOutputStream filename(256);
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30";
createProgram(m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV);
glGenProgramsNV(1, &m_fragment_program);
glBindProgramNV(GL_FRAGMENT_PROGRAM_NV, m_fragment_program);
filename.clear();
filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30";
createProgram(m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV);
}
g_cube = GlobalTexturesCache().capture("generated/cube");
g_specular_lookup = GlobalTexturesCache().capture("generated/specular");
g_attenuation_xy = GlobalTexturesCache().capture("lights/squarelight1");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_attenuation_xy->texture_number);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
g_attenuation_z = GlobalTexturesCache().capture("lights/squarelight1a");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_attenuation_z->texture_number);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GlobalOpenGL_debugAssertNoErrors();
}
void destroyVertexProgram()
{
glDeleteProgramsNV(1, &m_vertex_program);
glDeleteProgramsNV(1, &m_fragment_program);
GlobalOpenGL_debugAssertNoErrors();
GlobalTexturesCache().release(g_cube);
GlobalTexturesCache().release(g_specular_lookup);
GlobalTexturesCache().release(g_attenuation_xy);
GlobalTexturesCache().release(g_attenuation_z);
}
bool g_vertexProgram_enabled = false;
void enableVertexProgram()
{
//set up the register combiners
//two general combiners
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
//combiner 0 does tex0+tex1 -> spare0
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB,
GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB,
GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner 1 does tex2 dot tex3 -> spare1
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB,
GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB,
GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//final combiner outputs (1-spare0)*constant color 0*spare1
//do constant color 0*spare1 in the EF multiplier
glFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//now do (1-spare0)*EF
glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glEnable(GL_VERTEX_PROGRAM_NV);
glEnable(GL_REGISTER_COMBINERS_NV);
glBindProgramNV(GL_VERTEX_PROGRAM_NV, m_vertex_program);
glBindProgramNV(GL_FRAGMENT_PROGRAM_NV, m_fragment_program);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY8_NV);
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY9_NV);
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY10_NV);
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY11_NV);
GlobalOpenGL_debugAssertNoErrors();
g_vertexProgram_enabled = true;
}
void disableVertexProgram()
{
glDisable(GL_VERTEX_PROGRAM_NV);
glDisable(GL_REGISTER_COMBINERS_NV);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_1D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ATTRIB_ARRAY8_NV);
glDisableClientState(GL_VERTEX_ATTRIB_ARRAY9_NV);
glDisableClientState(GL_VERTEX_ATTRIB_ARRAY10_NV);
glDisableClientState(GL_VERTEX_ATTRIB_ARRAY11_NV);
GlobalOpenGL_debugAssertNoErrors();
g_vertexProgram_enabled = false;
}
class GLstringNV
{
public:
const GLubyte* m_string;
const GLint m_length;
GLstringNV(const char* string) : m_string(reinterpret_cast<const GLubyte*>(string)), m_length(GLint(string_length(string)))
{
}
};
GLstringNV g_light_origin("light_origin");
GLstringNV g_view_origin("view_origin");
GLstringNV g_light_color("light_color");
GLstringNV g_bumpGLSL_scale("bump_scale");
GLstringNV g_specular_exponent("specular_exponent");
void setVertexProgramEnvironment(const Vector3& localViewer)
{
Matrix4 local2light(g_matrix4_identity);
matrix4_translate_by_vec3(local2light, Vector3(0.5, 0.5, 0.5));
matrix4_scale_by_vec3(local2light, Vector3(0.5, 0.5, 0.5));
matrix4_scale_by_vec3(local2light, Vector3(1.0 / 512.0, 1.0 / 512.0, 1.0 / 512.0));
matrix4_translate_by_vec3(local2light, vector3_negated(localViewer));
glActiveTexture(GL_TEXTURE3);
glClientActiveTexture(GL_TEXTURE3);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
glMatrixMode(GL_MODELVIEW);
glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE0_ARB, GL_IDENTITY_NV);
// view origin
//qglProgramNamedParameter4fNV(m_fragment_program, g_view_origin.m_length, g_view_origin.m_string, localViewer.x(), localViewer.y(), localViewer.z(), 0);
// light origin
glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 8, localViewer.x(), localViewer.y(), localViewer.z(), 1.0f);
// light colour
glCombinerParameterfNV(GL_CONSTANT_COLOR0_NV, 1, 1, 1, 1)
// bump scale
//qglProgramNamedParameter4fNV(m_fragment_program, g_bumpGLSL_scale.m_length, g_bumpGLSL_scale.m_string, 1, 0, 0, 0);
// specular exponent
//qglProgramNamedParameter4fNV(m_fragment_program, g_specular_exponent.m_length, g_specular_exponent.m_string, 32, 0, 0, 0);
GlobalOpenGL_debugAssertNoErrors();
}
#endif
bool g_vertexArray_enabled = false;
bool g_normalArray_enabled = false;
bool g_texcoordArray_enabled = false;
bool g_colorArray_enabled = false;
//! A collection of opengl state information.
class OpenGLState
{
public:
enum ESort
{
eSortFirst = 0,
eSortOpaque = 1,
eSortMultiFirst = 2,
eSortMultiLast = 1023,
eSortOverbrighten = 1024,
eSortFullbright = 1025,
eSortHighlight = 1026,
eSortTranslucent = 1027,
eSortOverlayFirst = 1028,
eSortOverlayLast = 2047,
eSortControlFirst = 2048,
eSortControlLast = 3071,
eSortGUI0 = 3072,
eSortGUI1 = 3073,
eSortLast = 4096,
};
unsigned int m_state;
std::size_t m_sort;
GLint m_texture;
GLint m_texture1;
GLint m_texture2;
GLint m_texture3;
GLint m_texture4;
GLint m_texture5;
GLint m_texture6;
GLint m_texture7;
Vector4 m_colour;
GLenum m_blend_src, m_blend_dst;
GLenum m_depthfunc;
GLenum m_alphafunc;
GLfloat m_alpharef;
GLfloat m_linewidth;
GLfloat m_pointsize;
GLint m_linestipple_factor;
GLushort m_linestipple_pattern;
GLProgram* m_program;
OpenGLState() : m_program(0)
{
}
};
inline bool OpenGLState_less(const OpenGLState& self, const OpenGLState& other)
{
//! Sort by sort-order override.
if(self.m_sort != other.m_sort)
{
return self.m_sort < other.m_sort;
}
//! Sort by texture handle.
if(self.m_texture != other.m_texture)
{
return self.m_texture < other.m_texture;
}
if(self.m_texture1 != other.m_texture1)
{
return self.m_texture1 < other.m_texture1;
}
if(self.m_texture2 != other.m_texture2)
{
return self.m_texture2 < other.m_texture2;
}
if(self.m_texture3 != other.m_texture3)
{
return self.m_texture3 < other.m_texture3;
}
if(self.m_texture4 != other.m_texture4)
{
return self.m_texture4 < other.m_texture4;
}
if(self.m_texture5 != other.m_texture5)
{
return self.m_texture5 < other.m_texture5;
}
if(self.m_texture6 != other.m_texture6)
{
return self.m_texture6 < other.m_texture6;
}
if(self.m_texture7 != other.m_texture7)
{
return self.m_texture7 < other.m_texture7;
}
//! Sort by state bit-vector.
if(self.m_state != other.m_state)
{
return self.m_state < other.m_state;
}
//! Comparing address makes sure states are never equal.
return &self < &other;
}
void OpenGLState_constructDefault(OpenGLState& state)
{
state.m_state = RENDER_DEFAULT;
state.m_texture = 0;
state.m_texture1 = 0;
state.m_texture2 = 0;
state.m_texture3 = 0;
state.m_texture4 = 0;
state.m_texture5 = 0;
state.m_texture6 = 0;
state.m_texture7 = 0;
state.m_colour[0] = 1;
state.m_colour[1] = 1;
state.m_colour[2] = 1;
state.m_colour[3] = 1;
state.m_depthfunc = GL_LESS;
state.m_blend_src = GL_SRC_ALPHA;
state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
state.m_alphafunc = GL_ALWAYS;
state.m_alpharef = 0;
state.m_linewidth = 1;
state.m_pointsize = 1;
state.m_linestipple_factor = 1;
state.m_linestipple_pattern = 0xaaaa;
}
/// \brief A container of Renderable references.
/// May contain the same Renderable multiple times, with different transforms.
class OpenGLStateBucket
{
public:
struct RenderTransform
{
const Matrix4* m_transform;
const OpenGLRenderable *m_renderable;
const RendererLight* m_light;
RenderTransform(const OpenGLRenderable& renderable, const Matrix4& transform, const RendererLight* light)
: m_transform(&transform), m_renderable(&renderable), m_light(light)
{
}
};
typedef std::vector<RenderTransform> Renderables;
private:
OpenGLState m_state;
Renderables m_renderables;
public:
OpenGLStateBucket()
{
}
void addRenderable(const OpenGLRenderable& renderable, const Matrix4& modelview, const RendererLight* light = 0)
{
m_renderables.push_back(RenderTransform(renderable, modelview, light));
}
OpenGLState& state()
{
return m_state;
}
void render(OpenGLState& current, unsigned int globalstate, const Vector3& viewer);
};
#define LIGHT_SHADER_DEBUG 0
#if LIGHT_SHADER_DEBUG
typedef std::vector<Shader*> LightDebugShaders;
LightDebugShaders g_lightDebugShaders;
#endif
class OpenGLStateLess
{
public:
bool operator()(const OpenGLState& self, const OpenGLState& other) const
{
return OpenGLState_less(self, other);
}
};
typedef ConstReference<OpenGLState> OpenGLStateReference;
typedef std::map<OpenGLStateReference, OpenGLStateBucket*, OpenGLStateLess> OpenGLStates;
OpenGLStates g_state_sorted;
class OpenGLStateBucketAdd
{
OpenGLStateBucket& m_bucket;
const OpenGLRenderable& m_renderable;
const Matrix4& m_modelview;
public:
typedef const RendererLight& first_argument_type;
OpenGLStateBucketAdd(OpenGLStateBucket& bucket, const OpenGLRenderable& renderable, const Matrix4& modelview) :
m_bucket(bucket), m_renderable(renderable), m_modelview(modelview)
{
}
void operator()(const RendererLight& light)
{
m_bucket.addRenderable(m_renderable, m_modelview, &light);
}
};
class CountLights
{
std::size_t m_count;
public:
typedef RendererLight& first_argument_type;
CountLights() : m_count(0)
{
}
void operator()(const RendererLight& light)
{
++m_count;
}
std::size_t count() const
{
return m_count;
}
};
class OpenGLShader : public Shader
{
typedef std::list<OpenGLStateBucket*> Passes;
Passes m_passes;
IShader* m_shader;
std::size_t m_used;
ModuleObservers m_observers;
public:
OpenGLShader() : m_shader(0), m_used(0)
{
}
~OpenGLShader()
{
}
void construct(const char* name);
void destroy()
{
if(m_shader)
{
m_shader->DecRef();
}
m_shader = 0;
for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
{
delete *i;
}
m_passes.clear();
}
void addRenderable(const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights)
{
for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
{
#if LIGHT_SHADER_DEBUG
if(((*i)->state().m_state & RENDER_BUMP) != 0)
{
if(lights != 0)
{
CountLights counter;
lights->forEachLight(makeCallback1(counter));
globalOutputStream() << "count = " << counter.count() << "\n";
for(std::size_t i = 0; i < counter.count(); ++i)
{
g_lightDebugShaders[counter.count()]->addRenderable(renderable, modelview);
}
}
}
else
#else
if(((*i)->state().m_state & RENDER_BUMP) != 0)
{
if(lights != 0)
{
OpenGLStateBucketAdd add(*(*i), renderable, modelview);
lights->forEachLight(makeCallback1(add));
}
}
else
#endif
{
(*i)->addRenderable(renderable, modelview);
}
}
}
void incrementUsed()
{
if(++m_used == 1 && m_shader != 0)
{
m_shader->SetInUse(true);
}
}
void decrementUsed()
{
if(--m_used == 0 && m_shader != 0)
{
m_shader->SetInUse(false);
}
}
bool realised() const
{
return m_shader != 0;
}
void attach(ModuleObserver& observer)
{
if(realised())
{
observer.realise();
}
m_observers.attach(observer);
}
void detach(ModuleObserver& observer)
{
if(realised())
{
observer.unrealise();
}
m_observers.detach(observer);
}
void realise(const CopiedString& name)
{
construct(name.c_str());
if(m_used != 0 && m_shader != 0)
{
m_shader->SetInUse(true);
}
for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
{
g_state_sorted.insert(OpenGLStates::value_type(OpenGLStateReference((*i)->state()), *i));
}
m_observers.realise();
}
void unrealise()
{
m_observers.unrealise();
for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
{
g_state_sorted.erase(OpenGLStateReference((*i)->state()));
}
destroy();
}
qtexture_t& getTexture() const
{
ASSERT_NOTNULL(m_shader);
return *m_shader->getTexture();
}
unsigned int getFlags() const
{
ASSERT_NOTNULL(m_shader);
return m_shader->getFlags();
}
IShader& getShader() const
{
ASSERT_NOTNULL(m_shader);
return *m_shader;
}
OpenGLState& appendDefaultPass()
{
m_passes.push_back(new OpenGLStateBucket);
OpenGLState& state = m_passes.back()->state();
OpenGLState_constructDefault(state);
return state;
}
};
inline bool lightEnabled(const RendererLight& light, const LightCullable& cullable)
{
return cullable.testLight(light);
}
typedef std::set<RendererLight*> RendererLights;
#define DEBUG_LIGHT_SYNC 0
class LinearLightList : public LightList
{
LightCullable& m_cullable;
RendererLights& m_allLights;
Callback m_evaluateChanged;
typedef std::list<RendererLight*> Lights;
mutable Lights m_lights;
mutable bool m_lightsChanged;
public:
LinearLightList(LightCullable& cullable, RendererLights& lights, const Callback& evaluateChanged) :
m_cullable(cullable), m_allLights(lights), m_evaluateChanged(evaluateChanged)
{
m_lightsChanged = true;
}
void evaluateLights() const
{
m_evaluateChanged();
if(m_lightsChanged)
{
m_lightsChanged = false;
m_lights.clear();
m_cullable.clearLights();
for(RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i)
{
if(lightEnabled(*(*i), m_cullable))
{
m_lights.push_back(*i);
m_cullable.insertLight(*(*i));
}
}
}
#if(DEBUG_LIGHT_SYNC)
else
{
Lights lights;
for(RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i)
{
if(lightEnabled(*(*i), m_cullable))
{
lights.push_back(*i);
}
}
ASSERT_MESSAGE(
!std::lexicographical_compare(lights.begin(), lights.end(), m_lights.begin(), m_lights.end())
&& !std::lexicographical_compare(m_lights.begin(), m_lights.end(), lights.begin(), lights.end()),
"lights out of sync"
);
}
#endif
}
void forEachLight(const RendererLightCallback& callback) const
{
evaluateLights();
for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i)
{
callback(*(*i));
}
}
void lightsChanged() const
{
m_lightsChanged = true;
}
};
#define DEBUG_SHADERS 0
class OpenGLShaderCache : public ShaderCache, public TexturesCacheObserver, public ModuleObserver
{
class CreateOpenGLShader
{
OpenGLShaderCache* m_cache;
public:
explicit CreateOpenGLShader(OpenGLShaderCache* cache = 0)
: m_cache(cache)
{
}
OpenGLShader* construct(const CopiedString& name)
{
OpenGLShader* shader = new OpenGLShader;
if(m_cache->realised())
{
shader->realise(name);
}
return shader;
}
void destroy(OpenGLShader* shader)
{
if(m_cache->realised())
{
shader->unrealise();
}
delete shader;
}
};
typedef HashedCache<CopiedString, OpenGLShader, HashString, std::equal_to<CopiedString>, CreateOpenGLShader> Shaders;
Shaders m_shaders;
std::size_t m_unrealised;
bool m_lightingEnabled;
bool m_lightingSupported;
bool m_useShaderLanguage;
public:
OpenGLShaderCache()
: m_shaders(CreateOpenGLShader(this)),
m_unrealised(3), // wait until shaders, gl-context and textures are realised before creating any render-states
m_lightingEnabled(true),
m_lightingSupported(false),
m_useShaderLanguage(false),
m_lightsChanged(true),
m_traverseRenderablesMutex(false)
{
}
~OpenGLShaderCache()
{
for(Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i)
{
globalOutputStream() << "leaked shader: " << makeQuoted((*i).key.c_str()) << "\n";
}
}
Shader* capture(const char* name)
{
ASSERT_MESSAGE(name[0] == '$'
|| *name == '['
|| *name == '<'
|| *name == '('
|| strchr(name, '\\') == 0, "shader name contains invalid characters: \"" << name << "\"");
#if DEBUG_SHADERS
globalOutputStream() << "shaders capture: " << makeQuoted(name) << '\n';
#endif
return m_shaders.capture(name).get();
}
void release(const char *name)
{
#if DEBUG_SHADERS
globalOutputStream() << "shaders release: " << makeQuoted(name) << '\n';
#endif
m_shaders.release(name);
}
void render(RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer)
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(reinterpret_cast<const float*>(&projection));
#if 0
//qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
#endif
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(reinterpret_cast<const float*>(&modelview));
#if 0
//qglGetFloatv(GL_MODELVIEW_MATRIX, reinterpret_cast<float*>(&modelview));
#endif
ASSERT_MESSAGE(realised(), "render states are not realised");
// global settings that are not set in renderstates
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glPolygonOffset(-1, 1);
{
const GLubyte pattern[132] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55
};
glPolygonStipple(pattern);
}
glEnableClientState(GL_VERTEX_ARRAY);
g_vertexArray_enabled = true;
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
if(GlobalOpenGL().GL_1_3())
{
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
if(GlobalOpenGL().ARB_shader_objects())
{
glUseProgramObjectARB(0);
glDisableVertexAttribArrayARB(c_attr_TexCoord0);
glDisableVertexAttribArrayARB(c_attr_Tangent);
glDisableVertexAttribArrayARB(c_attr_Binormal);
}
if(globalstate & RENDER_TEXTURE)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
OpenGLState current;
OpenGLState_constructDefault(current);
current.m_sort = OpenGLState::eSortFirst;
// default renderstate settings
glLineStipple(current.m_linestipple_factor, current.m_linestipple_pattern);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
g_texcoordArray_enabled = false;
glDisableClientState(GL_COLOR_ARRAY);
g_colorArray_enabled = false;
glDisableClientState(GL_NORMAL_ARRAY);
g_normalArray_enabled = false;
glDisable(GL_BLEND);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glShadeModel(GL_FLAT);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
glDisable(GL_LINE_STIPPLE);
glDisable(GL_POLYGON_STIPPLE);
glDisable(GL_POLYGON_OFFSET_LINE);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1,1,1,1);
glDepthFunc(GL_LESS);
glAlphaFunc(GL_ALWAYS, 0);
glLineWidth(1);
glPointSize(1);
GlobalOpenGL_debugAssertNoErrors();
debug_string("begin rendering");
for(OpenGLStates::iterator i = g_state_sorted.begin(); i != g_state_sorted.end(); ++i)
{
(*i).second->render(current, globalstate, viewer);
}
debug_string("end rendering");
}
void realise()
{
if(--m_unrealised == 0)
{
if(lightingSupported() && lightingEnabled())
{
if(useShaderLanguage())
{
g_bumpGLSL.create();
g_depthFillGLSL.create();
}
else
{
g_bumpARB.create();
g_depthFillARB.create();
}
}
for(Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i)
{
if(!(*i).value.empty())
{
(*i).value->realise(i->key);
}
}
}
}
void unrealise()
{
if(++m_unrealised == 1)
{
for(Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i)
{
if(!(*i).value.empty())
{
(*i).value->unrealise();
}
}
if(GlobalOpenGL().contextValid && lightingSupported() && lightingEnabled())
{
if(useShaderLanguage())
{
g_bumpGLSL.destroy();
g_depthFillGLSL.destroy();
}
else
{
g_bumpARB.destroy();
g_depthFillARB.destroy();
}
}
}
}
bool realised()
{
return m_unrealised == 0;
}
bool lightingEnabled() const
{
return m_lightingEnabled;
}
bool lightingSupported() const
{
return m_lightingSupported;
}
bool useShaderLanguage() const
{
return m_useShaderLanguage;
}
void setLighting(bool supported, bool enabled)
{
bool refresh = (m_lightingSupported && m_lightingEnabled) != (supported && enabled);
if(refresh)
{
unrealise();
GlobalShaderSystem().setLightingEnabled(supported && enabled);
}
m_lightingSupported = supported;
m_lightingEnabled = enabled;
if(refresh)
{
realise();
}
}
void extensionsInitialised()
{
setLighting(GlobalOpenGL().GL_1_3()
&& GlobalOpenGL().ARB_vertex_program()
&& GlobalOpenGL().ARB_fragment_program()
&& GlobalOpenGL().ARB_shader_objects()
&& GlobalOpenGL().ARB_vertex_shader()
&& GlobalOpenGL().ARB_fragment_shader()
&& GlobalOpenGL().ARB_shading_language_100(),
m_lightingEnabled
);
if(!lightingSupported())
{
globalOutputStream() << "Lighting mode requires OpenGL features not supported by your graphics drivers:\n";
if(!GlobalOpenGL().GL_1_3())
{
globalOutputStream() << " GL version 1.3 or better\n";
}
if(!GlobalOpenGL().ARB_vertex_program())
{
globalOutputStream() << " GL_ARB_vertex_program\n";
}
if(!GlobalOpenGL().ARB_fragment_program())
{
globalOutputStream() << " GL_ARB_fragment_program\n";
}
if(!GlobalOpenGL().ARB_shader_objects())
{
globalOutputStream() << " GL_ARB_shader_objects\n";
}
if(!GlobalOpenGL().ARB_vertex_shader())
{
globalOutputStream() << " GL_ARB_vertex_shader\n";
}
if(!GlobalOpenGL().ARB_fragment_shader())
{
globalOutputStream() << " GL_ARB_fragment_shader\n";
}
if(!GlobalOpenGL().ARB_shading_language_100())
{
globalOutputStream() << " GL_ARB_shading_language_100\n";
}
}
}
void setLightingEnabled(bool enabled)
{
setLighting(m_lightingSupported, enabled);
}
// light culling
RendererLights m_lights;
bool m_lightsChanged;
typedef std::map<LightCullable*, LinearLightList> LightLists;
LightLists m_lightLists;
const LightList& attach(LightCullable& cullable)
{
return (*m_lightLists.insert(LightLists::value_type(&cullable, LinearLightList(cullable, m_lights, EvaluateChangedCaller(*this)))).first).second;
}
void detach(LightCullable& cullable)
{
m_lightLists.erase(&cullable);
}
void changed(LightCullable& cullable)
{
LightLists::iterator i = m_lightLists.find(&cullable);
ASSERT_MESSAGE(i != m_lightLists.end(), "cullable not attached");
(*i).second.lightsChanged();
}
void attach(RendererLight& light)
{
ASSERT_MESSAGE(m_lights.find(&light) == m_lights.end(), "light could not be attached");
m_lights.insert(&light);
changed(light);
}
void detach(RendererLight& light)
{
ASSERT_MESSAGE(m_lights.find(&light) != m_lights.end(), "light could not be detached");
m_lights.erase(&light);
changed(light);
}
void changed(RendererLight& light)
{
m_lightsChanged = true;
}
void evaluateChanged()
{
if(m_lightsChanged)
{
m_lightsChanged = false;
for(LightLists::iterator i = m_lightLists.begin(); i != m_lightLists.end(); ++i)
{
(*i).second.lightsChanged();
}
}
}
typedef MemberCaller<OpenGLShaderCache, &OpenGLShaderCache::evaluateChanged> EvaluateChangedCaller;
typedef std::set<const Renderable*> Renderables;
Renderables m_renderables;
mutable bool m_traverseRenderablesMutex;
// renderables
void attachRenderable(const Renderable& renderable)
{
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "attaching renderable during traversal");
ASSERT_MESSAGE(m_renderables.find(&renderable) == m_renderables.end(), "renderable could not be attached");
m_renderables.insert(&renderable);
}
void detachRenderable(const Renderable& renderable)
{
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "detaching renderable during traversal");
ASSERT_MESSAGE(m_renderables.find(&renderable) != m_renderables.end(), "renderable could not be detached");
m_renderables.erase(&renderable);
}
void forEachRenderable(const RenderableCallback& callback) const
{
ASSERT_MESSAGE(!m_traverseRenderablesMutex, "for-each during traversal");
m_traverseRenderablesMutex = true;
for(Renderables::const_iterator i = m_renderables.begin(); i != m_renderables.end(); ++i)
{
callback(*(*i));
}
m_traverseRenderablesMutex = false;
}
};
static OpenGLShaderCache* g_ShaderCache;
void ShaderCache_extensionsInitialised()
{
g_ShaderCache->extensionsInitialised();
}
void ShaderCache_setBumpEnabled(bool enabled)
{
g_ShaderCache->setLightingEnabled(enabled);
}
Vector3 g_DebugShaderColours[256];
Shader* g_defaultPointLight = 0;
void ShaderCache_Construct()
{
g_ShaderCache = new OpenGLShaderCache;
GlobalTexturesCache().attach(*g_ShaderCache);
GlobalShaderSystem().attach(*g_ShaderCache);
if(g_pGameDescription->mGameType == "doom3")
{
g_defaultPointLight = g_ShaderCache->capture("lights/defaultPointLight");
//Shader* overbright =
g_ShaderCache->capture("$OVERBRIGHT");
#if LIGHT_SHADER_DEBUG
for(std::size_t i = 0; i < 256; ++i)
{
g_DebugShaderColours[i] = Vector3(i / 256.0, i / 256.0, i / 256.0);
}
g_DebugShaderColours[0] = Vector3(1, 0, 0);
g_DebugShaderColours[1] = Vector3(1, 0.5, 0);
g_DebugShaderColours[2] = Vector3(1, 1, 0);
g_DebugShaderColours[3] = Vector3(0.5, 1, 0);
g_DebugShaderColours[4] = Vector3(0, 1, 0);
g_DebugShaderColours[5] = Vector3(0, 1, 0.5);
g_DebugShaderColours[6] = Vector3(0, 1, 1);
g_DebugShaderColours[7] = Vector3(0, 0.5, 1);
g_DebugShaderColours[8] = Vector3(0, 0, 1);
g_DebugShaderColours[9] = Vector3(0.5, 0, 1);
g_DebugShaderColours[10] = Vector3(1, 0, 1);
g_DebugShaderColours[11] = Vector3(1, 0, 0.5);
g_lightDebugShaders.reserve(256);
StringOutputStream buffer(256);
for(std::size_t i = 0; i < 256; ++i)
{
buffer << "(" << g_DebugShaderColours[i].x() << " " << g_DebugShaderColours[i].y() << " " << g_DebugShaderColours[i].z() << ")";
g_lightDebugShaders.push_back(g_ShaderCache->capture(buffer.c_str()));
buffer.clear();
}
#endif
}
}
void ShaderCache_Destroy()
{
if(g_pGameDescription->mGameType == "doom3")
{
g_ShaderCache->release("lights/defaultPointLight");
g_ShaderCache->release("$OVERBRIGHT");
g_defaultPointLight = 0;
#if LIGHT_SHADER_DEBUG
g_lightDebugShaders.clear();
StringOutputStream buffer(256);
for(std::size_t i = 0; i < 256; ++i)
{
buffer << "(" << g_DebugShaderColours[i].x() << " " << g_DebugShaderColours[i].y() << " " << g_DebugShaderColours[i].z() << ")";
g_ShaderCache->release(buffer.c_str());
}
#endif
}
GlobalShaderSystem().detach(*g_ShaderCache);
GlobalTexturesCache().detach(*g_ShaderCache);
delete g_ShaderCache;
}
ShaderCache* GetShaderCache()
{
return g_ShaderCache;
}
inline void setTextureState(GLint& current, const GLint& texture, GLenum textureUnit)
{
if(texture != current)
{
glActiveTexture(textureUnit);
glClientActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_2D, texture);
GlobalOpenGL_debugAssertNoErrors();
current = texture;
}
}
inline void setTextureState(GLint& current, const GLint& texture)
{
if(texture != current)
{
glBindTexture(GL_TEXTURE_2D, texture);
GlobalOpenGL_debugAssertNoErrors();
current = texture;
}
}
void OpenGLState_apply(const OpenGLState& self, OpenGLState& current, unsigned int globalstate)
{
debug_int("sort", int(self.m_sort));
debug_int("texture", self.m_texture);
debug_int("state", self.m_state);
debug_int("address", int(std::size_t(&self)));
count_state();
if(self.m_state & RENDER_OVERRIDE)
{
globalstate |= RENDER_FILL | RENDER_DEPTHWRITE;
}
const unsigned int state = self.m_state & globalstate;
const unsigned int delta = state ^ current.m_state;
GlobalOpenGL_debugAssertNoErrors();
GLProgram* program = (state & RENDER_PROGRAM) != 0 ? self.m_program : 0;
if(program != current.m_program)
{
if(current.m_program != 0)
{
current.m_program->disable();
glColor4fv(vector4_to_array(current.m_colour));
debug_colour("cleaning program");
}
current.m_program = program;
if(current.m_program != 0)
{
current.m_program->enable();
}
}
if(delta & state & RENDER_FILL)
{
//qglPolygonMode (GL_BACK, GL_LINE);
//qglPolygonMode (GL_FRONT, GL_FILL);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_FILL)
{
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_OFFSETLINE)
{
glEnable(GL_POLYGON_OFFSET_LINE);
}
else if(delta & ~state & RENDER_OFFSETLINE)
{
glDisable(GL_POLYGON_OFFSET_LINE);
}
if(delta & state & RENDER_LIGHTING)
{
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
//qglEnable(GL_RESCALE_NORMAL);
glEnableClientState(GL_NORMAL_ARRAY);
GlobalOpenGL_debugAssertNoErrors();
g_normalArray_enabled = true;
}
else if(delta & ~state & RENDER_LIGHTING)
{
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
//qglDisable(GL_RESCALE_NORMAL);
glDisableClientState(GL_NORMAL_ARRAY);
GlobalOpenGL_debugAssertNoErrors();
g_normalArray_enabled = false;
}
if(delta & state & RENDER_TEXTURE)
{
GlobalOpenGL_debugAssertNoErrors();
if(GlobalOpenGL().GL_1_3())
{
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
glEnable(GL_TEXTURE_2D);
glColor4f(1,1,1,self.m_colour[3]);
debug_colour("setting texture");
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GlobalOpenGL_debugAssertNoErrors();
g_texcoordArray_enabled = true;
}
else if(delta & ~state & RENDER_TEXTURE)
{
if(GlobalOpenGL().GL_1_3())
{
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
}
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GlobalOpenGL_debugAssertNoErrors();
g_texcoordArray_enabled = false;
}
if(delta & state & RENDER_BLEND)
{
// FIXME: some .TGA are buggy, have a completely empty alpha channel
// if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
// so I decided using GL_DECAL instead
// if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
// this could get better if you can get glTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
glEnable(GL_BLEND);
if(GlobalOpenGL().GL_1_3())
{
glActiveTexture(GL_TEXTURE0);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_BLEND)
{
glDisable(GL_BLEND);
if(GlobalOpenGL().GL_1_3())
{
glActiveTexture(GL_TEXTURE0);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_CULLFACE)
{
glEnable(GL_CULL_FACE);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_CULLFACE)
{
glDisable(GL_CULL_FACE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_SMOOTH)
{
glShadeModel(GL_SMOOTH);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_SMOOTH)
{
glShadeModel(GL_FLAT);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_SCALED)
{
//qglEnable(GL_RESCALE_NORMAL);
glEnable(GL_NORMALIZE);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_SCALED)
{
//qglDisable(GL_RESCALE_NORMAL);
glDisable(GL_NORMALIZE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_DEPTHTEST)
{
glEnable(GL_DEPTH_TEST);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_DEPTHTEST)
{
glDisable(GL_DEPTH_TEST);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_DEPTHWRITE)
{
glDepthMask(GL_TRUE);
#if DEBUG_RENDER
GLboolean depthEnabled;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthEnabled);
ASSERT_MESSAGE(depthEnabled, "failed to set depth buffer mask bit");
#endif
debug_string("enabled depth-buffer writing");
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_DEPTHWRITE)
{
glDepthMask(GL_FALSE);
#if DEBUG_RENDER
GLboolean depthEnabled;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthEnabled);
ASSERT_MESSAGE(!depthEnabled, "failed to set depth buffer mask bit");
#endif
debug_string("disabled depth-buffer writing");
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_COLOURWRITE)
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_COLOURWRITE)
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_ALPHATEST)
{
glEnable(GL_ALPHA_TEST);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_ALPHATEST)
{
glDisable(GL_ALPHA_TEST);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_COLOUR)
{
glEnableClientState(GL_COLOR_ARRAY);
GlobalOpenGL_debugAssertNoErrors();
debug_colour("enabling color_array");
g_colorArray_enabled = true;
}
else if(delta & ~state & RENDER_COLOUR)
{
glDisableClientState(GL_COLOR_ARRAY);
glColor4fv(vector4_to_array(self.m_colour));
debug_colour("cleaning color_array");
GlobalOpenGL_debugAssertNoErrors();
g_colorArray_enabled = false;
}
if(delta & state & RENDER_LINESTIPPLE)
{
glEnable(GL_LINE_STIPPLE);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_LINESTIPPLE)
{
glDisable(GL_LINE_STIPPLE);
GlobalOpenGL_debugAssertNoErrors();
}
if(delta & state & RENDER_POLYGONSTIPPLE)
{
glEnable(GL_POLYGON_STIPPLE);
GlobalOpenGL_debugAssertNoErrors();
}
else if(delta & ~state & RENDER_POLYGONSTIPPLE)
{
glDisable(GL_POLYGON_STIPPLE);
GlobalOpenGL_debugAssertNoErrors();
}
if(state & RENDER_DEPTHTEST && self.m_depthfunc != current.m_depthfunc)
{
glDepthFunc(self.m_depthfunc);
GlobalOpenGL_debugAssertNoErrors();
current.m_depthfunc = self.m_depthfunc;
}
if(state & RENDER_LINESTIPPLE
&& (self.m_linestipple_factor != current.m_linestipple_factor
|| self.m_linestipple_pattern != current.m_linestipple_pattern))
{
glLineStipple(self.m_linestipple_factor, self.m_linestipple_pattern);
GlobalOpenGL_debugAssertNoErrors();
current.m_linestipple_factor = self.m_linestipple_factor;
current.m_linestipple_pattern = self.m_linestipple_pattern;
}
if(state & RENDER_ALPHATEST
&& ( self.m_alphafunc != current.m_alphafunc
|| self.m_alpharef != current.m_alpharef ) )
{
glAlphaFunc(self.m_alphafunc, self.m_alpharef);
GlobalOpenGL_debugAssertNoErrors();
current.m_alphafunc = self.m_alphafunc;
current.m_alpharef = self.m_alpharef;
}
{
GLint texture0 = 0;
GLint texture1 = 0;
GLint texture2 = 0;
GLint texture3 = 0;
GLint texture4 = 0;
GLint texture5 = 0;
GLint texture6 = 0;
GLint texture7 = 0;
//if(state & RENDER_TEXTURE) != 0)
{
texture0 = self.m_texture;
texture1 = self.m_texture1;
texture2 = self.m_texture2;
texture3 = self.m_texture3;
texture4 = self.m_texture4;
texture5 = self.m_texture5;
texture6 = self.m_texture6;
texture7 = self.m_texture7;
}
if(GlobalOpenGL().GL_1_3())
{
setTextureState(current.m_texture, texture0, GL_TEXTURE0);
setTextureState(current.m_texture1, texture1, GL_TEXTURE1);
setTextureState(current.m_texture2, texture2, GL_TEXTURE2);
setTextureState(current.m_texture3, texture3, GL_TEXTURE3);
setTextureState(current.m_texture4, texture4, GL_TEXTURE4);
setTextureState(current.m_texture5, texture5, GL_TEXTURE5);
setTextureState(current.m_texture6, texture6, GL_TEXTURE6);
setTextureState(current.m_texture7, texture7, GL_TEXTURE7);
}
else
{
setTextureState(current.m_texture, texture0);
}
}
if(state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3])
{
debug_colour("setting alpha");
glColor4f(1,1,1,self.m_colour[3]);
GlobalOpenGL_debugAssertNoErrors();
}
if(!(state & RENDER_TEXTURE)
&& (self.m_colour[0] != current.m_colour[0]
|| self.m_colour[1] != current.m_colour[1]
|| self.m_colour[2] != current.m_colour[2]
|| self.m_colour[3] != current.m_colour[3]))
{
glColor4fv(vector4_to_array(self.m_colour));
debug_colour("setting non-texture");
GlobalOpenGL_debugAssertNoErrors();
}
current.m_colour = self.m_colour;
if(state & RENDER_BLEND
&& (self.m_blend_src != current.m_blend_src || self.m_blend_dst != current.m_blend_dst))
{
glBlendFunc(self.m_blend_src, self.m_blend_dst);
GlobalOpenGL_debugAssertNoErrors();
current.m_blend_src = self.m_blend_src;
current.m_blend_dst = self.m_blend_dst;
}
if(!(state & RENDER_FILL)
&& self.m_linewidth != current.m_linewidth)
{
glLineWidth(self.m_linewidth);
GlobalOpenGL_debugAssertNoErrors();
current.m_linewidth = self.m_linewidth;
}
if(!(state & RENDER_FILL)
&& self.m_pointsize != current.m_pointsize)
{
glPointSize(self.m_pointsize);
GlobalOpenGL_debugAssertNoErrors();
current.m_pointsize = self.m_pointsize;
}
current.m_state = state;
GlobalOpenGL_debugAssertNoErrors();
}
void Renderables_flush(OpenGLStateBucket::Renderables& renderables, OpenGLState& current, unsigned int globalstate, const Vector3& viewer)
{
const Matrix4* transform = 0;
glPushMatrix();
for(OpenGLStateBucket::Renderables::const_iterator i = renderables.begin(); i != renderables.end(); ++i)
{
//qglLoadMatrixf(i->m_transform);
if(!transform || (transform != (*i).m_transform && !matrix4_affine_equal(*transform, *(*i).m_transform)))
{
count_transform();
transform = (*i).m_transform;
glPopMatrix();
glPushMatrix();
glMultMatrixf(reinterpret_cast<const float*>(transform));
glFrontFace(((current.m_state & RENDER_CULLFACE) != 0 && matrix4_handedness(*transform) == MATRIX4_RIGHTHANDED) ? GL_CW : GL_CCW);
}
count_prim();
if(current.m_program != 0 && (*i).m_light != 0)
{
const IShader& lightShader = static_cast<OpenGLShader*>((*i).m_light->getShader())->getShader();
if(lightShader.firstLayer() != 0)
{
GLuint attenuation_xy = lightShader.firstLayer()->texture()->texture_number;
GLuint attenuation_z = lightShader.lightFalloffImage() != 0
? lightShader.lightFalloffImage()->texture_number
: static_cast<OpenGLShader*>(g_defaultPointLight)->getShader().lightFalloffImage()->texture_number;
setTextureState(current.m_texture3, attenuation_xy, GL_TEXTURE3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, attenuation_xy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
setTextureState(current.m_texture4, attenuation_z, GL_TEXTURE4);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, attenuation_z);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
AABB lightBounds((*i).m_light->aabb());
Matrix4 world2light(g_matrix4_identity);
if((*i).m_light->isProjected())
{
world2light = (*i).m_light->projection();
matrix4_multiply_by_matrix4(world2light, matrix4_transposed((*i).m_light->rotation()));
matrix4_translate_by_vec3(world2light, vector3_negated(lightBounds.origin)); // world->lightBounds
}
if(!(*i).m_light->isProjected())
{
matrix4_translate_by_vec3(world2light, Vector3(0.5f, 0.5f, 0.5f));
matrix4_scale_by_vec3(world2light, Vector3(0.5f, 0.5f, 0.5f));
matrix4_scale_by_vec3(world2light, Vector3(1.0f / lightBounds.extents.x(), 1.0f / lightBounds.extents.y(), 1.0f / lightBounds.extents.z()));
matrix4_multiply_by_matrix4(world2light, matrix4_transposed((*i).m_light->rotation()));
matrix4_translate_by_vec3(world2light, vector3_negated(lightBounds.origin)); // world->lightBounds
}
current.m_program->setParameters(viewer, *(*i).m_transform, lightBounds.origin + (*i).m_light->offset(), (*i).m_light->colour(), world2light);
debug_string("set lightBounds parameters");
}
}
(*i).m_renderable->render(current.m_state);
}
glPopMatrix();
renderables.clear();
}
void OpenGLStateBucket::render(OpenGLState& current, unsigned int globalstate, const Vector3& viewer)
{
if((globalstate & m_state.m_state & RENDER_SCREEN) != 0)
{
OpenGLState_apply(m_state, current, globalstate);
debug_colour("screen fill");
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(reinterpret_cast<const float*>(&g_matrix4_identity));
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(reinterpret_cast<const float*>(&g_matrix4_identity));
glBegin(GL_QUADS);
glVertex3f(-1, -1, 0);
glVertex3f(1, -1, 0);
glVertex3f(1, 1, 0);
glVertex3f(-1, 1, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
else if(!m_renderables.empty())
{
OpenGLState_apply(m_state, current, globalstate);
Renderables_flush(m_renderables, current, globalstate, viewer);
}
}
inline GLenum convertBlendFactor(BlendFactor factor)
{
switch(factor)
{
case BLEND_ZERO:
return GL_ZERO;
case BLEND_ONE:
return GL_ONE;
case BLEND_SRC_COLOUR:
return GL_SRC_COLOR;
case BLEND_ONE_MINUS_SRC_COLOUR:
return GL_ONE_MINUS_SRC_COLOR;
case BLEND_SRC_ALPHA:
return GL_SRC_ALPHA;
case BLEND_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case BLEND_DST_COLOUR:
return GL_DST_COLOR;
case BLEND_ONE_MINUS_DST_COLOUR:
return GL_ONE_MINUS_DST_COLOR;
case BLEND_DST_ALPHA:
return GL_DST_ALPHA;
case BLEND_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
case BLEND_SRC_ALPHA_SATURATE:
return GL_SRC_ALPHA_SATURATE;
}
return GL_ZERO;
}
/// \todo Define special-case shaders in a data file.
void OpenGLShader::construct(const char* name)
{
OpenGLState& state = appendDefaultPass();
switch(name[0])
{
case '(':
sscanf(name, "(%g %g %g)", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
state.m_colour[3] = 1.0f;
state.m_state = RENDER_FILL|RENDER_LIGHTING|RENDER_DEPTHTEST|RENDER_CULLFACE|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
break;
case '[':
sscanf(name, "[%g %g %g]", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
state.m_colour[3] = 0.5f;
state.m_state = RENDER_FILL|RENDER_LIGHTING|RENDER_DEPTHTEST|RENDER_CULLFACE|RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_BLEND;
state.m_sort = OpenGLState::eSortTranslucent;
break;
case '<':
sscanf(name, "<%g %g %g>", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2]);
state.m_colour[3] = 1;
state.m_state = RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
state.m_depthfunc = GL_LESS;
state.m_linewidth = 1;
state.m_pointsize = 1;
break;
case '$':
if(string_equal(name+1, "POINT"))
{
state.m_state = RENDER_COLOUR|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
state.m_pointsize = 4;
}
else if(string_equal(name+1, "SELPOINT"))
{
state.m_state = RENDER_COLOUR|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst + 1;
state.m_pointsize = 4;
}
else if(string_equal(name+1, "BIGPOINT"))
{
state.m_state = RENDER_COLOUR|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
state.m_pointsize = 6;
}
else if(string_equal(name+1, "PIVOT"))
{
state.m_state = RENDER_COLOUR|RENDER_COLOURWRITE|RENDER_DEPTHTEST|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_linewidth = 2;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_COLOUR|RENDER_COLOURWRITE|RENDER_DEPTHTEST|RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_linewidth = 2;
hiddenLine.m_depthfunc = GL_GREATER;
}
else if(string_equal(name+1, "LATTICE"))
{
state.m_colour[0] = 1;
state.m_colour[1] = 0.5;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
}
else if(string_equal(name+1, "WIREFRAME"))
{
state.m_state = RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
}
else if(string_equal(name+1, "CAM_HIGHLIGHT"))
{
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 0.3f;
state.m_state = RENDER_FILL|RENDER_DEPTHTEST|RENDER_CULLFACE|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortHighlight;
state.m_depthfunc = GL_LEQUAL;
}
else if(string_equal(name+1, "CAM_OVERLAY"))
{
#if 0
state.m_state = RENDER_CULLFACE|RENDER_COLOURWRITE|RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortOverlayFirst;
#else
state.m_state = RENDER_CULLFACE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_OFFSETLINE;
state.m_sort = OpenGLState::eSortOverlayFirst + 1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_colour[0] = 0.75;
hiddenLine.m_colour[1] = 0.75;
hiddenLine.m_colour[2] = 0.75;
hiddenLine.m_colour[3] = 1;
hiddenLine.m_state = RENDER_CULLFACE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_OFFSETLINE|RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortOverlayFirst;
hiddenLine.m_depthfunc = GL_GREATER;
hiddenLine.m_linestipple_factor = 2;
#endif
}
else if(string_equal(name+1, "XY_OVERLAY"))
{
state.m_colour[0] = g_xywindow_globals.color_selbrushes[0];
state.m_colour[1] = g_xywindow_globals.color_selbrushes[1];
state.m_colour[2] = g_xywindow_globals.color_selbrushes[2];
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE | RENDER_LINESTIPPLE;
state.m_sort = OpenGLState::eSortOverlayFirst;
state.m_linewidth = 2;
state.m_linestipple_factor = 3;
}
else if(string_equal(name+1, "DEBUG_CLIPPED"))
{
state.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortLast;
}
else if(string_equal(name+1, "POINTFILE"))
{
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
state.m_linewidth = 4;
}
else if(string_equal(name+1, "LIGHT_SPHERE"))
{
state.m_colour[0] = .15f * .95f;
state.m_colour[1] = .15f * .95f;
state.m_colour[2] = .15f * .95f;
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
state.m_sort = OpenGLState::eSortTranslucent;
}
else if(string_equal(name+1, "Q3MAP2_LIGHT_SPHERE"))
{
state.m_colour[0] = .05f;
state.m_colour[1] = .05f;
state.m_colour[2] = .05f;
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL;
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
state.m_sort = OpenGLState::eSortTranslucent;
}
else if(string_equal(name+1, "WIRE_OVERLAY"))
{
#if 0
state.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
state.m_sort = OpenGLState::eSortOverlayFirst;
#else
state.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_depthfunc = GL_GREATER;
#endif
}
else if(string_equal(name+1, "FLATSHADE_OVERLAY"))
{
state.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOUR | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOUR | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_POLYGONSTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_depthfunc = GL_GREATER;
}
else if(string_equal(name+1, "CLIPPER_OVERLAY"))
{
state.m_colour[0] = g_xywindow_globals.color_clipper[0];
state.m_colour[1] = g_xywindow_globals.color_clipper[1];
state.m_colour[2] = g_xywindow_globals.color_clipper[2];
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_FILL | RENDER_POLYGONSTIPPLE;
state.m_sort = OpenGLState::eSortOverlayFirst;
}
else if(string_equal(name+1, "OVERBRIGHT"))
{
const float lightScale = 2;
state.m_colour[0] = lightScale * 0.5f;
state.m_colour[1] = lightScale * 0.5f;
state.m_colour[2] = lightScale * 0.5f;
state.m_colour[3] = 0.5;
state.m_state = RENDER_FILL|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_SCREEN;
state.m_sort = OpenGLState::eSortOverbrighten;
state.m_blend_src = GL_DST_COLOR;
state.m_blend_dst = GL_SRC_COLOR;
}
else
{
// default to something recognisable.. =)
ERROR_MESSAGE("hardcoded renderstate not found");
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 1;
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFirst;
}
break;
default:
// construction from IShader
m_shader = QERApp_Shader_ForName(name);
if(g_ShaderCache->lightingSupported() && g_ShaderCache->lightingEnabled() && m_shader->getBump() != 0 && m_shader->getBump()->texture_number != 0) // is a bump shader
{
state.m_state = RENDER_FILL | RENDER_CULLFACE | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE | RENDER_COLOURWRITE | RENDER_PROGRAM;
state.m_colour[0] = 0;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_sort = OpenGLState::eSortOpaque;
if(g_ShaderCache->useShaderLanguage())
{
state.m_program = &g_depthFillGLSL;
}
else
{
state.m_program = &g_depthFillARB;
}
OpenGLState& bumpPass = appendDefaultPass();
bumpPass.m_texture = m_shader->getDiffuse()->texture_number;
bumpPass.m_texture1 = m_shader->getBump()->texture_number;
bumpPass.m_texture2 = m_shader->getSpecular()->texture_number;
bumpPass.m_state = RENDER_BLEND|RENDER_FILL|RENDER_CULLFACE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_SMOOTH|RENDER_BUMP|RENDER_PROGRAM;
if(g_ShaderCache->useShaderLanguage())
{
bumpPass.m_state |= RENDER_LIGHTING;
bumpPass.m_program = &g_bumpGLSL;
}
else
{
bumpPass.m_program = &g_bumpARB;
}
bumpPass.m_depthfunc = GL_LEQUAL;
bumpPass.m_sort = OpenGLState::eSortMultiFirst;
bumpPass.m_blend_src = GL_ONE;
bumpPass.m_blend_dst = GL_ONE;
}
else
{
state.m_texture = m_shader->getTexture()->texture_number;
state.m_state = RENDER_FILL|RENDER_TEXTURE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_LIGHTING|RENDER_SMOOTH;
if((m_shader->getFlags() & QER_CULL) != 0)
{
if(m_shader->getCull() == IShader::eCullBack)
{
state.m_state |= RENDER_CULLFACE;
}
}
else
{
state.m_state |= RENDER_CULLFACE;
}
if((m_shader->getFlags() & QER_ALPHATEST) != 0)
{
state.m_state |= RENDER_ALPHATEST;
IShader::EAlphaFunc alphafunc;
m_shader->getAlphaFunc(&alphafunc, &state.m_alpharef);
switch(alphafunc)
{
case IShader::eAlways:
state.m_alphafunc = GL_ALWAYS;
case IShader::eEqual:
state.m_alphafunc = GL_EQUAL;
case IShader::eLess:
state.m_alphafunc = GL_LESS;
case IShader::eGreater:
state.m_alphafunc = GL_GREATER;
case IShader::eLEqual:
state.m_alphafunc = GL_LEQUAL;
case IShader::eGEqual:
state.m_alphafunc = GL_GEQUAL;
}
}
reinterpret_cast<Vector3&>(state.m_colour) = m_shader->getTexture()->color;
state.m_colour[3] = 1.0f;
if((m_shader->getFlags() & QER_TRANS) != 0)
{
state.m_state |= RENDER_BLEND;
state.m_colour[3] = m_shader->getTrans();
state.m_sort = OpenGLState::eSortTranslucent;
BlendFunc blendFunc = m_shader->getBlendFunc();
state.m_blend_src = convertBlendFactor(blendFunc.m_src);
state.m_blend_dst = convertBlendFactor(blendFunc.m_dst);
if(state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA)
{
state.m_state |= RENDER_DEPTHWRITE;
}
}
else
{
state.m_state |= RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
}
}
}
}
#include "modulesystem/singletonmodule.h"
#include "modulesystem/moduleregistry.h"
class ShaderCacheDependencies : public GlobalShadersModuleRef, public GlobalTexturesModuleRef
{
public:
ShaderCacheDependencies() :
GlobalShadersModuleRef(GlobalRadiant().getRequiredGameDescriptionKeyValue("shaders"))
{
}
};
class ShaderCacheAPI
{
ShaderCache* m_shaderCache;
public:
typedef ShaderCache Type;
STRING_CONSTANT(Name, "*");
ShaderCacheAPI()
{
ShaderCache_Construct();
m_shaderCache = GetShaderCache();
}
~ShaderCacheAPI()
{
ShaderCache_Destroy();
}
ShaderCache* getTable()
{
return m_shaderCache;
}
};
typedef SingletonModule<ShaderCacheAPI, ShaderCacheDependencies> ShaderCacheModule;
typedef Static<ShaderCacheModule> StaticShaderCacheModule;
StaticRegisterModule staticRegisterShaderCache(StaticShaderCacheModule::instance());