mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-30 07:31:30 +00:00
3e31765bd7
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@13 8a3a26a2-13c4-0310-b231-cf6edde360e5
2685 lines
76 KiB
C++
2685 lines
76 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "renderstate.h"
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#include "debugging/debugging.h"
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#include "warnings.h"
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#include "ishaders.h"
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#include "irender.h"
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#include "itextures.h"
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#include "igl.h"
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#include "renderable.h"
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#include "qerplugin.h"
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#include <set>
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#include <vector>
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#include <list>
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#include <map>
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#include "math/matrix.h"
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#include "math/aabb.h"
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#include "generic/callback.h"
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#include "texturelib.h"
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#include "string/string.h"
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#include "container/hashfunc.h"
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#include "container/cache.h"
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#include "generic/reference.h"
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#include "moduleobservers.h"
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#include "stream/filestream.h"
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#include "stream/stringstream.h"
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#include "os/file.h"
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#include "preferences.h"
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#include "xywindow.h"
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#define DEBUG_RENDER 0
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inline void debug_string(const char* string)
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{
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#if(DEBUG_RENDER)
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globalOutputStream() << string << "\n";
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#endif
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}
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inline void debug_int(const char* comment, int i)
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{
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#if(DEBUG_RENDER)
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globalOutputStream() << comment << " " << i << "\n";
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#endif
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}
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inline void debug_colour(const char* comment)
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{
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#if(DEBUG_RENDER)
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Vector4 v;
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glGetFloatv(GL_CURRENT_COLOR, reinterpret_cast<float*>(&v));
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globalOutputStream() << comment << " colour: "
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<< v[0] << " "
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<< v[1] << " "
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<< v[2] << " "
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<< v[3];
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if(glIsEnabled(GL_COLOR_ARRAY))
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{
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globalOutputStream() << " ARRAY";
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}
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if(glIsEnabled(GL_COLOR_MATERIAL))
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{
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globalOutputStream() << " MATERIAL";
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}
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globalOutputStream() << "\n";
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#endif
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}
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#include "timer.h"
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StringOutputStream g_renderer_stats;
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std::size_t g_count_prims;
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std::size_t g_count_states;
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std::size_t g_count_transforms;
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Timer g_timer;
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inline void count_prim()
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{
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++g_count_prims;
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}
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inline void count_state()
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{
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++g_count_states;
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}
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inline void count_transform()
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{
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++g_count_transforms;
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}
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void Renderer_ResetStats()
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{
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g_count_prims = 0;
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g_count_states = 0;
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g_count_transforms = 0;
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g_timer.start();
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}
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const char* Renderer_GetStats()
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{
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g_renderer_stats.clear();
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g_renderer_stats << "prims: " << Unsigned(g_count_prims)
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<< " | states: " << Unsigned(g_count_states)
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<< " | transforms: " << Unsigned(g_count_transforms)
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<< " | msec: " << g_timer.elapsed_msec();
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return g_renderer_stats.c_str();
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}
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void printShaderLog(GLhandleARB object)
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{
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GLint log_length = 0;
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glGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
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Array<char> log(log_length);
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glGetInfoLogARB(object, log_length, &log_length, log.data());
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globalErrorStream() << StringRange(log.begin(), log.begin() + log_length) << "\n";
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}
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void createShader(GLhandleARB program, const char* filename, GLenum type)
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{
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GLhandleARB shader = glCreateShaderObjectARB(type);
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GlobalOpenGL_debugAssertNoErrors();
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// load shader
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{
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std::size_t size = file_size(filename);
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FileInputStream file(filename);
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ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
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Array<GLcharARB> buffer(size);
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size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
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const GLcharARB* string = buffer.data();
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GLint length = GLint(size);
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glShaderSourceARB(shader, 1, &string, &length);
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}
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// compile shader
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{
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glCompileShaderARB(shader);
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GLint compiled = 0;
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glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
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if(!compiled)
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{
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printShaderLog(shader);
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}
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ASSERT_MESSAGE(compiled, "shader compile failed: " << makeQuoted(filename));
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}
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// attach shader
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glAttachObjectARB(program, shader);
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glDeleteObjectARB(shader);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void GLSLProgram_link(GLhandleARB program)
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{
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glLinkProgramARB(program);
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GLint linked = false;
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glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
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if(!linked)
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{
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printShaderLog(program);
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}
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ASSERT_MESSAGE(linked, "program link failed");
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}
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void GLSLProgram_validate(GLhandleARB program)
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{
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glValidateProgramARB(program);
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GLint validated = false;
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glGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
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if(!validated)
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{
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printShaderLog(program);
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}
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ASSERT_MESSAGE(validated, "program validation failed");
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}
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bool g_bumpGLSLPass_enabled = false;
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bool g_depthfillPass_enabled = false;
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class GLProgram
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{
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public:
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virtual void enable() = 0;
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virtual void disable() = 0;
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virtual void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light) = 0;
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};
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class GLSLBumpProgram : public GLProgram
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{
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public:
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GLhandleARB m_program;
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qtexture_t* m_light_attenuation_xy;
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qtexture_t* m_light_attenuation_z;
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GLint u_view_origin;
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GLint u_light_origin;
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GLint u_light_color;
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GLint u_bump_scale;
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GLint u_specular_exponent;
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GLSLBumpProgram() : m_program(0), m_light_attenuation_xy(0), m_light_attenuation_z(0)
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{
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}
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void create()
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{
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// create program
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m_program = glCreateProgramObjectARB();
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// create shader
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{
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StringOutputStream filename(256);
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filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
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createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
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filename.clear();
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filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
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createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
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}
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GLSLProgram_link(m_program);
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GLSLProgram_validate(m_program);
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glUseProgramObjectARB(m_program);
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glBindAttribLocationARB(m_program, c_attr_TexCoord0, "attr_TexCoord0");
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glBindAttribLocationARB(m_program, c_attr_Tangent, "attr_Tangent");
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glBindAttribLocationARB(m_program, c_attr_Binormal, "attr_Binormal");
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glUniform1iARB(glGetUniformLocationARB(m_program, "u_diffusemap"), 0);
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glUniform1iARB(glGetUniformLocationARB(m_program, "u_bumpmap"), 1);
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glUniform1iARB(glGetUniformLocationARB(m_program, "u_specularmap"), 2);
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glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_xy"), 3);
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glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_z"), 4);
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u_view_origin = glGetUniformLocationARB(m_program, "u_view_origin");
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u_light_origin = glGetUniformLocationARB(m_program, "u_light_origin");
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u_light_color = glGetUniformLocationARB(m_program, "u_light_color");
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u_bump_scale = glGetUniformLocationARB(m_program, "u_bump_scale");
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u_specular_exponent = glGetUniformLocationARB(m_program, "u_specular_exponent");
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glUseProgramObjectARB(0);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void destroy()
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{
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glDeleteObjectARB(m_program);
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m_program = 0;
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}
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void enable()
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{
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glUseProgramObjectARB(m_program);
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glEnableVertexAttribArrayARB(c_attr_TexCoord0);
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glEnableVertexAttribArrayARB(c_attr_Tangent);
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glEnableVertexAttribArrayARB(c_attr_Binormal);
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GlobalOpenGL_debugAssertNoErrors();
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debug_string("enable bump");
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g_bumpGLSLPass_enabled = true;
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}
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void disable()
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{
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glUseProgramObjectARB(0);
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glDisableVertexAttribArrayARB(c_attr_TexCoord0);
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glDisableVertexAttribArrayARB(c_attr_Tangent);
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glDisableVertexAttribArrayARB(c_attr_Binormal);
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GlobalOpenGL_debugAssertNoErrors();
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debug_string("disable bump");
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g_bumpGLSLPass_enabled = false;
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}
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void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
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{
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Matrix4 world2local(localToWorld);
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matrix4_affine_invert(world2local);
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Vector3 localLight(origin);
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matrix4_transform_point(world2local, localLight);
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Vector3 localViewer(viewer);
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matrix4_transform_point(world2local, localViewer);
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Matrix4 local2light(world2light);
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matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
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glUniform3fARB(u_view_origin, localViewer.x(), localViewer.y(), localViewer.z());
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glUniform3fARB(u_light_origin, localLight.x(), localLight.y(), localLight.z());
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glUniform3fARB(u_light_color, colour.x(), colour.y(), colour.z());
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glUniform1fARB(u_bump_scale, 1.0);
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glUniform1fARB(u_specular_exponent, 32.0);
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glActiveTexture(GL_TEXTURE3);
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glClientActiveTexture(GL_TEXTURE3);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
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glMatrixMode(GL_MODELVIEW);
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GlobalOpenGL_debugAssertNoErrors();
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}
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};
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GLSLBumpProgram g_bumpGLSL;
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class GLSLDepthFillProgram : public GLProgram
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{
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public:
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GLhandleARB m_program;
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void create()
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{
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// create program
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m_program = glCreateProgramObjectARB();
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// create shader
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{
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StringOutputStream filename(256);
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filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
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createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
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filename.clear();
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filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
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createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
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}
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GLSLProgram_link(m_program);
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GLSLProgram_validate(m_program);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void destroy()
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{
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glDeleteObjectARB(m_program);
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m_program = 0;
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}
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void enable()
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{
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glUseProgramObjectARB(m_program);
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GlobalOpenGL_debugAssertNoErrors();
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debug_string("enable depthfill");
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g_depthfillPass_enabled = true;
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}
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void disable()
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{
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glUseProgramObjectARB(0);
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GlobalOpenGL_debugAssertNoErrors();
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debug_string("disable depthfill");
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g_depthfillPass_enabled = false;
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}
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void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
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{
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}
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};
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GLSLDepthFillProgram g_depthFillGLSL;
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// ARB path
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void createProgram(const char* filename, GLenum type)
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{
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std::size_t size = file_size(filename);
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FileInputStream file(filename);
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ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
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Array<GLcharARB> buffer(size);
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size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
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glProgramStringARB(type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei(size), buffer.data());
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if(GL_INVALID_OPERATION == glGetError())
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{
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GLint errPos;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
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const GLubyte* errString = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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globalErrorStream() << reinterpret_cast<const char*>(filename) << ":" << errPos << "\n" << reinterpret_cast<const char*>(errString);
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ERROR_MESSAGE("error in gl program");
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}
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}
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class ARBBumpProgram : public GLProgram
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{
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public:
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GLuint m_vertex_program;
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GLuint m_fragment_program;
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void create()
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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{
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glGenProgramsARB(1, &m_vertex_program);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
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StringOutputStream filename(256);
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filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
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createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
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glGenProgramsARB(1, &m_fragment_program);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
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filename.clear();
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filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
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createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
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}
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void destroy()
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{
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glDeleteProgramsARB(1, &m_vertex_program);
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glDeleteProgramsARB(1, &m_fragment_program);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void enable()
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{
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
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glEnableVertexAttribArrayARB(8);
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glEnableVertexAttribArrayARB(9);
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glEnableVertexAttribArrayARB(10);
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glEnableVertexAttribArrayARB(11);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void disable()
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{
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisableVertexAttribArrayARB(8);
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glDisableVertexAttribArrayARB(9);
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glDisableVertexAttribArrayARB(10);
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glDisableVertexAttribArrayARB(11);
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GlobalOpenGL_debugAssertNoErrors();
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}
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void setParameters(const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light)
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{
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Matrix4 world2local(localToWorld);
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matrix4_affine_invert(world2local);
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Vector3 localLight(origin);
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matrix4_transform_point(world2local, localLight);
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Vector3 localViewer(viewer);
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matrix4_transform_point(world2local, localViewer);
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Matrix4 local2light(world2light);
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matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
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// view origin
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0);
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// light origin
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1);
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// light colour
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0);
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// 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
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state.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
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state.m_sort = OpenGLState::eSortOverlayFirst;
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#else
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state.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
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state.m_sort = OpenGLState::eSortGUI1;
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state.m_depthfunc = GL_LEQUAL;
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|
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OpenGLState& hiddenLine = appendDefaultPass();
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hiddenLine.m_state = RENDER_COLOUR | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_LINESTIPPLE;
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hiddenLine.m_sort = OpenGLState::eSortGUI0;
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hiddenLine.m_depthfunc = GL_GREATER;
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#endif
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}
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else if(string_equal(name+1, "FLATSHADE_OVERLAY"))
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{
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state.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOUR | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
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state.m_sort = OpenGLState::eSortGUI1;
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state.m_depthfunc = GL_LEQUAL;
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|
|
|
OpenGLState& hiddenLine = appendDefaultPass();
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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;
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hiddenLine.m_sort = OpenGLState::eSortGUI0;
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hiddenLine.m_depthfunc = GL_GREATER;
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}
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else if(string_equal(name+1, "CLIPPER_OVERLAY"))
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{
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state.m_colour[0] = g_xywindow_globals.color_clipper[0];
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state.m_colour[1] = g_xywindow_globals.color_clipper[1];
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state.m_colour[2] = g_xywindow_globals.color_clipper[2];
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state.m_colour[3] = 1;
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|
state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_FILL | RENDER_POLYGONSTIPPLE;
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state.m_sort = OpenGLState::eSortOverlayFirst;
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}
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else if(string_equal(name+1, "OVERBRIGHT"))
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{
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const float lightScale = 2;
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state.m_colour[0] = lightScale * 0.5f;
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state.m_colour[1] = lightScale * 0.5f;
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state.m_colour[2] = lightScale * 0.5f;
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|
state.m_colour[3] = 0.5;
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state.m_state = RENDER_FILL|RENDER_BLEND|RENDER_COLOURWRITE|RENDER_SCREEN;
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state.m_sort = OpenGLState::eSortOverbrighten;
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state.m_blend_src = GL_DST_COLOR;
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state.m_blend_dst = GL_SRC_COLOR;
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}
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else
|
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{
|
|
// default to something recognisable.. =)
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ERROR_MESSAGE("hardcoded renderstate not found");
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state.m_colour[0] = 1;
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state.m_colour[1] = 0;
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state.m_colour[2] = 1;
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state.m_colour[3] = 1;
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state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
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state.m_sort = OpenGLState::eSortFirst;
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}
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break;
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|
default:
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// construction from IShader
|
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m_shader = QERApp_Shader_ForName(name);
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|
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if(g_ShaderCache->lightingSupported() && g_ShaderCache->lightingEnabled() && m_shader->getBump() != 0 && m_shader->getBump()->texture_number != 0) // is a bump shader
|
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{
|
|
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());
|