// //--------------------------------------------------------------------------- // // Copyright(C) 2009-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_renderstate.cpp ** Render state maintenance ** */ #include "templates.h" #include "doomstat.h" #include "r_data/colormaps.h" #include "gl_load/gl_system.h" #include "gl_load/gl_interface.h" #include "gl/data/gl_vertexbuffer.h" #include "hwrenderer/utility/hw_cvars.h" #include "gl/shaders/gl_shader.h" #include "gl/renderer/gl_renderer.h" #include "gl/dynlights//gl_lightbuffer.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/textures/gl_hwtexture.h" void gl_SetTextureMode(int type); FRenderState gl_RenderState; CVAR(Bool, gl_direct_state_change, true, 0) static VSMatrix identityMatrix(1); TArray gl_MatrixStack; static void matrixToGL(const VSMatrix &mat, int loc) { glUniformMatrix4fv(loc, 1, false, (float*)&mat); } //========================================================================== // // // //========================================================================== void FRenderState::Reset() { mTextureEnabled = true; mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false; mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true; currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true; mFogColor.d = -1; mTextureMode = -1; mDesaturation = 0; mSrcBlend = GL_SRC_ALPHA; mDstBlend = GL_ONE_MINUS_SRC_ALPHA; mAlphaThreshold = 0.5f; mBlendEquation = GL_FUNC_ADD; mModelMatrixEnabled = false; mTextureMatrixEnabled = false; mObjectColor = 0xffffffff; mObjectColor2 = 0; mVertexBuffer = mCurrentVertexBuffer = NULL; mSoftLight = 0; mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f; mLightParms[3] = -1.f; mSpecialEffect = EFF_NONE; mGlossiness = 0.0f; mSpecularLevel = 0.0f; mShaderTimer = 0.0f; ClearClipSplit(); stSrcBlend = stDstBlend = -1; stBlendEquation = -1; stAlphaThreshold = -1.f; stAlphaTest = 0; mLastDepthClamp = true; mInterpolationFactor = 0.0f; mColor.Set(1.0f, 1.0f, 1.0f, 1.0f); mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f); mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f); mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f); mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f); mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f); mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f); mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f); mEffectState = 0; activeShader = nullptr; mModelMatrix.loadIdentity(); mTextureMatrix.loadIdentity(); mPassType = NORMAL_PASS; } //========================================================================== // // Apply shader settings // //========================================================================== bool FRenderState::ApplyShader() { static uint64_t firstFrame = 0; // if firstFrame is not yet initialized, initialize it to current time // if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1 << 24) || level.ShaderStartTime >= firstFrame) firstFrame = screen->FrameTime; static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f }; if (mSpecialEffect > EFF_NONE) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType); } else { activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType); activeShader->Bind(); } glVertexAttrib4fv(VATTR_COLOR, mColor.vec); glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec); activeShader->muDesaturation.Set(mDesaturation / 255.f); activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode); float fds = mLightParms[2]; if (!mFogEnabled) mLightParms[2] = 0; activeShader->muLightParms.Set(mLightParms); mLightParms[2] = fds; activeShader->muFogColor.Set(mFogColor); activeShader->muObjectColor.Set(mObjectColor); activeShader->muObjectColor2.Set(mObjectColor2); activeShader->muDynLightColor.Set(mDynColor.vec); activeShader->muInterpolationFactor.Set(mInterpolationFactor); activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.); activeShader->muAlphaThreshold.Set(mAlphaThreshold); activeShader->muLightIndex.Set(-1); activeShader->muClipSplit.Set(mClipSplit); activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel); if (mGlowEnabled) { activeShader->muGlowTopColor.Set(mGlowTop.vec); activeShader->muGlowBottomColor.Set(mGlowBottom.vec); activeShader->currentglowstate = 1; } else if (activeShader->currentglowstate) { // if glowing is on, disable it. activeShader->muGlowTopColor.Set(nulvec); activeShader->muGlowBottomColor.Set(nulvec); activeShader->currentglowstate = 0; } if (mGlowEnabled || mObjectColor2.a != 0) { activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec); activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec); } if (mSplitEnabled) { activeShader->muSplitTopPlane.Set(mSplitTopPlane.vec); activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec); activeShader->currentsplitstate = 1; } else if (activeShader->currentsplitstate) { activeShader->muSplitTopPlane.Set(nulvec); activeShader->muSplitBottomPlane.Set(nulvec); activeShader->currentsplitstate = 0; } if (mTextureMatrixEnabled) { matrixToGL(mTextureMatrix, activeShader->texturematrix_index); activeShader->currentTextureMatrixState = true; } else if (activeShader->currentTextureMatrixState) { activeShader->currentTextureMatrixState = false; matrixToGL(identityMatrix, activeShader->texturematrix_index); } if (mModelMatrixEnabled) { matrixToGL(mModelMatrix, activeShader->modelmatrix_index); VSMatrix norm; norm.computeNormalMatrix(mModelMatrix); matrixToGL(norm, activeShader->normalmodelmatrix_index); activeShader->currentModelMatrixState = true; } else if (activeShader->currentModelMatrixState) { activeShader->currentModelMatrixState = false; matrixToGL(identityMatrix, activeShader->modelmatrix_index); matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index); } return true; } //========================================================================== // // Apply State // //========================================================================== void FRenderState::Apply() { if (!gl_direct_state_change) { if (mSrcBlend != stSrcBlend || mDstBlend != stDstBlend) { stSrcBlend = mSrcBlend; stDstBlend = mDstBlend; glBlendFunc(mSrcBlend, mDstBlend); } if (mBlendEquation != stBlendEquation) { stBlendEquation = mBlendEquation; glBlendEquation(mBlendEquation); } } //ApplyColorMask(); I don't think this is needed. if (mVertexBuffer != mCurrentVertexBuffer) { if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0); else mVertexBuffer->BindVBO(); mCurrentVertexBuffer = mVertexBuffer; } ApplyShader(); } void FRenderState::ApplyColorMask() { if ((mColorMask[0] != currentColorMask[0]) || (mColorMask[1] != currentColorMask[1]) || (mColorMask[2] != currentColorMask[2]) || (mColorMask[3] != currentColorMask[3])) { glColorMask(mColorMask[0], mColorMask[1], mColorMask[2], mColorMask[3]); currentColorMask[0] = mColorMask[0]; currentColorMask[1] = mColorMask[1]; currentColorMask[2] = mColorMask[2]; currentColorMask[3] = mColorMask[3]; } } void FRenderState::ApplyLightIndex(int index) { if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER) { index = GLRenderer->mLights->BindUBO(index); } activeShader->muLightIndex.Set(index); } //=========================================================================== // // Binds a texture to the renderer // //=========================================================================== void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture) { if (mat->tex->bHasCanvas) { mTempTM = TM_OPAQUE; } else { mTempTM = TM_MODULATE; } mEffectState = overrideshader >= 0 ? overrideshader : mat->mShaderIndex; mShaderTimer = mat->tex->shaderspeed; SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel); auto tex = mat->tex; if (tex->UseType == ETextureType::SWCanvas) clampmode = CLAMP_NOFILTER; if (tex->bHasCanvas) clampmode = CLAMP_CAMTEX; else if ((tex->bWarped || tex->shaderindex >= FIRST_USER_SHADER) && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE; // avoid rebinding the same texture multiple times. if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return; lastMaterial = mat; lastClamp = clampmode; lastTranslation = translation; int usebright = false; int maxbound = 0; // Textures that are already scaled in the texture lump will not get replaced by hires textures. int flags = mat->isExpanded() ? CTF_Expand : (gl_texture_usehires && tex->Scale.X == 1 && tex->Scale.Y == 1 && clampmode <= CLAMP_XY) ? CTF_CheckHires : 0; int numLayers = mat->GetLayers(); auto base = static_cast(mat->GetLayer(0)); if (base->BindOrCreate(tex, 0, clampmode, translation, flags)) { for (int i = 1; i(mat->GetLayer(i, &layer)); systex->BindOrCreate(layer, i, clampmode, 0, mat->isExpanded() ? CTF_Expand : 0); maxbound = i; } } // unbind everything from the last texture that's still active for (int i = maxbound + 1; i <= maxBoundMaterial; i++) { FHardwareTexture::Unbind(i); maxBoundMaterial = maxbound; } }