gzdoom-gles/src/gl/renderer/gl_renderstate.cpp
2018-06-21 21:02:14 +02:00

329 lines
9.5 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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"
void gl_SetTextureMode(int type);
FRenderState gl_RenderState;
CVAR(Bool, gl_direct_state_change, true, 0)
CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
static VSMatrix identityMatrix(1);
TArray<VSMatrix> gl_MatrixStack;
static void matrixToGL(const VSMatrix &mat, int loc)
{
glUniformMatrix4fv(loc, 1, false, (float*)&mat);
}
//==========================================================================
//
//
//
//==========================================================================
void FRenderState::Reset()
{
mTextureEnabled = true;
mClipLineShouldBeActive = mClipLineEnabled = 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;
mClipHeight = 0.f;
mClipHeightDirection = 0.f;
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);
mCameraPos.Set(0.0f, 0.0f, 0.0f, 0.0f);
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);
mClipLine.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();
}
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
activeShader->muPalLightLevels.Set(static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8));
activeShader->muGlobVis.Set(GLRenderer->mGlobVis / 32.0f);
activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muCameraPos.Set(mCameraPos.vec);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muObjectColor2.Set(mObjectColor2);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight);
activeShader->muClipHeightDirection.Set(mClipHeightDirection);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(-1);
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muViewHeight.Set(viewheight);
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 (mClipLineEnabled)
{
activeShader->muClipLine.Set(mClipLine.vec);
activeShader->currentcliplinestate = 1;
}
else if (activeShader->currentcliplinestate)
{
activeShader->muClipLine.Set(-10000000.0, 0, 0, 0);
activeShader->currentcliplinestate = 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);
}
void FRenderState::SetClipHeight(float height, float direction)
{
mClipHeight = height;
mClipHeightDirection = direction;
if (gl.flags & RFL_NO_CLIP_PLANES) return;
if (direction != 0.f)
{
glEnable(GL_CLIP_DISTANCE0);
}
else
{
glDisable(GL_CLIP_DISTANCE0); // GL_CLIP_PLANE0 is the same value so no need to make a distinction
}
}