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