/* ** gl_renderstate.cpp ** Render state maintenance ** **--------------------------------------------------------------------------- ** Copyright 2009 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "gl/data/gl_data.h" #include "gl/system/gl_cvars.h" #include "gl/shaders/gl_shader.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_colormap.h" void gl_SetTextureMode(int type); FRenderState gl_RenderState; int FStateAttr::ChangeCounter; CVAR(Bool, gl_direct_state_change, true, 0) //========================================================================== // // // //========================================================================== void FRenderState::Reset() { mTextureEnabled = true; mBrightmapEnabled = mFogEnabled = mGlowEnabled = mLightEnabled = false; ffTextureEnabled = ffFogEnabled = false; mSpecialEffect = ffSpecialEffect = EFF_NONE; mFogColor.d = ffFogColor.d = -1; mFogDensity = ffFogDensity = 0; mTextureMode = ffTextureMode = -1; mSrcBlend = GL_SRC_ALPHA; mDstBlend = GL_ONE_MINUS_SRC_ALPHA; glSrcBlend = glDstBlend = -1; glAlphaFunc = -1; mAlphaFunc = GL_GEQUAL; mAlphaThreshold = 0.5f; mBlendEquation = GL_FUNC_ADD; glBlendEquation = -1; m2D = true; } //========================================================================== // // Set texture shader info // //========================================================================== int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime) { bool usecmshader; int softwarewarp = 0; if (shaderindex == 3) { // Brightmap should not be used. if (!mBrightmapEnabled || cm >= CM_FIRSTSPECIALCOLORMAP) { shaderindex = 0; } } if (gl.shadermodel == 4) { usecmshader = cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK; } else if (gl.shadermodel == 3) { usecmshader = (cameratexture || gl_colormap_shader) && cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK; if (!gl_brightmap_shader && shaderindex == 3) { shaderindex = 0; } else if (!gl_warp_shader && shaderindex !=3) { if (shaderindex <= 2) softwarewarp = shaderindex; shaderindex = 0; } } else { usecmshader = cameratexture; softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0; shaderindex = 0; } mEffectState = shaderindex; mColormapState = usecmshader? cm : CM_DEFAULT; if (usecmshader) cm = CM_DEFAULT; mWarpTime = warptime; return softwarewarp; } //========================================================================== // // Apply shader settings // //========================================================================== bool FRenderState::ApplyShader() { bool useshaders = false; FShader *activeShader = NULL; if (mSpecialEffect > 0 && gl.shadermodel > 2) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect); } else { switch (gl.shadermodel) { case 2: useshaders = (mTextureEnabled && mColormapState != CM_DEFAULT); break; case 3: useshaders = ( mEffectState != 0 || // special shaders (mFogEnabled && (gl_fogmode == 2 || gl_fog_shader) && gl_fogmode != 0) || // fog requires a shader (mTextureEnabled && (mEffectState != 0 || mColormapState)) || // colormap mGlowEnabled // glow requires a shader ); break; case 4: useshaders = (!m2D || mEffectState != 0 || mColormapState); // all 3D rendering and 2D with texture effects. break; default: break; } if (useshaders) { FShaderContainer *shd = GLRenderer->mShaderManager->Get(mTextureEnabled? mEffectState : 4); if (shd != NULL) { activeShader = shd->Bind(mColormapState, mGlowEnabled, mWarpTime, mLightEnabled); } } } if (activeShader) { int fogset = 0; if (mFogEnabled) { if ((mFogColor & 0xffffff) == 0) { fogset = gl_fogmode; } else { fogset = -gl_fogmode; } } if (fogset != activeShader->currentfogenabled) { gl.Uniform1i(activeShader->fogenabled_index, (activeShader->currentfogenabled = fogset)); } if (mTextureMode != activeShader->currenttexturemode) { gl.Uniform1i(activeShader->texturemode_index, (activeShader->currenttexturemode = mTextureMode)); } if (activeShader->currentcamerapos.Update(&mCameraPos)) { gl.Uniform3fv(activeShader->camerapos_index, 1, mCameraPos.vec); } /*if (mLightParms[0] != activeShader->currentlightfactor || mLightParms[1] != activeShader->currentlightdist || mFogDensity != activeShader->currentfogdensity)*/ { const float LOG2E = 1.442692f; // = 1/log(2) //activeShader->currentlightdist = mLightParms[1]; //activeShader->currentlightfactor = mLightParms[0]; //activeShader->currentfogdensity = mFogDensity; // premultiply the density with as much as possible here to reduce shader // execution time. gl.VertexAttrib4f(VATTR_FOGPARAMS, mLightParms[0], mLightParms[1], mFogDensity * (-LOG2E / 64000.f), 0); } if (mFogColor != activeShader->currentfogcolor) { activeShader->currentfogcolor = mFogColor; gl.Uniform4f (activeShader->fogcolor_index, mFogColor.r/255.f, mFogColor.g/255.f, mFogColor.b/255.f, 0); } if (mGlowEnabled) { gl.Uniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec); gl.Uniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec); } if (mLightEnabled) { gl.Uniform3iv(activeShader->lightrange_index, 1, mNumLights); gl.Uniform4fv(activeShader->lights_index, mNumLights[2], mLightData); } if (glset.lightmode == 8) { gl.Uniform3fv(activeShader->dlightcolor_index, 1, mDynLight); } return true; } return false; } //========================================================================== // // Apply State // //========================================================================== void FRenderState::Apply(bool forcenoshader) { if (!gl_direct_state_change) { if (mSrcBlend != glSrcBlend || mDstBlend != glDstBlend) { glSrcBlend = mSrcBlend; glDstBlend = mDstBlend; glBlendFunc(mSrcBlend, mDstBlend); } if (mAlphaFunc != glAlphaFunc || mAlphaThreshold != glAlphaThreshold) { glAlphaFunc = mAlphaFunc; glAlphaThreshold = mAlphaThreshold; ::glBlendFunc(mAlphaFunc, mAlphaThreshold); } if (mAlphaTest != glAlphaTest) { glAlphaTest = mAlphaTest; if (mAlphaTest) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); } if (mBlendEquation != glBlendEquation) { glBlendEquation = mBlendEquation; gl.BlendEquation(mBlendEquation); } } if (forcenoshader || !ApplyShader()) { GLRenderer->mShaderManager->SetActiveShader(NULL); if (mTextureMode != ffTextureMode) { gl_SetTextureMode((ffTextureMode = mTextureMode)); } if (mTextureEnabled != ffTextureEnabled) { if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); } if (mFogEnabled != ffFogEnabled) { if ((ffFogEnabled = mFogEnabled)) { glEnable(GL_FOG); } else glDisable(GL_FOG); } if (mFogEnabled) { if (ffFogColor != mFogColor) { ffFogColor = mFogColor; GLfloat FogColor[4]={mFogColor.r/255.0f,mFogColor.g/255.0f,mFogColor.b/255.0f,0.0f}; glFogfv(GL_FOG_COLOR, FogColor); } if (ffFogDensity != mFogDensity) { glFogf(GL_FOG_DENSITY, mFogDensity/64000.f); ffFogDensity=mFogDensity; } } if (mSpecialEffect != ffSpecialEffect) { switch (ffSpecialEffect) { case EFF_SPHEREMAP: glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_S); default: break; } switch (mSpecialEffect) { case EFF_SPHEREMAP: // Use sphere mapping for this glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_S); glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP); glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP); break; default: break; } ffSpecialEffect = mSpecialEffect; } } }