/* ** 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 "templates.h" #include "gl/system/gl_system.h" #include "gl/system/gl_interface.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.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; CVAR(Bool, gl_direct_state_change, true, 0) static VSMatrix identityMatrix(1); TArray gl_MatrixStack; //========================================================================== // // // //========================================================================== void FRenderState::Reset() { mTextureEnabled = true; mBrightmapEnabled = mFogEnabled = mGlowEnabled = mLightEnabled = false; mFogColor.d = -1; mTextureMode = -1; mDesaturation = 0; mSrcBlend = GL_SRC_ALPHA; mDstBlend = GL_ONE_MINUS_SRC_ALPHA; glSrcBlend = glDstBlend = -1; mAlphaThreshold = 0.5f; mBlendEquation = GL_FUNC_ADD; mObjectColor = 0xffffffff; glBlendEquation = -1; m2D = true; mVertexBuffer = mCurrentVertexBuffer = NULL; mColormapState = CM_DEFAULT; mLightParms[3] = -1.f; mSpecialEffect = EFF_NONE; mClipHeightTop = 65536.f; mClipHeightBottom = -65536.f; } //========================================================================== // // Apply shader settings // //========================================================================== bool FRenderState::ApplyShader() { FShader *activeShader; if (mSpecialEffect > EFF_NONE) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect); } else { // todo: check how performance is affected by using 'discard' in a shader and if necessary create a separate set of discard-less shaders. activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4); activeShader->Bind(); } int fogset = 0; if (mFogEnabled) { if ((mFogColor & 0xffffff) == 0) { fogset = gl_fogmode; } else { fogset = -gl_fogmode; } } glVertexAttrib4fv(VATTR_COLOR, mColor.vec); activeShader->muDesaturation.Set(mDesaturation / 255.f); activeShader->muFogEnabled.Set(fogset); activeShader->muTextureMode.Set(mTextureMode); activeShader->muCameraPos.Set(mCameraPos.vec); activeShader->muLightParms.Set(mLightParms); activeShader->muFogColor.Set(mFogColor); activeShader->muObjectColor.Set(mObjectColor); activeShader->muDynLightColor.Set(mDynColor.vec); activeShader->muInterpolationFactor.Set(mInterpolationFactor); activeShader->muClipHeightTop.Set(mClipHeightTop); activeShader->muClipHeightBottom.Set(mClipHeightBottom); activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f); #ifndef CORE_PROFILE if (!(gl.flags & RFL_COREPROFILE)) { if (mAlphaThreshold != glAlphaThreshold) { glAlphaThreshold = mAlphaThreshold; if (mAlphaThreshold < 0.f) { glDisable(GL_ALPHA_TEST); } else { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, mAlphaThreshold); } } } else #endif { activeShader->muAlphaThreshold.Set(mAlphaThreshold); } if (mGlowEnabled) { activeShader->muGlowTopColor.Set(mGlowTop.vec); activeShader->muGlowBottomColor.Set(mGlowBottom.vec); activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec); activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec); activeShader->currentglowstate = 1; } else if (activeShader->currentglowstate) { // if glowing is on, disable it. static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f }; activeShader->muGlowTopColor.Set(nulvec); activeShader->muGlowBottomColor.Set(nulvec); activeShader->muGlowTopPlane.Set(nulvec); activeShader->muGlowBottomPlane.Set(nulvec); activeShader->currentglowstate = 0; } if (mLightEnabled) { activeShader->muLightRange.Set(mNumLights); glUniform4fv(activeShader->lights_index, mNumLights[3], mLightData); } else { static const int nulint[] = { 0, 0, 0, 0 }; activeShader->muLightRange.Set(nulint); } if (mColormapState != activeShader->currentfixedcolormap) { float r, g, b; activeShader->currentfixedcolormap = mColormapState; if (mColormapState == CM_DEFAULT) { activeShader->muFixedColormap.Set(0); } else if (mColormapState < CM_MAXCOLORMAP) { FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP]; float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0], scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f }; activeShader->muFixedColormap.Set(1); activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f); activeShader->muColormapRange.Set(m); } else if (mColormapState == CM_FOGLAYER) { activeShader->muFixedColormap.Set(3); } else if (mColormapState == CM_LITE) { if (gl_enhanced_nightvision) { r = 0.375f, g = 1.0f, b = 0.375f; } else { r = g = b = 1.f; } activeShader->muFixedColormap.Set(2); activeShader->muColormapStart.Set(r, g, b, 1.f); } else if (mColormapState >= CM_TORCH) { int flicker = mColormapState - CM_TORCH; r = (0.8f + (7 - flicker) / 70.0f); if (r > 1.0f) r = 1.0f; b = g = r; if (gl_enhanced_nightvision) b = g * 0.75f; activeShader->muFixedColormap.Set(2); activeShader->muColormapStart.Set(r, g, b, 1.f); } } if (mTextureMatrixEnabled) { mTextureMatrix.matrixToGL(activeShader->texturematrix_index); activeShader->currentTextureMatrixState = true; } else if (activeShader->currentTextureMatrixState) { activeShader->currentTextureMatrixState = false; identityMatrix.matrixToGL(activeShader->texturematrix_index); } if (mModelMatrixEnabled) { mModelMatrix.matrixToGL(activeShader->modelmatrix_index); activeShader->currentModelMatrixState = true; } else if (activeShader->currentModelMatrixState) { activeShader->currentModelMatrixState = false; identityMatrix.matrixToGL(activeShader->modelmatrix_index); } return true; } //========================================================================== // // Apply State // //========================================================================== void FRenderState::Apply() { if (!gl_direct_state_change) { if (mSrcBlend != glSrcBlend || mDstBlend != glDstBlend) { glSrcBlend = mSrcBlend; glDstBlend = mDstBlend; glBlendFunc(mSrcBlend, mDstBlend); } if (mBlendEquation != glBlendEquation) { glBlendEquation = mBlendEquation; ::glBlendEquation(mBlendEquation); } } if (mVertexBuffer != mCurrentVertexBuffer) { if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0); else mVertexBuffer->BindVBO(); mCurrentVertexBuffer = mVertexBuffer; } ApplyShader(); } void FRenderState::ApplyMatrices() { if (GLRenderer->mShaderManager != NULL) { GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix); } }