/* ** 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/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; 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; mVertexBuffer = mCurrentVertexBuffer = NULL; } //========================================================================== // // Set texture shader info // //========================================================================== int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime) { int softwarewarp = 0; if (gl.hasGLSL()) { if (shaderindex == 3) { // Brightmap should not be used. if (!mBrightmapEnabled || cm >= CM_FIRSTSPECIALCOLORMAP) { shaderindex = 0; } } mColormapState = cm; if (cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK) { cm = CM_DEFAULT; } mEffectState = shaderindex; mWarpTime = warptime; } else { if (cm != CM_SHADE) cm = CM_DEFAULT; softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0; shaderindex = 0; } return softwarewarp; } //========================================================================== // // Apply shader settings // //========================================================================== bool FRenderState::ApplyShader() { bool useshaders = false; FShader *activeShader = NULL; if (mSpecialEffect > 0 && gl.hasGLSL()) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect); } else if (gl.hasGLSL()) { useshaders = (!m2D || mEffectState != 0 || mColormapState); // all 3D rendering and 2D with texture effects. 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) { glUniform1i(activeShader->fogenabled_index, (activeShader->currentfogenabled = fogset)); } if (mTextureMode != activeShader->currenttexturemode) { glUniform1i(activeShader->texturemode_index, (activeShader->currenttexturemode = mTextureMode)); } if (activeShader->currentcamerapos.Update(&mCameraPos)) { glUniform3fv(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. glVertexAttrib4f(VATTR_FOGPARAMS, mLightParms[0], mLightParms[1], mFogDensity * (-LOG2E / 64000.f), 0); } if (mFogColor != activeShader->currentfogcolor) { activeShader->currentfogcolor = mFogColor; glUniform4f (activeShader->fogcolor_index, mFogColor.r/255.f, mFogColor.g/255.f, mFogColor.b/255.f, 0); } if (mGlowEnabled) { glUniform4fv(activeShader->glowtopcolor_index, 1, mGlowTop.vec); glUniform4fv(activeShader->glowbottomcolor_index, 1, mGlowBottom.vec); glUniform4fv(activeShader->glowtopplane_index, 1, mGlowTopPlane.vec); glUniform4fv(activeShader->glowbottomplane_index, 1, mGlowBottomPlane.vec); activeShader->currentglowstate = 1; } else if (activeShader->currentglowstate) { // if glowing is on, disable it. glUniform4f(activeShader->glowtopcolor_index, 0.f, 0.f, 0.f, 0.f); glUniform4f(activeShader->glowbottomcolor_index, 0.f, 0.f, 0.f, 0.f); activeShader->currentglowstate = 0; } if (mLightEnabled) { glUniform3iv(activeShader->lightrange_index, 1, mNumLights); glUniform4fv(activeShader->lights_index, mNumLights[2], mLightData); } if (glset.lightmode == 8) { glUniform3fv(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; ::glAlphaFunc(mAlphaFunc, mAlphaThreshold); } if (mAlphaTest != glAlphaTest) { glAlphaTest = mAlphaTest; if (mAlphaTest) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); } if (mBlendEquation != glBlendEquation) { glBlendEquation = mBlendEquation; ::glBlendEquation(mBlendEquation); } } if (mVertexBuffer != mCurrentVertexBuffer) { if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0); else mVertexBuffer->BindVBO(); mCurrentVertexBuffer = mVertexBuffer; } 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; } } }