qzdoom/src/gl/renderer/gl_renderstate.cpp

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/*
** 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)
//==========================================================================
//
//
//
//==========================================================================
void FRenderState::Reset()
{
mTextureEnabled = true;
mBrightmapEnabled = mFogEnabled = mGlowEnabled = mLightEnabled = false;
ffTextureEnabled = ffFogEnabled = false;
mSpecialEffect = ffSpecialEffect = EFF_NONE;
mFogColor.d = ffFogColor.d = -1;
ffFogDensity = 0;
mTextureMode = ffTextureMode = -1;
mDesaturation = 0;
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;
mObjectColor = 0xffffffff;
glBlendEquation = -1;
m2D = true;
mVertexBuffer = mCurrentVertexBuffer = NULL;
mColormapState = CM_DEFAULT;
mLightParms[3] = -1.f;
}
//==========================================================================
//
// Set texture shader info
//
//==========================================================================
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int FRenderState::SetupShader(int &shaderindex, float warptime)
{
int softwarewarp = 0;
if (gl.hasGLSL())
{
mEffectState = shaderindex;
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if (shaderindex > 0) GLRenderer->mShaderManager->SetWarpSpeed(shaderindex, warptime);
}
else
{
softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0;
shaderindex = 0;
}
return softwarewarp;
}
//==========================================================================
//
// Apply shader settings
//
//==========================================================================
bool FRenderState::ApplyShader()
{
if (gl.hasGLSL())
{
FShader *activeShader;
if (mSpecialEffect > 0)
{
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
}
else
{
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
activeShader->Bind();
}
int fogset = 0;
//glColor4fv(mColor.vec);
if (mFogEnabled)
{
if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
glColor4fv(mColor.vec);
activeShader->muDesaturation.Set(mDesaturation);
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);
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);
}
}
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())
{
//if (mColor.vec[0] >= 0.f) glColor4fv(mColor.vec);
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 != mLightParms[2])
{
const float LOG2E = 1.442692f; // = 1/log(2)
glFogf(GL_FOG_DENSITY, -mLightParms[2] / LOG2E);
ffFogDensity = mLightParms[2];
}
}
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;
}
// Now compose the final color for this...
float realcolor[4];
realcolor[0] = clamp<float>((mColor.vec[0] + mDynColor.r / 255.f), 0.f, 1.f) * (mObjectColor.r / 255.f);
realcolor[1] = clamp<float>((mColor.vec[1] + mDynColor.g / 255.f), 0.f, 1.f) * (mObjectColor.g / 255.f);
realcolor[2] = clamp<float>((mColor.vec[2] + mDynColor.b / 255.f), 0.f, 1.f) * (mObjectColor.b / 255.f);
realcolor[3] = mColor.vec[3] * (mObjectColor.a / 255.f);
glColor4fv(realcolor);
}
}