mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- started splitting the render state struct.
Reusable parts should be in hwrenderer later.
This commit is contained in:
parent
4603d01ba1
commit
a4f7fd2e46
2 changed files with 148 additions and 135 deletions
|
@ -59,24 +59,12 @@ static void matrixToGL(const VSMatrix &mat, int loc)
|
||||||
|
|
||||||
void FGLRenderState::Reset()
|
void FGLRenderState::Reset()
|
||||||
{
|
{
|
||||||
mTextureEnabled = true;
|
FRenderState::Reset();
|
||||||
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
mSplitEnabled = false;
|
||||||
mFogColor.d = -1;
|
|
||||||
mTextureMode = -1;
|
|
||||||
mDesaturation = 0;
|
|
||||||
mSrcBlend = GL_SRC_ALPHA;
|
mSrcBlend = GL_SRC_ALPHA;
|
||||||
mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
|
mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
|
||||||
mAlphaThreshold = 0.5f;
|
|
||||||
mBlendEquation = GL_FUNC_ADD;
|
mBlendEquation = GL_FUNC_ADD;
|
||||||
mModelMatrixEnabled = false;
|
|
||||||
mTextureMatrixEnabled = false;
|
|
||||||
mObjectColor = 0xffffffff;
|
|
||||||
mObjectColor2 = 0;
|
|
||||||
mVertexBuffer = mCurrentVertexBuffer = NULL;
|
mVertexBuffer = mCurrentVertexBuffer = NULL;
|
||||||
mSoftLight = 0;
|
|
||||||
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
|
|
||||||
mLightParms[3] = -1.f;
|
|
||||||
mSpecialEffect = EFF_NONE;
|
|
||||||
mGlossiness = 0.0f;
|
mGlossiness = 0.0f;
|
||||||
mSpecularLevel = 0.0f;
|
mSpecularLevel = 0.0f;
|
||||||
mShaderTimer = 0.0f;
|
mShaderTimer = 0.0f;
|
||||||
|
@ -84,23 +72,12 @@ void FGLRenderState::Reset()
|
||||||
|
|
||||||
stSrcBlend = stDstBlend = -1;
|
stSrcBlend = stDstBlend = -1;
|
||||||
stBlendEquation = -1;
|
stBlendEquation = -1;
|
||||||
stAlphaThreshold = -1.f;
|
|
||||||
stAlphaTest = 0;
|
stAlphaTest = 0;
|
||||||
mLastDepthClamp = true;
|
mLastDepthClamp = true;
|
||||||
mInterpolationFactor = 0.0f;
|
mInterpolationFactor = 0.0f;
|
||||||
|
|
||||||
mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
|
|
||||||
mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
|
||||||
mEffectState = 0;
|
mEffectState = 0;
|
||||||
activeShader = nullptr;
|
activeShader = nullptr;
|
||||||
mModelMatrix.loadIdentity();
|
|
||||||
mTextureMatrix.loadIdentity();
|
|
||||||
mPassType = NORMAL_PASS;
|
mPassType = NORMAL_PASS;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -74,31 +74,22 @@ enum EPassType
|
||||||
|
|
||||||
class FRenderState
|
class FRenderState
|
||||||
{
|
{
|
||||||
};
|
protected:
|
||||||
|
|
||||||
class FGLRenderState : public FRenderState
|
|
||||||
{
|
|
||||||
bool mTextureEnabled;
|
|
||||||
uint8_t mFogEnabled;
|
uint8_t mFogEnabled;
|
||||||
bool mGlowEnabled;
|
uint8_t mTextureEnabled:1;
|
||||||
bool mSplitEnabled;
|
uint8_t mGlowEnabled : 1;
|
||||||
bool mBrightmapEnabled;
|
uint8_t mBrightmapEnabled : 1;
|
||||||
|
uint8_t mModelMatrixEnabled : 1;
|
||||||
|
uint8_t mTextureMatrixEnabled : 1;
|
||||||
|
|
||||||
int mSpecialEffect;
|
int mSpecialEffect;
|
||||||
int mTextureMode;
|
int mTextureMode;
|
||||||
int mDesaturation;
|
int mDesaturation;
|
||||||
int mSoftLight;
|
int mSoftLight;
|
||||||
float mLightParms[4];
|
float mLightParms[4];
|
||||||
int mSrcBlend, mDstBlend;
|
|
||||||
float mAlphaThreshold;
|
|
||||||
int mBlendEquation;
|
|
||||||
bool mModelMatrixEnabled;
|
|
||||||
bool mTextureMatrixEnabled;
|
|
||||||
bool mLastDepthClamp;
|
|
||||||
float mInterpolationFactor;
|
|
||||||
float mGlossiness, mSpecularLevel;
|
|
||||||
float mShaderTimer;
|
|
||||||
|
|
||||||
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
|
float mAlphaThreshold;
|
||||||
|
|
||||||
FStateVec4 mNormal;
|
FStateVec4 mNormal;
|
||||||
FStateVec4 mColor;
|
FStateVec4 mColor;
|
||||||
FStateVec4 mGlowTop, mGlowBottom;
|
FStateVec4 mGlowTop, mGlowBottom;
|
||||||
|
@ -108,61 +99,41 @@ class FGLRenderState : public FRenderState
|
||||||
PalEntry mObjectColor;
|
PalEntry mObjectColor;
|
||||||
PalEntry mObjectColor2;
|
PalEntry mObjectColor2;
|
||||||
FStateVec4 mDynColor;
|
FStateVec4 mDynColor;
|
||||||
float mClipSplit[2];
|
|
||||||
|
|
||||||
int mEffectState;
|
|
||||||
int mTempTM = TM_MODULATE;
|
|
||||||
|
|
||||||
float stAlphaThreshold;
|
|
||||||
int stSrcBlend, stDstBlend;
|
|
||||||
bool stAlphaTest;
|
|
||||||
int stBlendEquation;
|
|
||||||
|
|
||||||
FShader *activeShader;
|
|
||||||
|
|
||||||
EPassType mPassType = NORMAL_PASS;
|
|
||||||
int mNumDrawBuffers = 1;
|
|
||||||
|
|
||||||
bool ApplyShader();
|
|
||||||
|
|
||||||
// Texture binding state
|
|
||||||
FMaterial *lastMaterial = nullptr;
|
|
||||||
int lastClamp = 0;
|
|
||||||
int lastTranslation = 0;
|
|
||||||
int maxBoundMaterial = -1;
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
VSMatrix mModelMatrix;
|
VSMatrix mModelMatrix;
|
||||||
VSMatrix mTextureMatrix;
|
VSMatrix mTextureMatrix;
|
||||||
|
|
||||||
FGLRenderState()
|
public:
|
||||||
|
|
||||||
|
void Reset()
|
||||||
{
|
{
|
||||||
Reset();
|
mTextureEnabled = true;
|
||||||
}
|
mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
||||||
|
mFogColor.d = -1;
|
||||||
|
mTextureMode = -1;
|
||||||
|
mDesaturation = 0;
|
||||||
|
mAlphaThreshold = 0.5f;
|
||||||
|
mModelMatrixEnabled = false;
|
||||||
|
mTextureMatrixEnabled = false;
|
||||||
|
mObjectColor = 0xffffffff;
|
||||||
|
mObjectColor2 = 0;
|
||||||
|
mSoftLight = 0;
|
||||||
|
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
|
||||||
|
mLightParms[3] = -1.f;
|
||||||
|
mSpecialEffect = EFF_NONE;
|
||||||
|
|
||||||
void Reset();
|
mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
void ClearLastMaterial()
|
mModelMatrix.loadIdentity();
|
||||||
{
|
mTextureMatrix.loadIdentity();
|
||||||
lastMaterial = nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
|
|
||||||
|
|
||||||
void Apply();
|
|
||||||
void ApplyLightIndex(int index);
|
|
||||||
|
|
||||||
void SetVertexBuffer(FVertexBuffer *vb)
|
|
||||||
{
|
|
||||||
mVertexBuffer = vb;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ResetVertexBuffer()
|
|
||||||
{
|
|
||||||
// forces rebinding with the next 'apply' call.
|
|
||||||
mCurrentVertexBuffer = NULL;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetNormal(FVector3 norm)
|
void SetNormal(FVector3 norm)
|
||||||
|
@ -229,24 +200,6 @@ public:
|
||||||
mGlowEnabled = on;
|
mGlowEnabled = on;
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnableSplit(bool on)
|
|
||||||
{
|
|
||||||
if (!(gl.flags & RFL_NO_CLIP_PLANES))
|
|
||||||
{
|
|
||||||
mSplitEnabled = on;
|
|
||||||
if (on)
|
|
||||||
{
|
|
||||||
glEnable(GL_CLIP_DISTANCE3);
|
|
||||||
glEnable(GL_CLIP_DISTANCE4);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
glDisable(GL_CLIP_DISTANCE3);
|
|
||||||
glDisable(GL_CLIP_DISTANCE4);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void EnableBrightmap(bool on)
|
void EnableBrightmap(bool on)
|
||||||
{
|
{
|
||||||
mBrightmapEnabled = on;
|
mBrightmapEnabled = on;
|
||||||
|
@ -305,12 +258,6 @@ public:
|
||||||
mObjectColor2 = pe;
|
mObjectColor2 = pe;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetSpecular(float glossiness, float specularLevel)
|
|
||||||
{
|
|
||||||
mGlossiness = glossiness;
|
|
||||||
mSpecularLevel = specularLevel;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SetFog(PalEntry c, float d)
|
void SetFog(PalEntry c, float d)
|
||||||
{
|
{
|
||||||
const float LOG2E = 1.442692f; // = 1/log(2)
|
const float LOG2E = 1.442692f; // = 1/log(2)
|
||||||
|
@ -329,6 +276,113 @@ public:
|
||||||
return mFogColor;
|
return mFogColor;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void AlphaFunc(int func, float thresh)
|
||||||
|
{
|
||||||
|
if (func == GL_GREATER) mAlphaThreshold = thresh;
|
||||||
|
else mAlphaThreshold = thresh - 0.001f;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
|
||||||
|
{
|
||||||
|
if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
|
||||||
|
{
|
||||||
|
EnableTextureMatrix(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
class FGLRenderState : public FRenderState
|
||||||
|
{
|
||||||
|
uint8_t mSplitEnabled : 1;
|
||||||
|
uint8_t mLastDepthClamp : 1;
|
||||||
|
|
||||||
|
int mSrcBlend, mDstBlend;
|
||||||
|
int mBlendEquation;
|
||||||
|
float mGlossiness, mSpecularLevel;
|
||||||
|
float mShaderTimer;
|
||||||
|
|
||||||
|
float mInterpolationFactor;
|
||||||
|
|
||||||
|
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
|
||||||
|
float mClipSplit[2];
|
||||||
|
|
||||||
|
int mEffectState;
|
||||||
|
int mTempTM = TM_MODULATE;
|
||||||
|
|
||||||
|
int stSrcBlend, stDstBlend;
|
||||||
|
bool stAlphaTest;
|
||||||
|
int stBlendEquation;
|
||||||
|
|
||||||
|
FShader *activeShader;
|
||||||
|
|
||||||
|
EPassType mPassType = NORMAL_PASS;
|
||||||
|
int mNumDrawBuffers = 1;
|
||||||
|
|
||||||
|
bool ApplyShader();
|
||||||
|
|
||||||
|
// Texture binding state
|
||||||
|
FMaterial *lastMaterial = nullptr;
|
||||||
|
int lastClamp = 0;
|
||||||
|
int lastTranslation = 0;
|
||||||
|
int maxBoundMaterial = -1;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
|
||||||
|
FGLRenderState()
|
||||||
|
{
|
||||||
|
Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Reset();
|
||||||
|
|
||||||
|
void ClearLastMaterial()
|
||||||
|
{
|
||||||
|
lastMaterial = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
|
||||||
|
|
||||||
|
void Apply();
|
||||||
|
void ApplyLightIndex(int index);
|
||||||
|
|
||||||
|
void SetVertexBuffer(FVertexBuffer *vb)
|
||||||
|
{
|
||||||
|
mVertexBuffer = vb;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ResetVertexBuffer()
|
||||||
|
{
|
||||||
|
// forces rebinding with the next 'apply' call.
|
||||||
|
mCurrentVertexBuffer = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void EnableSplit(bool on)
|
||||||
|
{
|
||||||
|
if (!(gl.flags & RFL_NO_CLIP_PLANES))
|
||||||
|
{
|
||||||
|
mSplitEnabled = on;
|
||||||
|
if (on)
|
||||||
|
{
|
||||||
|
glEnable(GL_CLIP_DISTANCE3);
|
||||||
|
glEnable(GL_CLIP_DISTANCE4);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glDisable(GL_CLIP_DISTANCE3);
|
||||||
|
glDisable(GL_CLIP_DISTANCE4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetSpecular(float glossiness, float specularLevel)
|
||||||
|
{
|
||||||
|
mGlossiness = glossiness;
|
||||||
|
mSpecularLevel = specularLevel;
|
||||||
|
}
|
||||||
|
|
||||||
void SetClipSplit(float bottom, float top)
|
void SetClipSplit(float bottom, float top)
|
||||||
{
|
{
|
||||||
mClipSplit[0] = bottom;
|
mClipSplit[0] = bottom;
|
||||||
|
@ -364,12 +418,6 @@ public:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AlphaFunc(int func, float thresh)
|
|
||||||
{
|
|
||||||
if (func == GL_GREATER) mAlphaThreshold = thresh;
|
|
||||||
else mAlphaThreshold = thresh - 0.001f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void BlendEquation(int eq)
|
void BlendEquation(int eq)
|
||||||
{
|
{
|
||||||
if (!gl_direct_state_change)
|
if (!gl_direct_state_change)
|
||||||
|
@ -428,18 +476,6 @@ public:
|
||||||
return mPassType == GBUFFER_PASS ? 3 : 1;
|
return mPassType == GBUFFER_PASS ? 3 : 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Backwards compatibility crap follows
|
|
||||||
void ApplyFixedFunction();
|
|
||||||
void DrawColormapOverlay();
|
|
||||||
|
|
||||||
void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
|
|
||||||
{
|
|
||||||
if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
|
|
||||||
{
|
|
||||||
EnableTextureMatrix(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
extern FGLRenderState gl_RenderState;
|
extern FGLRenderState gl_RenderState;
|
||||||
|
|
Loading…
Reference in a new issue