// //--------------------------------------------------------------------------- // // Copyright(C) 2009-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_renderstate.cpp ** Render state maintenance ** */ #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" #include "gl/dynlights//gl_lightbuffer.h" #include "gl/renderer/gl_renderbuffers.h" #include "g_levellocals.h" void gl_SetTextureMode(int type); FRenderState gl_RenderState; CVAR(Bool, gl_direct_state_change, true, 0) CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE) static VSMatrix identityMatrix(1); TArray gl_MatrixStack; //========================================================================== // // // //========================================================================== void FRenderState::Reset() { mTextureEnabled = true; mClipLineEnabled = mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false; mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true; currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true; mFogColor.d = -1; mTextureMode = -1; mLightIndex = -1; mDesaturation = 0; mSrcBlend = GL_SRC_ALPHA; mDstBlend = GL_ONE_MINUS_SRC_ALPHA; mAlphaThreshold = 0.5f; mBlendEquation = GL_FUNC_ADD; mModelMatrixEnabled = false; mTextureMatrixEnabled = false; mObjectColor = 0xffffffff; mObjectColor2 = 0; mVertexBuffer = mCurrentVertexBuffer = NULL; mColormapState = CM_DEFAULT; mSoftLight = 0; mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f; mLightParms[3] = -1.f; mSpecialEffect = EFF_NONE; mClipHeight = 0.f; mClipHeightDirection = 0.f; mShaderTimer = 0.0f; ClearClipSplit(); stSrcBlend = stDstBlend = -1; stBlendEquation = -1; stAlphaThreshold = -1.f; stAlphaTest = 0; mLastDepthClamp = true; mInterpolationFactor = 0.0f; mColor.Set(1.0f, 1.0f, 1.0f, 1.0f); mCameraPos.Set(0.0f, 0.0f, 0.0f, 0.0f); 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); mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f); mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f); mEffectState = 0; activeShader = nullptr; mProjectionMatrix.loadIdentity(); mViewMatrix.loadIdentity(); mModelMatrix.loadIdentity(); mTextureMatrix.loadIdentity(); mPassType = NORMAL_PASS; } //========================================================================== // // Apply shader settings // //========================================================================== bool FRenderState::ApplyShader() { static uint64_t firstFrame = 0; // if firstFrame is not yet initialized, initialize it to current time // if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame) firstFrame = screen->FrameTime; static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f }; if (mSpecialEffect > EFF_NONE) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType); } else { activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f, mPassType); activeShader->Bind(); } int fogset = 0; if (mFogEnabled) { if ((mFogColor & 0xffffff) == 0) { fogset = gl_fogmode; } else { fogset = -gl_fogmode; } } glVertexAttrib4fv(VATTR_COLOR, mColor.vec); glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec); //activeShader->muObjectColor2.Set(mObjectColor2); activeShader->muObjectColor2.Set(mObjectColor2); activeShader->muDesaturation.Set(mDesaturation / 255.f); activeShader->muFogEnabled.Set(fogset); activeShader->muPalLightLevels.Set(static_cast(gl_bandedswlight) | (static_cast(gl_fogmode) << 8)); activeShader->muGlobVis.Set(GLRenderer->mGlobVis / 32.0f); 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->muClipHeight.Set(mClipHeight); activeShader->muClipHeightDirection.Set(mClipHeightDirection); activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f); activeShader->muAlphaThreshold.Set(mAlphaThreshold); activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now activeShader->muClipSplit.Set(mClipSplit); if (mGlowEnabled) { activeShader->muGlowTopColor.Set(mGlowTop.vec); activeShader->muGlowBottomColor.Set(mGlowBottom.vec); activeShader->currentglowstate = 1; } else if (activeShader->currentglowstate) { // if glowing is on, disable it. activeShader->muGlowTopColor.Set(nulvec); activeShader->muGlowBottomColor.Set(nulvec); activeShader->currentglowstate = 0; } if (mGlowEnabled || mObjectColor2.a != 0) { activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec); activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec); } if (mSplitEnabled) { activeShader->muSplitTopPlane.Set(mSplitTopPlane.vec); activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec); activeShader->currentsplitstate = 1; } else if (activeShader->currentsplitstate) { activeShader->muSplitTopPlane.Set(nulvec); activeShader->muSplitBottomPlane.Set(nulvec); activeShader->currentsplitstate = 0; } if (mClipLineEnabled) { activeShader->muClipLine.Set(mClipLine.vec); activeShader->currentcliplinestate = 1; } else if (activeShader->currentcliplinestate) { activeShader->muClipLine.Set(-10000000.0, 0, 0, 0); activeShader->currentcliplinestate = 0; } if (mColormapState != activeShader->currentfixedcolormap) { float r, g, b; activeShader->currentfixedcolormap = mColormapState; if (mColormapState == CM_DEFAULT) { activeShader->muFixedColormap.Set(0); } else if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP) { if (FGLRenderBuffers::IsEnabled()) { // When using postprocessing to apply the colormap, we must render the image fullbright here. activeShader->muFixedColormap.Set(2); activeShader->muColormapStart.Set(1, 1, 1, 1.f); } else { FSpecialColormap *scm = &SpecialColormaps[mColormapState - 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); VSMatrix norm; norm.computeNormalMatrix(mModelMatrix); norm.matrixToGL(activeShader->normalmodelmatrix_index); activeShader->currentModelMatrixState = true; } else if (activeShader->currentModelMatrixState) { activeShader->currentModelMatrixState = false; identityMatrix.matrixToGL(activeShader->modelmatrix_index); identityMatrix.matrixToGL(activeShader->normalmodelmatrix_index); } return true; } //========================================================================== // // Apply State // //========================================================================== void FRenderState::Apply() { if (!gl_direct_state_change) { if (mSrcBlend != stSrcBlend || mDstBlend != stDstBlend) { stSrcBlend = mSrcBlend; stDstBlend = mDstBlend; glBlendFunc(mSrcBlend, mDstBlend); } if (mBlendEquation != stBlendEquation) { stBlendEquation = mBlendEquation; glBlendEquation(mBlendEquation); } } //ApplyColorMask(); I don't think this is needed. if (mVertexBuffer != mCurrentVertexBuffer) { if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0); else mVertexBuffer->BindVBO(); mCurrentVertexBuffer = mVertexBuffer; } if (!gl.legacyMode) { ApplyShader(); } else { ApplyFixedFunction(); } } void FRenderState::ApplyColorMask() { if ((mColorMask[0] != currentColorMask[0]) || (mColorMask[1] != currentColorMask[1]) || (mColorMask[2] != currentColorMask[2]) || (mColorMask[3] != currentColorMask[3])) { glColorMask(mColorMask[0], mColorMask[1], mColorMask[2], mColorMask[3]); currentColorMask[0] = mColorMask[0]; currentColorMask[1] = mColorMask[1]; currentColorMask[2] = mColorMask[2]; currentColorMask[3] = mColorMask[3]; } } void FRenderState::ApplyMatrices() { if (GLRenderer->mShaderManager != NULL) { GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, mPassType); } } void FRenderState::ApplyLightIndex(int index) { if (!gl.legacyMode) { if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER) { index = GLRenderer->mLights->BindUBO(index); } activeShader->muLightIndex.Set(index); } } void FRenderState::SetClipHeight(float height, float direction) { mClipHeight = height; mClipHeightDirection = direction; #if 1 // This still doesn't work... :( if (gl.flags & RFL_NO_CLIP_PLANES) return; #endif if (direction != 0.f) { /* if (gl.flags & RFL_NO_CLIP_PLANES) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(mViewMatrix.get()); // Plane mirrors never are slopes. double d[4] = { 0, direction, 0, -direction * height }; glClipPlane(GL_CLIP_PLANE0, d); glPopMatrix(); } */ glEnable(GL_CLIP_DISTANCE0); } else { glDisable(GL_CLIP_DISTANCE0); // GL_CLIP_PLANE0 is the same value so no need to make a distinction } }