// //--------------------------------------------------------------------------- // // 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 2 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 "gles_system.h" #include "hw_cvars.h" #include "flatvertices.h" #include "gles_shader.h" #include "gles_renderer.h" #include "hw_lightbuffer.h" #include "hw_bonebuffer.h" #include "gles_renderbuffers.h" #include "gles_hwtexture.h" #include "gles_buffers.h" #include "gles_renderer.h" #include "gles_samplers.h" #include "hw_clock.h" #include "printf.h" #include "hwrenderer/data/hw_viewpointbuffer.h" namespace OpenGLESRenderer { FGLRenderState gl_RenderState; static VSMatrix identityMatrix(1); static void matrixToGL(const VSMatrix &mat, int loc) { glUniformMatrix4fv(loc, 1, false, (float*)&mat); } //========================================================================== // // This only gets called once upon setup. // With OpenGL the state is persistent and cannot be cleared, once set up. // //========================================================================== void FGLRenderState::Reset() { FRenderState::Reset(); mVertexBuffer = mCurrentVertexBuffer = nullptr; mGlossiness = 0.0f; mSpecularLevel = 0.0f; mShaderTimer = 0.0f; stRenderStyle = DefaultRenderStyle(); stSrcBlend = stDstBlend = -1; stBlendEquation = -1; stAlphaTest = 0; mLastDepthClamp = true; mEffectState = 0; activeShader = nullptr; mCurrentVertexBuffer = nullptr; mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0; mCurrentIndexBuffer = nullptr; } //========================================================================== // // Apply shader settings // //========================================================================== bool FGLRenderState::ApplyShader() { static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f }; ShaderFlavourData flavour; // Need to calc light data now in order to select correct shader float* lightPtr = NULL; int modLights = 0; int subLights = 0; int addLights = 0; int totalLights = 0; flavour.hasSpotLight = false; if (mLightIndex >= 0) { lightPtr = ((float*)screen->mLights->GetBuffer()->Memory()); lightPtr += ((int64_t)mLightIndex * 4); // Calculate how much light data there is to upload, this is stored in the first 4 floats modLights = int(lightPtr[1]) / LIGHT_VEC4_NUM; subLights = (int(lightPtr[2]) - int(lightPtr[1])) / LIGHT_VEC4_NUM; addLights = (int(lightPtr[3]) - int(lightPtr[2])) / LIGHT_VEC4_NUM; // Here we limit the number of lights, but don't change the light data so priority has to be mod, sub then add if (modLights > (int)gles.maxlights) modLights = gles.maxlights; if (modLights + subLights > (int)gles.maxlights) subLights = gles.maxlights - modLights; if (modLights + subLights + addLights > (int)gles.maxlights) addLights = gles.maxlights - modLights - subLights; totalLights = modLights + subLights + addLights; // Skip passed the first 4 floats so the upload below only contains light data lightPtr += 4; float* findSpotsPtr = lightPtr + 11; // The 11th float contains '1' if the light is a spot light, see hw_dynlightdata.cpp for (int n = 0; n < totalLights; n++) { if (*findSpotsPtr > 0) // This is a spot light { flavour.hasSpotLight = true; break; } findSpotsPtr += LIGHT_VEC4_NUM * 4; } } int tm = GetTextureModeAndFlags(mTempTM); flavour.textureMode = tm & 0xffff; flavour.texFlags = tm >> 16; //Move flags to start of word if (mTextureClamp && flavour.textureMode == TM_NORMAL) flavour.textureMode = TM_CLAMPY; // fixme. Clamp can now be combined with all modes. if (flavour.textureMode == -1) flavour.textureMode = 0; flavour.blendFlags = (int)(mStreamData.uTextureAddColor.a + 0.01); flavour.paletteInterpolate = !!(flavour.blendFlags & 0x4000); flavour.twoDFog = false; flavour.fogEnabled = false; flavour.fogEquationRadial = false; flavour.colouredFog = false; flavour.fogEquationRadial = (gl_fogmode == 2); flavour.twoDFog = false; flavour.fogEnabled = false; flavour.colouredFog = false; if (mFogEnabled) { if (mFogEnabled == 2) { flavour.twoDFog = true; } else if (gl_fogmode) { flavour.fogEnabled = true; if ((GetFogColor() & 0xffffff) != 0) flavour.colouredFog = true; } } flavour.doDesaturate = mStreamData.uDesaturationFactor != 0; flavour.useULightLevel = (mLightParms[3] >= 0); //#define uLightLevel uLightAttr.a // Yes create shaders for all combinations of active lights to avoid more branches flavour.dynLightsMod = (modLights > 0); flavour.dynLightsSub = (subLights > 0); flavour.dynLightsAdd = (addLights > 0); flavour.useObjectColor2 = (mStreamData.uObjectColor2.a > 0); flavour.useGlowTopColor = mGlowEnabled && (mStreamData.uGlowTopColor[3] > 0); flavour.useGlowBottomColor = mGlowEnabled && (mStreamData.uGlowBottomColor[3] > 0); flavour.useColorMap = (mColorMapSpecial >= CM_FIRSTSPECIALCOLORMAP) || (mColorMapFlash != 1); flavour.buildLighting = (mHwUniforms->mPalLightLevels >> 16) == 5; // Build engine mode flavour.bandedSwLight = !!(mHwUniforms->mPalLightLevels & 0xFF); #ifdef NPOT_EMULATION flavour.npotEmulation = (mStreamData.uNpotEmulation.Y != 0); #endif if (mSpecialEffect > EFF_NONE) { activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType, flavour); } else { activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType); activeShader->Bind(flavour); } if (mHwUniforms) { activeShader->cur->muProjectionMatrix.Set(&mHwUniforms->mProjectionMatrix); activeShader->cur->muViewMatrix.Set(&mHwUniforms->mViewMatrix); activeShader->cur->muNormalViewMatrix.Set(&mHwUniforms->mNormalViewMatrix); activeShader->cur->muCameraPos.Set(&mHwUniforms->mCameraPos.X); activeShader->cur->muClipLine.Set(&mHwUniforms->mClipLine.X); activeShader->cur->muGlobVis.Set(mHwUniforms->mGlobVis); activeShader->cur->muPalLightLevels.Set(mHwUniforms->mPalLightLevels & 0xFF); // JUST pass the pal levels, clear the top bits activeShader->cur->muViewHeight.Set(mHwUniforms->mViewHeight); activeShader->cur->muClipHeight.Set(mHwUniforms->mClipHeight); activeShader->cur->muClipHeightDirection.Set(mHwUniforms->mClipHeightDirection); //activeShader->cur->muShadowmapFilter.Set(mHwUniforms->mShadowmapFilter); } glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X); glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X); activeShader->cur->muDesaturation.Set(mStreamData.uDesaturationFactor); //activeShader->cur->muFogEnabled.Set(fogset); activeShader->cur->muLightParms.Set(mLightParms); activeShader->cur->muFogColor.Set(mStreamData.uFogColor); activeShader->cur->muObjectColor.Set(mStreamData.uObjectColor); activeShader->cur->muDynLightColor.Set(&mStreamData.uDynLightColor.X); activeShader->cur->muInterpolationFactor.Set(mStreamData.uInterpolationFactor); activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.); activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold); activeShader->cur->muBoneIndexBase.Set(-1); activeShader->cur->muClipSplit.Set(mClipSplit); activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel); activeShader->cur->muAddColor.Set(mStreamData.uAddColor); activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor); activeShader->cur->muTextureModulateColor.Set(mStreamData.uTextureModulateColor); activeShader->cur->muTextureBlendColor.Set(mStreamData.uTextureBlendColor); activeShader->cur->muDetailParms.Set(&mStreamData.uDetailParms.X); #ifdef NPOT_EMULATION activeShader->cur->muNpotEmulation.Set(&mStreamData.uNpotEmulation.X); #endif if (flavour.useColorMap) { if (mColorMapSpecial < CM_FIRSTSPECIALCOLORMAP || mColorMapSpecial >= CM_MAXCOLORMAP) { activeShader->cur->muFixedColormapStart.Set( 0,0,0, mColorMapFlash ); activeShader->cur->muFixedColormapRange.Set( 0,0,0, 1.f ); } else { FSpecialColormap* scm = &SpecialColormaps[mColorMapSpecial - CM_FIRSTSPECIALCOLORMAP]; //uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash }; activeShader->cur->muFixedColormapStart.Set( scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], mColorMapFlash ); activeShader->cur->muFixedColormapRange.Set( scm->ColorizeEnd[0] - scm->ColorizeStart[0], scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f ); } } if (mGlowEnabled || activeShader->cur->currentglowstate) { activeShader->cur->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X); activeShader->cur->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X); activeShader->cur->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X); activeShader->cur->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X); activeShader->cur->currentglowstate = mGlowEnabled; } if (mGradientEnabled || activeShader->cur->currentgradientstate) { activeShader->cur->muObjectColor2.Set(mStreamData.uObjectColor2); activeShader->cur->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X); activeShader->cur->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X); activeShader->cur->currentgradientstate = mGradientEnabled; } if (mSplitEnabled || activeShader->cur->currentsplitstate) { activeShader->cur->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X); activeShader->cur->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X); activeShader->cur->currentsplitstate = mSplitEnabled; } if (mTextureMatrixEnabled) { matrixToGL(mTextureMatrix, activeShader->cur->texturematrix_index); activeShader->cur->currentTextureMatrixState = true; } else if (activeShader->cur->currentTextureMatrixState) { activeShader->cur->currentTextureMatrixState = false; matrixToGL(identityMatrix, activeShader->cur->texturematrix_index); } if (mModelMatrixEnabled) { matrixToGL(mModelMatrix, activeShader->cur->modelmatrix_index); VSMatrix norm; norm.computeNormalMatrix(mModelMatrix); matrixToGL(norm, activeShader->cur->normalmodelmatrix_index); activeShader->cur->currentModelMatrixState = true; } else if (activeShader->cur->currentModelMatrixState) { activeShader->cur->currentModelMatrixState = false; matrixToGL(identityMatrix, activeShader->cur->modelmatrix_index); matrixToGL(identityMatrix, activeShader->cur->normalmodelmatrix_index); } // Upload the light data if (mLightIndex >= 0) { // Calculate the total number of vec4s we need int totalVectors = totalLights * LIGHT_VEC4_NUM; if (totalVectors > (int)gles.numlightvectors) totalVectors = gles.numlightvectors; glUniform4fv(activeShader->cur->lights_index, totalVectors, lightPtr); int range[4] = { 0, modLights * LIGHT_VEC4_NUM, (modLights + subLights) * LIGHT_VEC4_NUM, (modLights + subLights + addLights) * LIGHT_VEC4_NUM }; activeShader->cur->muLightRange.Set(range); } if (gles.gles3Features) { // Upload bone data // NOTE, this is pretty inefficient, it will be reloading the same data over and over in a single frame // Need to add something to detect a start of new frame then only update the data when it's been changed if ((mBoneIndexBase >= 0)) { float* bonesPtr = ((float*)screen->mBones->GetBuffer()->Memory()); int number = screen->mBones->GetCurrentIndex(); glUniformMatrix4fv(activeShader->cur->bones_index, number, false, bonesPtr); activeShader->cur->muBoneIndexBase.Set(mBoneIndexBase); } } return true; } //========================================================================== // // Apply State // //========================================================================== void FGLRenderState::ApplyState() { if (mRenderStyle != stRenderStyle) { ApplyBlendMode(); stRenderStyle = mRenderStyle; } if (mSplitEnabled != stSplitEnabled) { stSplitEnabled = mSplitEnabled; } if (mMaterial.mChanged) { ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader); mMaterial.mChanged = false; } if (mBias.mFactor == 0 && mBias.mUnits == 0) { glDisable(GL_POLYGON_OFFSET_FILL); } else { glEnable(GL_POLYGON_OFFSET_FILL); } glPolygonOffset(mBias.mFactor, mBias.mUnits); mBias.mChanged = false; } void FGLRenderState::ApplyBuffers() { if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1]) { assert(mVertexBuffer != nullptr); static_cast(mVertexBuffer)->Bind(mVertexOffsets); mCurrentVertexBuffer = mVertexBuffer; mCurrentVertexOffsets[0] = mVertexOffsets[0]; mCurrentVertexOffsets[1] = mVertexOffsets[1]; } if (mIndexBuffer != mCurrentIndexBuffer) { if (mIndexBuffer) static_cast(mIndexBuffer)->Bind(); mCurrentIndexBuffer = mIndexBuffer; } } void FGLRenderState::Apply() { ApplyState(); ApplyBuffers(); ApplyShader(); } //=========================================================================== // // Binds a texture to the renderer // //=========================================================================== void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader) { if (mat->Source()->isHardwareCanvas()) { mTempTM = TM_OPAQUE; } else { mTempTM = TM_NORMAL; } auto tex = mat->Source(); mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex(); mShaderTimer = tex->GetShaderSpeed(); SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel()); if (tex->isHardwareCanvas()) static_cast(tex->GetTexture())->NeedUpdate(); clampmode = tex->GetClampMode(clampmode); // avoid rebinding the same texture multiple times. if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return; lastMaterial = mat; lastClamp = clampmode; lastTranslation = translation; int maxbound = 0; int numLayers = mat->NumLayers(); MaterialLayerInfo* layer; auto base = static_cast(mat->GetLayer(0, translation, &layer)); if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags)) { if (!(layer->scaleFlags & CTF_Indexed)) { for (int i = 1; i < numLayers; i++) { auto systex = static_cast(mat->GetLayer(i, 0, &layer)); // fixme: Upscale flags must be disabled for certain layers. systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags); maxbound = i; } } else { for (int i = 1; i < 3; i++) { auto systex = static_cast(mat->GetLayer(i, translation, &layer)); GLRenderer->mSamplerManager->Bind(i, CLAMP_NONE, 255); systex->Bind(i, false); maxbound = i; } } } // unbind everything from the last texture that's still active for (int i = maxbound + 1; i <= maxBoundMaterial; i++) { FHardwareTexture::Unbind(i); maxBoundMaterial = maxbound; } } //========================================================================== // // Apply blend mode from RenderStyle // //========================================================================== void FGLRenderState::ApplyBlendMode() { static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; int srcblend = blendstyles[mRenderStyle.SrcAlpha%STYLEALPHA_MAX]; int dstblend = blendstyles[mRenderStyle.DestAlpha%STYLEALPHA_MAX]; int blendequation = renderops[mRenderStyle.BlendOp & 15]; if (blendequation == -1) // This was a fuzz style. { srcblend = GL_DST_COLOR; dstblend = GL_ONE_MINUS_SRC_ALPHA; blendequation = GL_FUNC_ADD; } // Checks must be disabled until all draw code has been converted. if (srcblend != stSrcBlend || dstblend != stDstBlend) { stSrcBlend = srcblend; stDstBlend = dstblend; glBlendFunc(srcblend, dstblend); } if (blendequation != stBlendEquation) { stBlendEquation = blendequation; glBlendEquation(blendequation); } } //========================================================================== // // API dependent draw calls // //========================================================================== static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP }; void FGLRenderState::Draw(int dt, int index, int count, bool apply) { if (apply) { Apply(); } drawcalls.Clock(); glDrawArrays(dt2gl[dt], index, count); drawcalls.Unclock(); } void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply) { if (apply) { Apply(); } drawcalls.Clock(); glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t))); drawcalls.Unclock(); } void FGLRenderState::SetDepthMask(bool on) { glDepthMask(on); } void FGLRenderState::SetDepthFunc(int func) { static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS }; glDepthFunc(df2gl[func]); } void FGLRenderState::SetDepthRange(float min, float max) { glDepthRangef(min, max); } void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); } void FGLRenderState::SetStencil(int offs, int op, int flags = -1) { static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR }; glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil if (flags != -1) { bool cmon = !(flags & SF_ColorMaskOff); glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer glDepthMask(!(flags & SF_DepthMaskOff)); } } void FGLRenderState::ToggleState(int state, bool on) { if (on) { glEnable(state); } else { glDisable(state); } } void FGLRenderState::SetCulling(int mode) { if (mode != Cull_None) { glEnable(GL_CULL_FACE); glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW); } else { glDisable(GL_CULL_FACE); } } void FGLRenderState::EnableClipDistance(int num, bool state) { } void FGLRenderState::Clear(int targets) { // This always clears to default values. int gltarget = 0; if (targets & CT_Depth) { gltarget |= GL_DEPTH_BUFFER_BIT; glClearDepthf(1); } if (targets & CT_Stencil) { gltarget |= GL_STENCIL_BUFFER_BIT; glClearStencil(0); } if (targets & CT_Color) { gltarget |= GL_COLOR_BUFFER_BIT; glClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]); } glClear(gltarget); } void FGLRenderState::EnableStencil(bool on) { ToggleState(GL_STENCIL_TEST, on); } void FGLRenderState::SetScissor(int x, int y, int w, int h) { if (w > -1) { glEnable(GL_SCISSOR_TEST); glScissor(x, y, w, h); } else { glDisable(GL_SCISSOR_TEST); } } void FGLRenderState::SetViewport(int x, int y, int w, int h) { glViewport(x, y, w, h); } void FGLRenderState::EnableDepthTest(bool on) { ToggleState(GL_DEPTH_TEST, on); } void FGLRenderState::EnableMultisampling(bool on) { } void FGLRenderState::EnableLineSmooth(bool on) { } //========================================================================== // // // //========================================================================== void FGLRenderState::ClearScreen() { screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT); SetColor(0, 0, 0); Apply(); glDisable(GL_DEPTH_TEST); glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4); glEnable(GL_DEPTH_TEST); } //========================================================================== // // Below are less frequently altrered state settings which do not get // buffered by the state object, but set directly instead. // //========================================================================== bool FGLRenderState::SetDepthClamp(bool on) { bool res = mLastDepthClamp; if (gles.depthClampAvailable) { if (!on) glDisable(GL_DEPTH_CLAMP); else glEnable(GL_DEPTH_CLAMP); } mLastDepthClamp = on; return res; } void FGLRenderState::ApplyViewport(void* data) { mHwUniforms = reinterpret_cast(static_cast(data)); } }