mirror of
https://github.com/ZDoom/Raze.git
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6e49f0bf8f
Bone model support in GLES and ZScript quaternions.
742 lines
21 KiB
C++
742 lines
21 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2009-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_renderstate.cpp
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** Render state maintenance
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**
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*/
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#include "gles_system.h"
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#include "hw_cvars.h"
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#include "flatvertices.h"
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#include "gles_shader.h"
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#include "gles_renderer.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "gles_renderbuffers.h"
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#include "gles_hwtexture.h"
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#include "gles_buffers.h"
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#include "gles_renderer.h"
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#include "gles_samplers.h"
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#include "hw_clock.h"
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#include "printf.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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namespace OpenGLESRenderer
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{
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FGLRenderState gl_RenderState;
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static VSMatrix identityMatrix(1);
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static void matrixToGL(const VSMatrix &mat, int loc)
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{
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glUniformMatrix4fv(loc, 1, false, (float*)&mat);
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}
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//==========================================================================
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//
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// This only gets called once upon setup.
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// With OpenGL the state is persistent and cannot be cleared, once set up.
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//
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//==========================================================================
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void FGLRenderState::Reset()
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{
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FRenderState::Reset();
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mVertexBuffer = mCurrentVertexBuffer = nullptr;
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mGlossiness = 0.0f;
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mSpecularLevel = 0.0f;
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mShaderTimer = 0.0f;
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stRenderStyle = DefaultRenderStyle();
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stSrcBlend = stDstBlend = -1;
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stBlendEquation = -1;
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stAlphaTest = 0;
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mLastDepthClamp = true;
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mEffectState = 0;
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activeShader = nullptr;
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mCurrentVertexBuffer = nullptr;
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mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
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mCurrentIndexBuffer = nullptr;
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}
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//==========================================================================
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//
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// Apply shader settings
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//
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//==========================================================================
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bool FGLRenderState::ApplyShader()
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{
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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ShaderFlavourData flavour;
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// Need to calc light data now in order to select correct shader
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float* lightPtr = NULL;
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int modLights = 0;
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int subLights = 0;
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int addLights = 0;
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int totalLights = 0;
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flavour.hasSpotLight = false;
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if (mLightIndex >= 0)
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{
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lightPtr = ((float*)screen->mLights->GetBuffer()->Memory());
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lightPtr += ((int64_t)mLightIndex * 4);
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// Calculate how much light data there is to upload, this is stored in the first 4 floats
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modLights = int(lightPtr[1]) / LIGHT_VEC4_NUM;
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subLights = (int(lightPtr[2]) - int(lightPtr[1])) / LIGHT_VEC4_NUM;
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addLights = (int(lightPtr[3]) - int(lightPtr[2])) / LIGHT_VEC4_NUM;
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// Here we limit the number of lights, but don't change the light data so priority has to be mod, sub then add
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if (modLights > (int)gles.maxlights)
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modLights = gles.maxlights;
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if (modLights + subLights > (int)gles.maxlights)
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subLights = gles.maxlights - modLights;
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if (modLights + subLights + addLights > (int)gles.maxlights)
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addLights = gles.maxlights - modLights - subLights;
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totalLights = modLights + subLights + addLights;
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// Skip passed the first 4 floats so the upload below only contains light data
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lightPtr += 4;
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float* findSpotsPtr = lightPtr + 11; // The 11th float contains '1' if the light is a spot light, see hw_dynlightdata.cpp
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for (int n = 0; n < totalLights; n++)
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{
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if (*findSpotsPtr > 0) // This is a spot light
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{
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flavour.hasSpotLight = true;
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break;
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}
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findSpotsPtr += LIGHT_VEC4_NUM * 4;
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}
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}
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int tm = GetTextureModeAndFlags(mTempTM);
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flavour.textureMode = tm & 0xffff;
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flavour.texFlags = tm >> 16; //Move flags to start of word
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if (mTextureClamp && flavour.textureMode == TM_NORMAL) flavour.textureMode = TM_CLAMPY; // fixme. Clamp can now be combined with all modes.
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if (flavour.textureMode == -1)
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flavour.textureMode = 0;
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flavour.blendFlags = (int)(mStreamData.uTextureAddColor.a + 0.01);
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flavour.paletteInterpolate = !!(flavour.blendFlags & 0x4000);
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flavour.twoDFog = false;
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flavour.fogEnabled = false;
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flavour.fogEquationRadial = false;
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flavour.colouredFog = false;
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flavour.fogEquationRadial = (gl_fogmode == 2);
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flavour.twoDFog = false;
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flavour.fogEnabled = false;
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flavour.colouredFog = false;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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flavour.twoDFog = true;
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}
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else if (gl_fogmode)
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{
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flavour.fogEnabled = true;
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if ((GetFogColor() & 0xffffff) != 0)
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flavour.colouredFog = true;
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}
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}
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flavour.doDesaturate = mStreamData.uDesaturationFactor != 0;
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flavour.useULightLevel = (mLightParms[3] >= 0); //#define uLightLevel uLightAttr.a
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// Yes create shaders for all combinations of active lights to avoid more branches
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flavour.dynLightsMod = (modLights > 0);
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flavour.dynLightsSub = (subLights > 0);
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flavour.dynLightsAdd = (addLights > 0);
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flavour.useObjectColor2 = (mStreamData.uObjectColor2.a > 0);
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flavour.useGlowTopColor = mGlowEnabled && (mStreamData.uGlowTopColor[3] > 0);
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flavour.useGlowBottomColor = mGlowEnabled && (mStreamData.uGlowBottomColor[3] > 0);
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flavour.useColorMap = (mColorMapSpecial >= CM_FIRSTSPECIALCOLORMAP) || (mColorMapFlash != 1);
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flavour.buildLighting = (mHwUniforms->mPalLightLevels >> 16) == 5; // Build engine mode
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flavour.bandedSwLight = !!(mHwUniforms->mPalLightLevels & 0xFF);
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#ifdef NPOT_EMULATION
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flavour.npotEmulation = (mStreamData.uNpotEmulation.Y != 0);
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#endif
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if (mSpecialEffect > EFF_NONE)
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{
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activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType, flavour);
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}
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else
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{
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType);
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activeShader->Bind(flavour);
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}
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if (mHwUniforms)
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{
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activeShader->cur->muProjectionMatrix.Set(&mHwUniforms->mProjectionMatrix);
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activeShader->cur->muViewMatrix.Set(&mHwUniforms->mViewMatrix);
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activeShader->cur->muNormalViewMatrix.Set(&mHwUniforms->mNormalViewMatrix);
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activeShader->cur->muCameraPos.Set(&mHwUniforms->mCameraPos.X);
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activeShader->cur->muClipLine.Set(&mHwUniforms->mClipLine.X);
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activeShader->cur->muGlobVis.Set(mHwUniforms->mGlobVis);
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activeShader->cur->muPalLightLevels.Set(mHwUniforms->mPalLightLevels & 0xFF); // JUST pass the pal levels, clear the top bits
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activeShader->cur->muViewHeight.Set(mHwUniforms->mViewHeight);
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activeShader->cur->muClipHeight.Set(mHwUniforms->mClipHeight);
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activeShader->cur->muClipHeightDirection.Set(mHwUniforms->mClipHeightDirection);
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//activeShader->cur->muShadowmapFilter.Set(mHwUniforms->mShadowmapFilter);
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}
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glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X);
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glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X);
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activeShader->cur->muDesaturation.Set(mStreamData.uDesaturationFactor);
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//activeShader->cur->muFogEnabled.Set(fogset);
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activeShader->cur->muLightParms.Set(mLightParms);
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activeShader->cur->muFogColor.Set(mStreamData.uFogColor);
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activeShader->cur->muObjectColor.Set(mStreamData.uObjectColor);
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activeShader->cur->muDynLightColor.Set(&mStreamData.uDynLightColor.X);
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activeShader->cur->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
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activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->cur->muBoneIndexBase.Set(-1);
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activeShader->cur->muClipSplit.Set(mClipSplit);
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activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
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activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor);
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activeShader->cur->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
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activeShader->cur->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
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activeShader->cur->muDetailParms.Set(&mStreamData.uDetailParms.X);
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#ifdef NPOT_EMULATION
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activeShader->cur->muNpotEmulation.Set(&mStreamData.uNpotEmulation.X);
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#endif
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if (flavour.useColorMap)
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{
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if (mColorMapSpecial < CM_FIRSTSPECIALCOLORMAP || mColorMapSpecial >= CM_MAXCOLORMAP)
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{
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activeShader->cur->muFixedColormapStart.Set( 0,0,0, mColorMapFlash );
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activeShader->cur->muFixedColormapRange.Set( 0,0,0, 1.f );
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}
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else
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{
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FSpecialColormap* scm = &SpecialColormaps[mColorMapSpecial - CM_FIRSTSPECIALCOLORMAP];
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//uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
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activeShader->cur->muFixedColormapStart.Set( scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], mColorMapFlash );
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activeShader->cur->muFixedColormapRange.Set( scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f );
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}
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}
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if (mGlowEnabled || activeShader->cur->currentglowstate)
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{
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activeShader->cur->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X);
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activeShader->cur->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X);
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activeShader->cur->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X);
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activeShader->cur->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X);
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activeShader->cur->currentglowstate = mGlowEnabled;
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}
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if (mGradientEnabled || activeShader->cur->currentgradientstate)
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{
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activeShader->cur->muObjectColor2.Set(mStreamData.uObjectColor2);
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activeShader->cur->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X);
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activeShader->cur->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X);
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activeShader->cur->currentgradientstate = mGradientEnabled;
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}
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if (mSplitEnabled || activeShader->cur->currentsplitstate)
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{
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activeShader->cur->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X);
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activeShader->cur->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X);
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activeShader->cur->currentsplitstate = mSplitEnabled;
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}
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if (mTextureMatrixEnabled)
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{
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matrixToGL(mTextureMatrix, activeShader->cur->texturematrix_index);
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activeShader->cur->currentTextureMatrixState = true;
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}
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else if (activeShader->cur->currentTextureMatrixState)
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{
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activeShader->cur->currentTextureMatrixState = false;
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matrixToGL(identityMatrix, activeShader->cur->texturematrix_index);
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}
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if (mModelMatrixEnabled)
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{
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matrixToGL(mModelMatrix, activeShader->cur->modelmatrix_index);
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VSMatrix norm;
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norm.computeNormalMatrix(mModelMatrix);
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matrixToGL(norm, activeShader->cur->normalmodelmatrix_index);
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activeShader->cur->currentModelMatrixState = true;
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}
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else if (activeShader->cur->currentModelMatrixState)
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{
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activeShader->cur->currentModelMatrixState = false;
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matrixToGL(identityMatrix, activeShader->cur->modelmatrix_index);
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matrixToGL(identityMatrix, activeShader->cur->normalmodelmatrix_index);
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}
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// Upload the light data
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if (mLightIndex >= 0)
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{
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// Calculate the total number of vec4s we need
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int totalVectors = totalLights * LIGHT_VEC4_NUM;
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if (totalVectors > (int)gles.numlightvectors)
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totalVectors = gles.numlightvectors;
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glUniform4fv(activeShader->cur->lights_index, totalVectors, lightPtr);
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int range[4] = { 0,
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modLights * LIGHT_VEC4_NUM,
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(modLights + subLights) * LIGHT_VEC4_NUM,
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(modLights + subLights + addLights) * LIGHT_VEC4_NUM };
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activeShader->cur->muLightRange.Set(range);
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}
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if (gles.gles3Features)
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{
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// Upload bone data
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// NOTE, this is pretty inefficient, it will be reloading the same data over and over in a single frame
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// Need to add something to detect a start of new frame then only update the data when it's been changed
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if ((mBoneIndexBase >= 0))
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{
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float* bonesPtr = ((float*)screen->mBones->GetBuffer()->Memory());
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int number = screen->mBones->GetCurrentIndex();
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glUniformMatrix4fv(activeShader->cur->bones_index, number, false, bonesPtr);
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activeShader->cur->muBoneIndexBase.Set(mBoneIndexBase);
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}
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}
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return true;
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}
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//==========================================================================
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//
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// Apply State
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//
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//==========================================================================
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void FGLRenderState::ApplyState()
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{
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if (mRenderStyle != stRenderStyle)
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{
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ApplyBlendMode();
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stRenderStyle = mRenderStyle;
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}
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if (mSplitEnabled != stSplitEnabled)
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{
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stSplitEnabled = mSplitEnabled;
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}
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if (mMaterial.mChanged)
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{
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ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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mMaterial.mChanged = false;
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}
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if (mBias.mFactor == 0 && mBias.mUnits == 0)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glPolygonOffset(mBias.mFactor, mBias.mUnits);
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mBias.mChanged = false;
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}
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void FGLRenderState::ApplyBuffers()
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{
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if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
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{
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assert(mVertexBuffer != nullptr);
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static_cast<GLVertexBuffer*>(mVertexBuffer)->Bind(mVertexOffsets);
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mCurrentVertexBuffer = mVertexBuffer;
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mCurrentVertexOffsets[0] = mVertexOffsets[0];
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mCurrentVertexOffsets[1] = mVertexOffsets[1];
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}
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if (mIndexBuffer != mCurrentIndexBuffer)
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{
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if (mIndexBuffer) static_cast<GLIndexBuffer*>(mIndexBuffer)->Bind();
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mCurrentIndexBuffer = mIndexBuffer;
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}
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}
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void FGLRenderState::Apply()
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{
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ApplyState();
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ApplyBuffers();
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ApplyShader();
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
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{
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if (mat->Source()->isHardwareCanvas())
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{
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mTempTM = TM_OPAQUE;
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}
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else
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{
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mTempTM = TM_NORMAL;
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}
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auto tex = mat->Source();
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mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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mShaderTimer = tex->GetShaderSpeed();
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SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
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if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
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clampmode = tex->GetClampMode(clampmode);
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// avoid rebinding the same texture multiple times.
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if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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lastMaterial = mat;
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lastClamp = clampmode;
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lastTranslation = translation;
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int maxbound = 0;
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
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{
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if (!(layer->scaleFlags & CTF_Indexed))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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else
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{
|
|
for (int i = 1; i < 3; i++)
|
|
{
|
|
auto systex = static_cast<FHardwareTexture*>(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<HWViewpointUniforms*>(static_cast<uint8_t*>(data));
|
|
|
|
}
|
|
}
|